lot of changes in floors

This commit is contained in:
h4570
2020-12-07 20:47:41 +01:00
parent cad2623649
commit dd49fc165e
13 changed files with 190 additions and 59 deletions
+37 -6
View File
@@ -9,6 +9,7 @@
*/
#include "enemy.hpp"
#include "../utils.hpp"
#include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp>
@@ -27,20 +28,20 @@ Enemy::Enemy(TextureRepository *t_texRepo)
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;
Vector3 initPos = Vector3(0.00F, 40.00F, 0.00F);
setPosition(initPos);
t_texRepo->addByMesh("poss/", meshes[0], PNG);
t_texRepo->addByMesh("poss/", meshes[1], PNG);
t_texRepo->addByMesh("poss/", meshes[2], PNG);
@@ -49,6 +50,8 @@ Enemy::Enemy(TextureRepository *t_texRepo)
meshes[1].playAnimation(1, 6);
meshes[2].playAnimation(1, 6);
isKilled = true;
PRINT_LOG("Enemy object created!");
}
@@ -61,12 +64,40 @@ Enemy::~Enemy()
// Methods
// ----
/** Called by player class. */
void Enemy::kill(const Player &player) const
void Enemy::setPosition(const Vector3 &t_vec)
{
printf("killed!\n");
position.set(t_vec);
for (u8 i = 0; i < getMeshesCount(); i++)
meshes[i].position.set(t_vec);
}
void Enemy::setPosition(const float &t_y)
{
position.y = t_y;
for (u8 i = 0; i < getMeshesCount(); i++)
meshes[i].position.y = t_y;
}
/** Called by player class. */
void Enemy::kill(const Player &player)
{
isKilled = true;
}
void Enemy::update(const FloorManager &floorManager)
{
if (isKilled)
{
isKilled = false;
int randFloor = rand() % (floorManager.floorAmount + 1);
currentFloor = &floorManager.floors[randFloor];
setPosition(currentFloor->mesh.position);
}
updateGravity();
}
void Enemy::updateGravity()
{
Utils::getMinMax(currentFloor->mesh, currFloorMin, currFloorMax);
setPosition(currFloorMax.y);
}
+8 -2
View File
@@ -26,13 +26,19 @@ public:
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;
inline Vector3 getPosition() const { return position; }
void setPosition(const Vector3 &t_vec);
void setPosition(const float &t_y);
void kill(const Player &player);
void update(const FloorManager &t_floorManager);
private:
/** 0 - head, 1 - body, 2 - weapon */
Mesh *meshes;
const Floor *currentFloor;
Vector3 position, currFloorMin, currFloorMax;
u8 isKilled;
void updateGravity();
};
#endif
+10 -40
View File
@@ -9,6 +9,7 @@
*/
#include "player.hpp"
#include "../utils.hpp"
#include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp>
@@ -27,6 +28,7 @@ Player::Player(Audio *t_audio)
gravity = 0.1F;
lift = -1.0F;
jumpCounter = 0;
speed = 1.0F;
killedEnemies = 0;
isWalking = false;
isFighting = false;
@@ -45,6 +47,7 @@ Player::Player(Audio *t_audio)
walkAdpcm = audio->loadADPCM("walk.adpcm");
jumpAdpcm = audio->loadADPCM("jump.adpcm");
boomAdpcm = audio->loadADPCM("boom.adpcm");
audio->setADPCMVolume(60, 0);
PRINT_LOG("Player object created!");
@@ -59,7 +62,7 @@ Player::~Player()
// ----
/** Update player position and control gravity */
void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, const Enemy &enemy)
void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, Enemy &enemy)
{
Vector3 *nextPos = getNextPosition(t_pad, t_camera);
FloorsCheck *floorsCheck = checkFloors(floorManager, *nextPos);
@@ -76,6 +79,7 @@ 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();
normalizedCamera *= speed;
if (t_pad.lJoyV <= 100)
{
result->x += -normalizedCamera.x;
@@ -100,7 +104,7 @@ Vector3 *Player::getNextPosition(const Pad &t_pad, const Camera &t_camera)
}
/** Move player when pad move buttons are pressed and is not blocked by any floor side */
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)
void Player::updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &t_nextPos, Enemy &enemy)
{
if (t_pad.rJoyH >= 200)
mesh.rotation.z += 0.08;
@@ -121,9 +125,11 @@ void Player::updatePosition(const Pad &t_pad, const Camera &t_camera, const Floo
if (fightTimer.getTimeDelta() > 25000)
{ // end of fighting
float distance = getPosition().distanceTo(enemy.getPosition());
if (12.0F > distance)
if (16.0F > distance)
{
enemy.kill(*this);
audio->playADPCM(boomAdpcm);
speed += .5F;
killedEnemies++;
}
isFightingAnimationSet = false;
@@ -207,7 +213,7 @@ FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vecto
Vector3 max = Vector3();
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
{
getMinMax(t_floorManager.floors[i].mesh, min, max);
Utils::getMinMax(t_floorManager.floors[i].mesh, min, max);
if (result->currentFloor == NULL && this->mesh.position.isOnSquare(min, max))
{
result->currentFloor = &t_floorManager.floors[i];
@@ -225,39 +231,3 @@ FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vecto
}
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;
}
}
+5 -3
View File
@@ -36,9 +36,10 @@ public:
Player(Audio *t_audio);
~Player();
void update(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const Enemy &enemy);
void update(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, Enemy &enemy);
void onBeforePlayerFloorMove(Floor *t_floor, float &t_newY);
const inline u32 &getJumpCount() const { return jumpCounter; }
const inline u32 &getKilledEnemiesCount() const { return killedEnemies; }
inline const Vector3 &getPosition() const { return mesh.position; }
private:
@@ -49,9 +50,10 @@ private:
u8 isFighting, isWalking;
Audio *audio;
Timer walkTimer, fightTimer;
audsrv_adpcm_t *walkAdpcm, *jumpAdpcm;
audsrv_adpcm_t *walkAdpcm, *jumpAdpcm, *boomAdpcm;
float speed;
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 updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &nextPos, Enemy &enemy);
void updateGravity(FloorsCheck *t_floorsCheck);
};