added ui, enemy, sounds, fixed anims

This commit is contained in:
h4570
2020-12-06 16:41:40 +01:00
parent 94e4f8ea3a
commit bcad6f7941
12 changed files with 470 additions and 137 deletions
+2
View File
@@ -6,8 +6,10 @@ EE_OBJS = \
managers/light_manager.o \ managers/light_manager.o \
managers/floor_manager.o \ managers/floor_manager.o \
camera.o \ camera.o \
objects/enemy.o \
objects/floor.o \ objects/floor.o \
objects/player.o \ objects/player.o \
ui.o \
utils.o \ utils.o \
floors.o \ floors.o \
main.o main.o
+22 -10
View File
@@ -14,15 +14,21 @@
// Constructors/Destructors // Constructors/Destructors
// ---- // ----
const u8 FLOORS_COUNT = 144; // Temp change it also in floor_manager.hpp const u16 FLOORS_COUNT = 144; // Temp change it also in floor_manager.hpp
Floors::Floors(Engine *t_engine) Floors::Floors(Engine *t_engine)
: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) : engine(t_engine), floorManager(FLOORS_COUNT),
player(&t_engine->audio), camera(&t_engine->screen)
{ {
audioTicks = 0; audioTicks = 0;
skip1Beat = 0;
} }
Floors::~Floors() {} Floors::~Floors()
{
delete enemy;
delete ui;
}
// ---- // ----
// Methods // Methods
@@ -32,10 +38,13 @@ void Floors::onInit()
{ {
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes); engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
engine->audio.addSongListener(this); engine->audio.addSongListener(this);
engine->audio.loadSong("NF-CHILL.WAV"); engine->audio.loadSong("nob-else.wav");
engine->audio.setSongVolume(100);
engine->audio.playSong(); engine->audio.playSong();
texRepo = engine->renderer->getTextureRepository(); texRepo = engine->renderer->getTextureRepository();
enemy = new Enemy(texRepo);
ui = new Ui(texRepo);
engine->audio.setSongVolume(80);
texRepo->addByMesh("warrior/", player.mesh, BMP); texRepo->addByMesh("warrior/", player.mesh, BMP);
texRepo->addByMesh("floor/", floorManager.floors[0].mesh, BMP); texRepo->addByMesh("floor/", floorManager.floors[0].mesh, BMP);
for (u32 i = 1; i < floorManager.floorAmount; i++) for (u32 i = 1; i < floorManager.floorAmount; i++)
@@ -45,23 +54,26 @@ void Floors::onInit()
void Floors::onUpdate() void Floors::onUpdate()
{ {
if (engine->pad.isCrossClicked) ui->update(player);
printf("FPS:%f\n", engine->fps);
lightManager.update(); lightManager.update();
camera.update(engine->pad, player.mesh); camera.update(engine->pad, player.mesh);
floorManager.update(player); floorManager.update(player);
player.update(engine->pad, camera, floorManager); player.update(engine->pad, camera, floorManager, *enemy);
engine->renderer->draw(player.mesh); engine->renderer->draw(player.mesh);
for (u8 i = 0; i < FLOORS_COUNT; i++) engine->renderer->draw(enemy->getMeshes(), enemy->getMeshesCount());
for (u16 i = 0; i < FLOORS_COUNT; i++)
engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount); engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
ui->render(engine->renderer); // 2D rendering ist LAST step, because layers gonna play there.
