Added: collectibles class. Collectibles are strewn around the level and can be 'picked up' (deactivated, won't be rendered), when the player gets close and jumps.

This commit is contained in:
Foxar
2020-12-05 22:04:38 +01:00
parent b547de9cbb
commit c0ab97585c
7 changed files with 122 additions and 1 deletions
+41
View File
@@ -14,8 +14,11 @@
const u8 WATER_TILE_SCALE = 5.0F;
const u8 WATER_SIZE = 100.0F;
const u8 OYSTERS_COUNT = 15.0F;
Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
{
oysters = new Collectible[OYSTERS_COUNT];
}
Dolphin::~Dolphin() {}
@@ -58,6 +61,26 @@ void Dolphin::onInit()
waterbox.rotation.x = Math::PI;
waterbox.position.y = -100.F;
printf("Loading oyster dff\n");
//oysters[0].loadDff("oyster/", "oyster", 1.F, false);
oysters[0].mesh.loadObj("oyster/", "oyster", 10.F, false);
printf("Loaded.");
oysters[0].mesh.shouldBeBackfaceCulled = false;
oysters[0].mesh.shouldBeFrustumCulled = false;
oysters[0].mesh.position.set(15, 0, 15);
texRepo->addByMesh("oyster/", oysters[0].mesh, BMP);
printf("Adding oyster texture.\n");
for (int i = 1; i < OYSTERS_COUNT; i++)
{
printf("Processing oyster %d\n", i);
oysters[i].mesh.loadFrom(oysters[0].mesh);
oysters[i].mesh.shouldBeBackfaceCulled = false;
oysters[i].mesh.shouldBeFrustumCulled = false;
texRepo->getByMesh(oysters[0].mesh.getId(), oysters[0].mesh.getMaterial(0).getId())
->addLink(oysters[i].mesh.getId(), oysters[i].mesh.getMaterial(0).getId());
oysters[i].mesh.position.set(i * -100, 5.0F, i * -100);
}
texRepo->addByMesh("dolphin/", player.mesh, BMP);
texRepo->addByMesh("sunnyisl/", island, BMP);
texRepo->addByMesh("skybox/", skybox, BMP);
@@ -86,6 +109,17 @@ void Dolphin::onUpdate()
water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
}
for (int i = 0; i < OYSTERS_COUNT; i++)
{
Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
if (dist < 2 && player.getIsJumping() && oysters[i].isActive())
{
printf("Pickup %d Dist %d\n", i, dist);
oysters[i].setActive(false);
}
}
if (player.mesh.position.y > WATER_LEVEL - 5)
player.mesh.position.y = WATER_LEVEL - 5;
@@ -97,6 +131,13 @@ void Dolphin::onUpdate()
engine->renderer->draw(water);
engine->renderer->draw(skybox);
engine->renderer->draw(waterbox);
for (u8 i = 0; i < OYSTERS_COUNT; i++)
{
if (oysters[i].isActive())
{
engine->renderer->draw(oysters[i].mesh);
}
}
engine->renderer->draw(player.mesh);
if (camera.position.y < WATER_LEVEL)
engine->renderer->draw(waterOverlay);