enemy position and rotation
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@@ -1,6 +1,5 @@
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------------ Tyra's v2.0 roadmap to publish on GitHub ------------
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- [Demo] Enemy running and rotating to player
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- [Demo] Crosshair
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- [Demo] 2D Health bar
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- [Demo] Change enemy to monster
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@@ -36,7 +36,6 @@ class Enemy {
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void update(const Heightmap& heightmap, const Vec4& playerPosition);
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private:
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Vec4 direction;
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void allocateOptions();
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};
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@@ -13,6 +13,7 @@
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#include <file/file_utils.hpp>
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using Tyra::FileUtils;
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using Tyra::Math;
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using Tyra::ObjLoader;
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using Tyra::ObjLoaderOptions;
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@@ -43,8 +44,6 @@ Enemy::Enemy(TextureRepository* repo) {
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allocateOptions();
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pair = new RendererDynamicPair{mesh, options};
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direction = Vec4(1.0F, 0.0F, 1.0F, 0.0F);
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}
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Enemy::~Enemy() {
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@@ -54,18 +53,25 @@ Enemy::~Enemy() {
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}
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void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
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auto* pos = mesh->getPosition();
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auto nextPos = *pos + direction;
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auto* enemyPosition = mesh->getPosition();
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if (heightmap.isOutside(nextPos)) {
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direction.x = -direction.x;
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direction.z = -direction.z;
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}
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auto diff = *enemyPosition - playerPosition;
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auto ang = Math::atan2(diff.x, diff.z);
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nextPos = *pos + direction;
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if (diff.length() > 120.0F) {
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diff.normalize();
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const float speed = 1.5F;
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auto nextPos = *enemyPosition - diff * speed;
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nextPos.y = heightmap.getHeightOffset(nextPos) - 150.0F;
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mesh->translation.identity();
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mesh->translation.translate(nextPos);
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}
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const float naturalRotation = 3.1F;
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mesh->rotation.identity();
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ang += naturalRotation;
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mesh->rotation.rotateByAngle(ang, Vec4(0.0F, 1.0F, 0.0F, 0.0F));
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mesh->animate();
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}
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@@ -78,7 +78,7 @@ void GameState::update() {
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renderer.add(skybox->pair);
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renderer.add(player->pair);
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renderer.add(enemy->pair);
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renderer.add(terrain->pair);
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// renderer.add(terrain->pair);
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renderer.add(dbgObj->pair);
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}
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renderer.render();
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@@ -23,24 +23,24 @@ Terrain::Terrain(TextureRepository* repo)
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Vec4(-750.0F, 0.0F, -1400.0F, 1.0F), // Left up
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Vec4(920.0F, 0.0F, 1520.0F, 1.0F) // Right down
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) {
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ObjLoader loader;
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// ObjLoader loader;
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ObjLoaderOptions objOptions;
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objOptions.flipUVs = true;
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objOptions.scale = 100.0F;
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// ObjLoaderOptions objOptions;
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// objOptions.flipUVs = true;
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// objOptions.scale = 100.0F;
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auto* data = loader.load(
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FileUtils::fromCwd("game/models/terrain/terrain.obj"), objOptions);
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data->normalsEnabled = false;
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mesh = new StaticMesh(*data);
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// auto* data = loader.load(
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// FileUtils::fromCwd("game/models/terrain/terrain.obj"), objOptions);
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// data->normalsEnabled = false;
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// mesh = new StaticMesh(*data);
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delete data;
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// delete data;
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repo->addByMesh(mesh, FileUtils::fromCwd("game/models/terrain/"), "png");
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// repo->addByMesh(mesh, FileUtils::fromCwd("game/models/terrain/"), "png");
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allocateOptions();
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// allocateOptions();
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pair = new RendererStaticPair{mesh, options};
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// pair = new RendererStaticPair{mesh, options};
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}
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float Terrain::getHeightOffset(const Vec4& playerPosition) {
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@@ -338,9 +338,9 @@ void M4x4::rotationZ(const float& v) {
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void M4x4::rotationByAngle(const float& angle, const Vec4& axis) {
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Vec4 localAxis = Vec4(axis);
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localAxis.normalize();
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float x = localAxis.x;
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float y = localAxis.y;
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float z = localAxis.z;
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const float& x = localAxis.x;
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const float& y = localAxis.y;
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const float& z = localAxis.z;
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float c = Math::cos(angle);
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float s = Math::sin(angle);
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