} }
void Floors::onAudioTick() void Floors::onAudioTick()
{ {
if ((++audioTicks + 20) % 41 == 0) if ((++audioTicks + 20) % 28 == 0)
{ {
if (skip1Beat)
floorManager.onAudioTick(); floorManager.onAudioTick();
lightManager.onAudioTick(); lightManager.onAudioTick();
skip1Beat = !skip1Beat;
} }
if (audioTicks > 10000) if (audioTicks > 10000)
audioTicks = 0; audioTicks = 0;
+5
View File
@@ -18,7 +18,9 @@
#include "managers/light_manager.hpp" #include "managers/light_manager.hpp"
#include "modules/texture_repository.hpp" #include "modules/texture_repository.hpp"
#include "objects/player.hpp" #include "objects/player.hpp"
#include "objects/enemy.hpp"
#include "./camera.hpp" #include "./camera.hpp"
#include "./ui.hpp"
class Floors : public Game, AudioListener class Floors : public Game, AudioListener
{ {
@@ -36,11 +38,14 @@ public:
private: private:
u32 audioTicks; u32 audioTicks;
u8 skip1Beat;
TextureRepository *texRepo; TextureRepository *texRepo;
LightManager lightManager; LightManager lightManager;
FloorManager floorManager; FloorManager floorManager;
Player player; Player player;
Camera camera; Camera camera;
Ui *ui;
Enemy *enemy;
}; };
#endif #endif
@@ -80,7 +80,7 @@ void FloorManager::initFloors()
floors[0].mesh.loadObj("floor/", "floor", 3.0F, false); floors[0].mesh.loadObj("floor/", "floor", 3.0F, false);
floors[0].mesh.shouldBeFrustumCulled = true; floors[0].mesh.shouldBeFrustumCulled = true;
floors[0].mesh.shouldBeLighted = true; floors[0].mesh.shouldBeLighted = true;
for (u8 i = 1; i < floorAmount; i++) for (u16 i = 1; i < floorAmount; i++)
floors[i].init(floors[0].mesh, spirals[i], i); floors[i].init(floors[0].mesh, spirals[i], i);
PRINT_LOG("Floors initialized!"); PRINT_LOG("Floors initialized!");
} }
@@ -92,7 +92,7 @@ void FloorManager::initFloors()
*/ */
void FloorManager::update(Player &t_player) void FloorManager::update(Player &t_player)
{ {
for (u8 i = 0; i < floorAmount; i++) for (u16 i = 0; i < floorAmount; i++)
{ {
floors[i].animate(t_player); floors[i].animate(t_player);
@@ -106,11 +106,11 @@ void FloorManager::update(Player &t_player)
/** Called by audio thread */ /** Called by audio thread */
void FloorManager::onAudioTick() void FloorManager::onAudioTick()
{ {
if (audioTick++ > 16) if (audioTick++ > 13)
{ {
if (audioMode == 0) if (audioMode == 0)
{ {
for (u8 i = 0; i < floorAmount; i++) for (u16 i = 0; i < floorAmount; i++)
{ {
if ((i + audioOffset) % 2 == 0) if ((i + audioOffset) % 2 == 0)
floors[i].isByAudioTriggered = true; floors[i].isByAudioTriggered = true;
@@ -125,7 +125,7 @@ void FloorManager::onAudioTick()
} }
else if (audioMode == 1) else if (audioMode == 1)
{ {
for (u8 i = 0; i < floorAmount; i++) for (u16 i = 0; i < floorAmount; i++)
{ {
if (i < floorAmount / (audioOffset + 1)) if (i < floorAmount / (audioOffset + 1))
floors[i].isByAudioTriggered = true; floors[i].isByAudioTriggered = true;
@@ -140,7 +140,7 @@ void FloorManager::onAudioTick()
} }
else if (audioMode == 2) else if (audioMode == 2)
{ {
for (u8 i = 0; i < floorAmount; i++) for (u16 i = 0; i < floorAmount; i++)
{ {
if ((i + audioOffset) % 4 == 0) if ((i + audioOffset) % 4 == 0)
floors[i].isByAudioTriggered = true; floors[i].isByAudioTriggered = true;
@@ -155,9 +155,9 @@ void FloorManager::onAudioTick()
} }
else if (audioMode == 3) else if (audioMode == 3)
{ {
for (u8 i = 0; i < floorAmount; i++) for (u16 i = 0; i < floorAmount; i++)
{ {
