Merge pull request #42 from Foxar/master

Dolphin sample: Controls adjusted, collectibles float up on pickup, camera adjusted.
This commit is contained in:
Sandro Sobczyński
2020-12-08 14:24:02 +01:00
committed by GitHub
9 changed files with 159 additions and 21 deletions
+1
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@@ -5,6 +5,7 @@ TYRA_DIR = ./../../engine
EE_OBJS = \ EE_OBJS = \
camera.o \ camera.o \
objects/player.o \ objects/player.o \
objects/collectible.o \
dolphin.o \ dolphin.o \
main.o main.o
+7 -3
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@@ -16,7 +16,7 @@ const float CAMERA_Y = 15.0F;
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up) Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
{ {
verticalLevel = 80.0F; verticalLevel = 30.0F;
up.x = 0.0F; up.x = 0.0F;
up.y = 1.0F; up.y = 1.0F;
up.z = 0.0F; up.z = 0.0F;
@@ -26,6 +26,10 @@ Camera::~Camera() {}
void Camera::update(Pad &t_pad, Mesh &t_mesh) void Camera::update(Pad &t_pad, Mesh &t_mesh)
{ {
float cameraRot = (t_mesh.rotation.z * 180 / Math::PI) - (horizontalLevel * 180 / Math::PI);
cameraRot += 180;
cameraRot /= 15;
horizontalLevel += cameraRot / (180 / Math::PI);
rotate(t_pad); rotate(t_pad);
followBy(t_mesh); followBy(t_mesh);
Vector3 lookPos = Vector3(t_mesh.position.x, t_mesh.position.y + 10.0F, t_mesh.position.z); Vector3 lookPos = Vector3(t_mesh.position.x, t_mesh.position.y + 10.0F, t_mesh.position.z);
@@ -35,10 +39,10 @@ void Camera::update(Pad &t_pad, Mesh &t_mesh)
void Camera::rotate(Pad &t_pad) void Camera::rotate(Pad &t_pad)
{ {
if (t_pad.rJoyH <= 50) if (t_pad.rJoyH <= 100)
horizontalLevel -= 0.08; horizontalLevel -= 0.08;
else if (t_pad.rJoyH >= 200) else if (t_pad.rJoyH >= 200)
horizontalLevel += 0.04; horizontalLevel += 0.08;
/* /*
if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F) if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F)
verticalLevel -= 0.9F; verticalLevel -= 0.9F;
+50 -7
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@@ -11,11 +11,14 @@
#include "dolphin.hpp" #include "dolphin.hpp"
#include "utils/math.hpp" #include "utils/math.hpp"
const u8 WATER_TILE_SCALE = 5.0F; const u8 WATER_TILE_SCALE = 5;
const u8 WATER_SIZE = 100.0F; const u8 WATER_SIZE = 100;
const u8 OYSTERS_COUNT = 15;
Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen) Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
{ {
oysters = new Collectible[OYSTERS_COUNT];
} }
Dolphin::~Dolphin() {} Dolphin::~Dolphin() {}
@@ -29,15 +32,15 @@ void Dolphin::onInit()
engine->renderer->disableVSync(); engine->renderer->disableVSync();
printf("loading island..\n"); printf("loading island..\n");
island.loadDff("sunnyisl/", "sunnyisl", 1.0F, false); island.loadDff("sunnyisl/", "sunnyisl", 5.0F, false);
printf("Loaded..\n"); printf("Loaded..\n");
island.rotation.x = -1.6F; island.rotation.x = -1.6F;
island.position.set(0.0F, 10.0F, 20.0F); island.position.set(0.0F, 60.0F, 20.0F);
island.shouldBeBackfaceCulled = true; island.shouldBeBackfaceCulled = true;
island.shouldBeFrustumCulled = false; island.shouldBeFrustumCulled = false;
printf("Loading water overlay...\n"); printf("Loading water overlay...\n");