if (u8(i + 1) > floorAmount / (audioOffset + 1)) if (u16(i + 1) > floorAmount / (audioOffset + 1))
floors[i].isByAudioTriggered = true; floors[i].isByAudioTriggered = true;
else else
floors[i].isByAudioTriggered = false; floors[i].isByAudioTriggered = false;
@@ -27,7 +27,7 @@ public:
FloorManager(int t_floorAmount); FloorManager(int t_floorAmount);
~FloorManager(); ~FloorManager();
Floor floors[144]; // Temp change it also in floors.cpp Floor floors[144]; // Temp change it also in floors.cpp
u32 floorAmount; u16 floorAmount;
void update(Player &t_player); void update(Player &t_player);
void onAudioTick(); void onAudioTick();
+72
View File
@@ -0,0 +1,72 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "enemy.hpp"
#include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp>
#include <modules/gif_sender.hpp>
#include <utils/debug.hpp>
#include <utils/math.hpp>
// ----
// Constructors/Destructors
// ----
Enemy::Enemy(TextureRepository *t_texRepo)
{
PRINT_LOG("Creating enemy object");
meshes = new Mesh[getMeshesCount()];
meshes[0].loadMD2("poss/", "poss_head", 0.3F, false);
meshes[0].position.set(0.00F, 40.00F, 0.00F);
meshes[0].rotation.x = -1.566F;
meshes[0].rotation.z = 1.566F;
meshes[1].loadMD2("poss/", "poss_body", 0.3F, false);
meshes[1].position.set(0.00F, 40.00F, 0.00F);
meshes[1].rotation.x = -1.566F;
meshes[1].rotation.z = 1.566F;
meshes[2].loadMD2("poss/", "poss_weapon", 0.3F, false);
meshes[2].position.set(0.00F, 40.00F, 0.00F);
meshes[2].rotation.x = -1.566F;
meshes[2].rotation.z = 1.566F;
t_texRepo->addByMesh("poss/", meshes[0], PNG);
t_texRepo->addByMesh("poss/", meshes[1], PNG);
t_texRepo->addByMesh("poss/", meshes[2], PNG);
meshes[0].playAnimation(1, 6);
meshes[1].playAnimation(1, 6);
meshes[2].playAnimation(1, 6);
PRINT_LOG("Enemy object created!");
}
Enemy::~Enemy()
{
delete[] meshes;
}
// ----
// Methods
// ----
/** Called by player class. */
void Enemy::kill(const Player &player) const
{
printf("killed!\n");
}
void Enemy::update(const FloorManager &floorManager)
{
}
+38
View File
@@ -0,0 +1,38 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#ifndef _ENEMY_
#define _ENEMY_
#include <tamtypes.h>
#include "../managers/floor_manager.hpp"
#include <modules/texture_repository.hpp>
/** Player 3D object class */
class Enemy
{
public:
s16 indexOfCurrentFloor;
Enemy(TextureRepository *t_texRepo);
~Enemy();
inline Mesh *getMeshes() const { return meshes; }
inline u8 getMeshesCount() const { return 3; }
inline Vector3 &getPosition() const { return meshes[1].position; }
void kill(const Player &player) const;
void update(const FloorManager &t_floorManager);
private:
/** 0 - head, 1 - body, 2 - weapon */
Mesh *meshes;
};
#endif
+1 -1
View File
@@ -23,7 +23,7 @@ class Floor
public: public:
u16 animTimer; u16 animTimer;
u8 animDirection, initOffset, isByAudioTriggered; s16 animDirection, initOffset, isByAudioTriggered;
Mesh mesh; Mesh mesh;
Floor(); Floor();
+189 -109
View File
@@ -10,7 +10,7 @@
#include "player.hpp" #include "player.hpp"
#include <loaders/obj_loader.hpp> #include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp> #include <loaders/bmp_loader.hpp>
#include <modules/gif_sender.hpp> #include <modules/gif_sender.hpp>
#include <utils/debug.hpp> #include <utils/debug.hpp>
@@ -20,20 +20,33 @@
// Constructors/Destructors // Constructors/Destructors
// ---- // ----
Player::Player() Player::Player(Audio *t_audio)
{ {
PRINT_LOG("Creating player object"); PRINT_LOG("Creating player object");