waterOverlay.size.set(100.0F, 100.0F); waterOverlay.size.set(640.0F, 480.0F);
Texture *watOverlayTex = texRepo->add("2d/", "underwater_overlay", PNG); Texture *watOverlayTex = texRepo->add("2d/", "underwater_overlay", PNG);
watOverlayTex->addLink(waterOverlay.getId()); watOverlayTex->addLink(waterOverlay.getId());
printf("Loaded.\n"); printf("Loaded.\n");
@@ -58,6 +61,26 @@ void Dolphin::onInit()
waterbox.rotation.x = Math::PI; waterbox.rotation.x = Math::PI;
waterbox.position.y = -100.F; 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("dolphin/", player.mesh, BMP);
texRepo->addByMesh("sunnyisl/", island, BMP); texRepo->addByMesh("sunnyisl/", island, BMP);
texRepo->addByMesh("skybox/", skybox, BMP); texRepo->addByMesh("skybox/", skybox, BMP);
@@ -86,6 +109,19 @@ void Dolphin::onUpdate()
water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE; water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
} }
for (int i = 0; i < OYSTERS_COUNT; i++)
{
oysters[i].update();
Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
if (dist < 2.5F && player.isJumping() && oysters[i].isActive())
{
printf("Pickup %d Dist %d\n", i, dist);
//oysters[i].setActive(false);
oysters[i].disappear();
}
}
if (player.mesh.position.y > WATER_LEVEL - 5) if (player.mesh.position.y > WATER_LEVEL - 5)
player.mesh.position.y = WATER_LEVEL - 5; player.mesh.position.y = WATER_LEVEL - 5;
@@ -97,7 +133,14 @@ void Dolphin::onUpdate()
engine->renderer->draw(water); engine->renderer->draw(water);
engine->renderer->draw(skybox); engine->renderer->draw(skybox);
engine->renderer->draw(waterbox); 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); engine->renderer->draw(player.mesh);
//if (player.mesh.position.y < WATER_LEVEL) if (camera.position.y < WATER_LEVEL)
//engine->renderer->draw(waterOverlay); engine->renderer->draw(waterOverlay);
} }
+2 -1
View File
@@ -11,7 +11,6 @@
#ifndef _DRIVER_ #ifndef _DRIVER_
#define _DRIVER_ #define _DRIVER_
#include <tamtypes.h> #include <tamtypes.h>
#include <audsrv.h> #include <audsrv.h>
#include <game.hpp> #include <game.hpp>
@@ -21,6 +20,7 @@
#include <modules/texture_repository.hpp> #include <modules/texture_repository.hpp>
#include "./camera.hpp" #include "./camera.hpp"
#include "./objects/player.hpp" #include "./objects/player.hpp"
#include "./objects/collectible.hpp"
class Dolphin : public Game class Dolphin : public Game
{ {
@@ -39,6 +39,7 @@ private:
Player player; Player player;
Camera camera; Camera camera;
Mesh island, skybox, water, waterbox; Mesh island, skybox, water, waterbox;
Collectible *oysters;
TextureRepository *texRepo; TextureRepository *texRepo;
Sprite waterOverlay; Sprite waterOverlay;
}; };
+1
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@@ -13,6 +13,7 @@
int main() int main()
{ {
Engine engine = Engine(); Engine engine = Engine();
engine.screen.fov = 75.F;
Dolphin game = Dolphin(&engine); Dolphin game = Dolphin(&engine);
game.engine->init(&game, 128); game.engine->init(&game, 128);
SleepThread(); SleepThread();
@@ -0,0 +1,51 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Michał Mostowik <mostek3pl@gmail.com>
*/
#include "collectible.hpp"