this->gravity = 0.1F; audio = t_audio;
this->lift = -1.0F; gravity = 0.1F;
lift = -1.0F;
jumpCounter = 0;
killedEnemies = 0;
isWalking = false;
isFighting = false;
isWalkingAnimationSet = false;
isJumpingAnimationSet = false;
isFightingAnimationSet = false;
this->mesh.loadMD2("warrior/", "warrior", 0.2F, true); mesh.loadMD2("warrior/", "warrior", 0.2F, true);
this->mesh.position.set(0.00F, 20.00F, 0.00F); mesh.position.set(0.00F, 40.00F, 0.00F);
this->mesh.rotation.x = -1.6F; mesh.rotation.x = -1.566F;
this->mesh.shouldBeBackfaceCulled = false; mesh.rotation.z = 1.566F;
this->mesh.shouldBeFrustumCulled = false; mesh.shouldBeBackfaceCulled = false;
mesh.shouldBeFrustumCulled = false;
mesh.setAnimSpeed(0.17F);
mesh.playAnimation(0, 0);
walkAdpcm = audio->loadADPCM("walk.adpcm");
jumpAdpcm = audio->loadADPCM("jump.adpcm");
audio->setADPCMVolume(60, 0);
this->mesh.setAnimSpeed(0.2F);
this->mesh.playAnimation(0, 24);
PRINT_LOG("Player object created!"); PRINT_LOG("Player object created!");
} }
@@ -46,138 +59,205 @@ Player::~Player()
// ---- // ----
/** Update player position and control gravity */ /** Update player position and control gravity */
void Player::update(Pad &pad, Camera &camera, FloorManager &floorManager) void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, const Enemy &enemy)
{ {
this->updatePosition(pad, camera, floorManager); Vector3 *nextPos = getNextPosition(t_pad, t_camera);
this->updateGravity(pad, floorManager); FloorsCheck *floorsCheck = checkFloors(floorManager, *nextPos);
if (mesh.position.y < -60.0F) if (floorsCheck->currentFloor != NULL)
{ indexOfCurrentFloor = floorsCheck->currentFloor->initOffset;
mesh.position.y = 60.0F; updatePosition(t_pad, t_camera, floorManager, *floorsCheck, *nextPos, enemy);
velocity = 0; updateGravity(floorsCheck);
delete floorsCheck;
delete nextPos;
} }
Vector3 *Player::getNextPosition(const Pad &t_pad, const Camera &t_camera)
{
Vector3 *result = new Vector3(mesh.position);
Vector3 normalizedCamera = Vector3(t_camera.unitCirclePosition);
normalizedCamera.normalize();
if (t_pad.lJoyV <= 100)
{
result->x += -normalizedCamera.x;
result->z += -normalizedCamera.z;
}
else if (t_pad.lJoyV >= 200)
{
result->x += normalizedCamera.x;
result->z += normalizedCamera.z;
}
if (t_pad.lJoyH <= 100)
{
result->x += -normalizedCamera.z;
result->z += normalizedCamera.x;
}
else if (t_pad.lJoyH >= 200)
{
result->x += normalizedCamera.z;
result->z += -normalizedCamera.x;
}
return result;
} }
/** Move player when pad move buttons are pressed and is not blocked by any floor side */ /** Move player when pad move buttons are pressed and is not blocked by any floor side */
void Player::updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager) void Player::updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &t_nextPos, const Enemy &enemy)
{ {
if (t_pad.rJoyH >= 200)
mesh.rotation.z += 0.08;
else if (t_pad.rJoyH <= 100)
mesh.rotation.z -= 0.08;
if (pad.isDpadUpPressed == 1) isWalking = mesh.position.x != t_nextPos.x || mesh.position.z != t_nextPos.z;
isFighting = isFighting || t_pad.isCircleClicked;
if (isFighting)
{ {
this->playerNextPosition.x = this->mesh.position.x + 0.01F * -camera.unitCirclePosition.x; if (!isFightingAnimationSet)
this->playerNextPosition.z = this->mesh.position.z + 0.01F * -camera.unitCirclePosition.z; {
isFightingAnimationSet = true;
mesh.playAnimation(8, 19, 0);
fightTimer.prime();
} }
if (pad.isDpadDownPressed == 1) if (fightTimer.getTimeDelta() > 25000)
{ // end of fighting
float distance = getPosition().distanceTo(enemy.getPosition());
if (12.0F > distance)
{ {
this->playerNextPosition.x = this->mesh.position.x + 0.01F * camera.unitCirclePosition.x; enemy.kill(*this);
this->playerNextPosition.z = this->mesh.position.z + 0.01F * camera.unitCirclePosition.z; killedEnemies++;
} }
if (pad.isDpadLeftPressed == 1) isFightingAnimationSet = false;
{ isFighting = false;
this->playerNextPosition.x = this->mesh.position.x + 0.01F * -camera.unitCirclePosition.z;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * camera.unitCirclePosition.x;
} }
if (pad.isDpadRightPressed == 1)
{
this->playerNextPosition.x = this->mesh.position.x + 0.01F * camera.unitCirclePosition.z;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * -camera.unitCirclePosition.x;
} }
this->playerNextPosition.y = this->mesh.position.y; else if (isWalking)
this->isCollideFloor = 0;
Vector3 min = Vector3();
Vector3 max = Vector3();
for (u32 i = 0; i < floorManager.floorAmount; i++)
{ {
getMinMax(&floorManager.floors[i].mesh, &min, &max); if (!isWalkingAnimationSet)
this->isCollideFloor = this->playerNextPosition.collidesSquare(min, max); {
if (this->isCollideFloor == 1) isWalkingAnimationSet = true;
break; this->mesh.playAnimation(1, 8);
} }
if (this->isCollideFloor == 0) if (walkTimer.getTimeDelta() > 8000)
{ {
this->mesh.position.x = this->playerNextPosition.x; walkTimer.prime();
this->mesh.position.z = this->playerNextPosition.z; audio->playADPCM(walkAdpcm, 0);
}
}
else
{
isWalkingAnimationSet = false;
mesh.playAnimation(0, 0);
}
if (t_floorsCheck.willCollideFloor == NULL && !isFighting)
{
mesh.position.x = t_nextPos.x;
mesh.position.z = t_nextPos.z;
}
if (t_pad.isCrossClicked == 1)
{
velocity = lift;
audio->playADPCM(jumpAdpcm);
jumpCounter++;
} }
} }
/** Do not call this. /**
* Do not call this.
* This is called by Floor::animate() on player's floor move in Y direction * This is called by Floor::animate() on player's floor move in Y direction
*/ */
void Player::onBeforePlayerFloorMove(Floor *floor, float &newY) void Player::onBeforePlayerFloorMove(Floor *t_floor, float &t_newY)
{ {
if (floor->animDirection == 0 && newY > 0.0F) if (t_floor->animDirection == 0 && t_newY > 0.0F)
this->mesh.position.y += newY * 1.05F; this->mesh.position.y += t_newY * 1.05F;
else if ((floor->animDirection == 1 && -newY < 0.0F)) else if ((t_floor->animDirection == 1 && -t_newY < 0.0F))
this->mesh.position.y -= -newY * 1.05F; this->mesh.position.y -= -t_newY * 1.05F;
}
/** Calculates minimum and maximum X, Y, Z of mesh vertices + current position */
void Player::getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max)
{
Vector3 calc = Vector3();
u8 isInitialized = 0;
Vector3 *boundingBox = t_mesh->getCurrentBoundingBox();
for (u32 i = 0; i < 8; i++)
{
calc.set(
boundingBox[i].x + t_mesh->position.x,
boundingBox[i].y + t_mesh->position.y,
boundingBox[i].z + t_mesh->position.z);
if (isInitialized == 0)
{
isInitialized = 1;
t_min->set(calc);
t_max->set(calc);
}
if (t_min->x > calc.x)
t_min->x = calc.x;
if (calc.x > t_max->x)
t_max->x = calc.x;
if (t_min->y > calc.y)
t_min->y = calc.y;
if (calc.y > t_max->y)
t_max->y = calc.y;
if (t_min->z > calc.z)
t_min->z = calc.z;
if (calc.z > t_max->z)
t_max->z = calc.z;
}
} }