#include <loaders/obj_loader.hpp>
#include <loaders/bmp_loader.hpp>
#include <modules/gif_sender.hpp>
#include <utils/debug.hpp>
#include <utils/math.hpp>
Collectible::Collectible()
{
mesh.loadObj("oyster/", "oyster", 10.F, false);
mesh.shouldBeFrustumCulled = false;
mesh.position.set(0.0F, 0.0F, 0.0f);
bActive = true;
bDisappearing = false;
}
Collectible::~Collectible()
{
}
void Collectible::disappear()
{
bDisappearing = true;
lift = 10;
}
void Collectible::update()
{
mesh.rotation.y += 0.08F;
if (bDisappearing)
{
mesh.position.y += lift;
lift = lift > 0 ? lift / 2 : 0;
if (lift < 1)
{
setActive(false);
bDisappearing = false;
}
}
}
@@ -0,0 +1,35 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Michał Mostowik <mostek3pl@gmail.com>
*/
#ifndef _COLLECTIBLE_
#define _COLLECTIBLE_
#include "../camera.hpp"
#include <tamtypes.h>
class Collectible
{
public:
float rotation;
Mesh mesh;
Collectible();
~Collectible();
void update();
void disappear();
void setActive(const u8 &b) { bActive = b; }
u8 isActive() { return bActive; }
private:
u8 bActive, bDisappearing;
u8 lift;
};
#endif
+9 -8
View File
@@ -23,7 +23,7 @@ Player::Player()
mesh.position.set(0.0F, 0.0F, 10.0f); mesh.position.set(0.0F, 0.0F, 10.0f);
mesh.rotation.x = -1.6F; mesh.rotation.x = -1.6F;
mesh.setAnimSpeed(0.05F); mesh.setAnimSpeed(0.05F);
isJumping = false; bIsJumping = false;
} }
Player::~Player() Player::~Player()
@@ -45,9 +45,9 @@ void Player::update(Pad &t_pad)
velocity = -1; velocity = -1;
if (t_pad.lJoyH >= 200) if (t_pad.lJoyH >= 200)
mesh.rotation.z -= 0.1; mesh.rotation.z -= 0.05;
else if (t_pad.lJoyH <= 100) else if (t_pad.lJoyH <= 100)
mesh.rotation.z += 0.1; mesh.rotation.z += 0.05;
if (t_pad.rJoyV >= 200 && lift <= 1) if (t_pad.rJoyV >= 200 && lift <= 1)
lift += 0.2F; lift += 0.2F;
@@ -62,16 +62,17 @@ void Player::update(Pad &t_pad)
} }
if (mesh.getCurrentAnimationFrame() > 25 && mesh.getCurrentAnimationFrame() < 47) if (mesh.getCurrentAnimationFrame() > 25 && mesh.getCurrentAnimationFrame() < 47)
isJumping = true; bIsJumping = true;
else else
isJumping = false; bIsJumping = false;
/*
if (lift < 0) if (lift < 0)
mesh.rotation.y = 1; mesh.rotation.y = 1;
else if (lift > 0) else if (lift > 0)
mesh.rotation.y = -1; mesh.rotation.y = -1;
else else
mesh.rotation.y = 0; mesh.rotation.y = 0;
*/
if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0) if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
{ {
@@ -81,8 +82,8 @@ void Player::update(Pad &t_pad)
} }
mesh.position.z += mesh.position.z +=
Math::cos(mesh.rotation.z) * velocity * (isJumping + 1); Math::cos(mesh.rotation.z) * velocity * (bIsJumping + 1);
mesh.position.x += mesh.position.x +=
Math::sin(mesh.rotation.z) * velocity * (isJumping + 1); Math::sin(mesh.rotation.z) * velocity * (bIsJumping + 1);
mesh.position.y += lift; mesh.position.y += lift;
} }
+2 -1
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@@ -26,9 +26,10 @@ public:
Player(); Player();
~Player(); ~Player();
void update(Pad &t_pad); void update(Pad &t_pad);
const u8 &isJumping() { return bIsJumping; }
private: private:
u8 isJumping; u8 bIsJumping;
Vector3 playerNextPosition; Vector3 playerNextPosition;
}; };