/** Update player position by gravity and update index of current floor */ /** Update player position by gravity and update index of current floor */
void Player::updateGravity(Pad &pad, FloorManager &floorManager) void Player::updateGravity(FloorsCheck *t_floorsCheck)
{ {
Vector3 min = Vector3();
Vector3 max = Vector3();
if (pad.isCrossClicked == 1)
this->velocity = this->lift;
this->isOnFloor = 0;
for (u32 i = 0; i < floorManager.floorAmount; i++)
{
getMinMax(&floorManager.floors[i].mesh, &min, &max);
this->isOnFloor = this->mesh.position.isOnSquare(min, max);
if (this->isOnFloor == 1)
{
this->indexOfCurrentFloor = floorManager.floors[i].initOffset;
break;
}
}
this->velocity += this->gravity; this->velocity += this->gravity;
this->mesh.position.y -= this->velocity; this->mesh.position.y -= this->velocity;
u8 isOnFloor = t_floorsCheck->currentFloor != NULL && mesh.position.y < t_floorsCheck->currFloorMax.y;
if (this->mesh.position.y >= 60.0F) if (this->mesh.position.y >= 60.0F || mesh.position.y < -60.0F)
{ {
this->mesh.position.y = 60.0F; this->mesh.position.y = 60.0F;
this->velocity = 0; this->velocity = 0;
} }
else if ((this->mesh.position.y) < max.y && this->isOnFloor) else if (isOnFloor)
{ {
this->mesh.position.y = max.y; this->mesh.position.y = t_floorsCheck->currFloorMax.y;
this->velocity = 0; this->velocity = 0;
} }
} }
// ---
// Private
// ---
FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos)
{
FloorsCheck *result = new FloorsCheck;
result->currentFloor = NULL;
result->willCollideFloor = NULL;
Vector3 min = Vector3();
Vector3 max = Vector3();
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
{
getMinMax(t_floorManager.floors[i].mesh, min, max);
if (result->currentFloor == NULL && this->mesh.position.isOnSquare(min, max))
{
result->currentFloor = &t_floorManager.floors[i];
result->currFloorMin.set(min);
result->currFloorMax.set(max);
}
if (result->willCollideFloor == NULL && t_nextPos.collidesSquare(min, max))
{
result->willCollideFloor = &t_floorManager.floors[i];
result->willCollideFloorMin.set(min);
result->willCollideFloorMax.set(max);
}
if (result->currentFloor != NULL && result->willCollideFloor != NULL)
break;
}
return result;
}
/** Calculates minimum and maximum X, Y, Z of mesh vertices + current position */
void Player::getMinMax(const Mesh &t_mesh, Vector3 &t_min, Vector3 &t_max)
{
Vector3 calc = Vector3();
u8 isInitialized = 0;
Vector3 *boundingBox = t_mesh.getCurrentBoundingBox();
for (u32 i = 0; i < 8; i++)
{
calc.set(
boundingBox[i].x + t_mesh.position.x,
boundingBox[i].y + t_mesh.position.y,
boundingBox[i].z + t_mesh.position.z);
if (isInitialized == 0)
{
isInitialized = 1;
t_min.set(calc);
t_max.set(calc);
}
if (t_min.x > calc.x)
t_min.x = calc.x;
if (calc.x > t_max.x)
t_max.x = calc.x;
if (t_min.y > calc.y)
t_min.y = calc.y;
if (calc.y > t_max.y)
t_max.y = calc.y;
if (t_min.z > calc.z)
t_min.z = calc.z;
if (calc.z > t_max.z)
t_max.z = calc.z;
}
}
+26 -8
View File
@@ -13,8 +13,17 @@
#include "../managers/floor_manager.hpp" #include "../managers/floor_manager.hpp"
#include "../camera.hpp" #include "../camera.hpp"
#include "./enemy.hpp"
#include <modules/pad.hpp> #include <modules/pad.hpp>
#include <modules/timer.hpp>
#include <tamtypes.h> #include <tamtypes.h>
#include <modules/audio.hpp>
struct FloorsCheck
{
const Floor *currentFloor, *willCollideFloor;
Vector3 currFloorMin, willCollideFloorMin, currFloorMax, willCollideFloorMax;
};
/** Player 3D object class */ /** Player 3D object class */
class Player class Player
@@ -22,19 +31,28 @@ class Player
public: public:
float gravity, velocity, lift; float gravity, velocity, lift;
u8 isOnFloor, isCollideFloor, indexOfCurrentFloor;
Mesh mesh; Mesh mesh;
Player(); s16 indexOfCurrentFloor;
Player(Audio *t_audio);
~Player(); ~Player();
void update(Pad &pad, Camera &camera, FloorManager &floorManager); void update(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const Enemy &enemy);
void onBeforePlayerFloorMove(Floor *floor, float &newY); void onBeforePlayerFloorMove(Floor *t_floor, float &t_newY);
const inline u32 &getJumpCount() const { return jumpCounter; }
inline const Vector3 &getPosition() const { return mesh.position; }
private: private:
Vector3 playerNextPosition; u32 jumpCounter, killedEnemies;
void getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max); Vector3 *getNextPosition(const Pad &t_pad, const Camera &t_camera);
void updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager); FloorsCheck *checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos);
void updateGravity(Pad &pad, FloorManager &floorManager); u8 isWalkingAnimationSet, isJumpingAnimationSet, isFightingAnimationSet;
u8 isFighting, isWalking;
Audio *audio;
Timer walkTimer, fightTimer;
audsrv_adpcm_t *walkAdpcm, *jumpAdpcm;
void getMinMax(const Mesh &t_mesh, Vector3 &t_min, Vector3 &t_max);
void updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &nextPos, const Enemy &enemy);
void updateGravity(FloorsCheck *t_floorsCheck);
}; };
#endif #endif
+71
View File
@@ -0,0 +1,71 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "ui.hpp"
#include <utils/debug.hpp>
// ----
// Constructors/Destructors
// ----
Ui::Ui(TextureRepository *t_texRepo)
{
PRINT_LOG("Initializing ui");
isTask1Done = false;
isTask2Done = false;
task1.size.set(128.0F, 32.0F);
task1.position.set(500.0F, 10.0F);
task2.size.set(128.0F, 32.0F);
task2.position.set(500.0F, 50.0F);
task1Checkbox.size.set(32.0F, 32.0F);
task1Checkbox.position.set(460.0F, 10.0F);
task2Checkbox.size.set(32.0F, 32.0F);
task2Checkbox.position.set(460.0F, 50.0F);
t_texRepo->add("2d/", "check1_text", PNG)->addLink(task1.getId());
t_texRepo->add("2d/", "check2_text", PNG)->addLink(task2.getId());
grayCheckboxTex = t_texRepo->add("2d/", "gray_checkmark", PNG);
blueCheckboxTex = t_texRepo->add("2d/", "blue_checkmark", PNG);
grayCheckboxTex->addLink(task1Checkbox.getId());
grayCheckboxTex->addLink(task2Checkbox.getId());
PRINT_LOG("Ui initialized!");
}
Ui::~Ui() {}
// ----
// Methods
// ----
void Ui::update(const Player &player)
{
if (!isTask1Done && player.getJumpCount() >= 10)
{
isTask1Done = true;
grayCheckboxTex->removeLinkBySprite(task1Checkbox.getId());
blueCheckboxTex->addLink(task1Checkbox.getId());
}
}
void Ui::render(Renderer *t_renderer)
{
t_renderer->draw(task1);
t_renderer->draw(task2);
t_renderer->draw(task1Checkbox);
t_renderer->draw(task2Checkbox);
}
+35
View File
@@ -0,0 +1,35 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#ifndef _UI_
#define _UI_
#include <modules/texture_repository.hpp>
#include <modules/renderer.hpp>
#include "objects/player.hpp"
#include <tamtypes.h>
class Ui
{
public:
Ui(TextureRepository *t_texRepo);
~Ui();
void update(const Player &player);
void render(Renderer *t_renderer);
private:
u8 isTask1Done, isTask2Done;
Sprite task1, task2, task1Checkbox, task2Checkbox;
Texture *grayCheckboxTex, *blueCheckboxTex;
};
#endif