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Merge pull request #28 from CrystalPointA4/feature/weaponCollision

Feature/weapon collision
Kenneth van Ewijk 9 anos atrás
pai
commit
9143204610
15 arquivos alterados com 276 adições e 52 exclusões
  1. 1 0
      Controller.h
  2. 6 1
      ControllerHandler.cpp
  3. 50 28
      CrystalPoint.cpp
  4. 26 0
      Enemy.cpp
  5. 4 0
      Enemy.h
  6. 1 0
      Main.cpp
  7. 89 0
      Matrix.cpp
  8. 26 0
      Matrix.h
  9. 11 2
      Player.cpp
  10. 1 0
      Vector.cpp
  11. 44 10
      Weapon.cpp
  12. 3 2
      Weapon.h
  13. 5 2
      World.cpp
  14. 6 4
      weapons.json
  15. 3 3
      worlds/small.json

+ 1 - 0
Controller.h

@@ -9,6 +9,7 @@ public:
     Vec3f ypr;
     Vec2f joystick;
     bool button, joystickButton, magnetSwitch;
+    bool lastButton, lastJoystickButton, lastMagetSwitch;
     int controllerId;
 
     void setConnected(bool connected);

+ 6 - 1
ControllerHandler.cpp

@@ -120,8 +120,13 @@ void ControllerHandler::commandControllerData(std::vector<std::string> data) {
 
             c->joystick.x = std::stoi(data[2])/2000.0f;
             c->joystick.y = std::stoi(data[3])/2000.0f;
-            c->joystickButton = !(data[4] == "0");
 
+            c->lastButton = c->button;
+            c->lastJoystickButton = c->joystickButton;
+            c->lastMagetSwitch = c->magnetSwitch;
+
+            c->joystickButton = !(data[4] == "0");
+            c->button = !(data[8] == "0");
             c->magnetSwitch = !(data[9] == "0");
         }
     }

+ 50 - 28
CrystalPoint.cpp

@@ -64,8 +64,11 @@ void CrystalPoint::update()
 	lastFrameTime = frameTime;
 
 	if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
-		state = !state;
-		
+        state = !state;
+
+	Controller *rightcontroller = controller.getRightController();
+	Controller *leftcontroller = controller.getLeftController();
+
 	if (state)
 	{
 		Player* player = Player::getInstance();
@@ -75,7 +78,7 @@ void CrystalPoint::update()
 		if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
 			worldhandler->NextWorld();
 		if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
-			player->NextLeftWeapon();
+			player->NextRightWeapon();
 		if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
 			player->PreviousLeftWeapon();
 		if (keyboardState.keys[27])
@@ -103,42 +106,50 @@ void CrystalPoint::update()
 		if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
 		if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
 
-		Controller *leftcontroller = controller.getLeftController();
 		if (leftcontroller != nullptr) {
 			Vec2f *leftControllerJoystick = &leftcontroller->joystick;
 
-
-			if (leftcontroller->joystickButton) {
-				controller.rumble(leftcontroller->controllerId, 100, 100);
+			if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
+				player->rotation.x += leftControllerJoystick->y/4;
 			}
 
-
-			if (leftControllerJoystick->y > 0.3) {
-				player->setPosition(270, leftControllerJoystick->y * deltaTime * 2.0f, false);
-			}
-			else if (leftControllerJoystick->y < -0.3) {
-				player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime * 2.0f, false);
-			}
-			if (leftControllerJoystick->x > 0.3) {
-				player->setPosition(180, leftControllerJoystick->x * deltaTime * 2.0f, false);
-			}
-			else if (leftControllerJoystick->x < -0.3) {
-				player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime * 2.0f, false);
+			if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
+				player->rotation.y += leftControllerJoystick->x/4;
 			}
 
 			player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
 
+			if(leftcontroller->button && leftcontroller->joystickButton){
+				state = !state;
+			}else if(!leftcontroller->lastButton && leftcontroller->button){
+                leftcontroller->lastButton = leftcontroller->button;
+                controller.rumble(leftcontroller->controllerId, 100, 200);
+                player->NextLeftWeapon();
+            }
+
 		}
-		Controller *rightcontroller = controller.getRightController();
 		if(rightcontroller != nullptr){
 			Vec2f *rightControllerJoystick = &rightcontroller->joystick;
-			if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
-				player->rotation.x += rightcontroller->joystick.y/4;
-			}
 
-			if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
-				player->rotation.y += rightcontroller->joystick.x/4;
+			if (rightControllerJoystick->y > 0.3) {
+				player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
+			}
+			else if (rightControllerJoystick->y < -0.3) {
+				player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
+			}
+			if (rightControllerJoystick->x > 0.3) {
+				player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
 			}
+			else if (rightControllerJoystick->x < -0.3) {
+				player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
+			}
+
+            if(!rightcontroller->lastButton && rightcontroller->button){
+                rightcontroller->lastButton = rightcontroller->button;
+                controller.rumble(rightcontroller->controllerId, 100, 200);
+                player->NextRightWeapon();
+            }
+
             player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
         }
 
@@ -151,14 +162,25 @@ void CrystalPoint::update()
 
 		if (!worldhandler->isPlayerPositionValid())
 			player->position = oldPosition;
-		/*else if (player->position.y > oldPosition.y + 1.2)
-			player->position = oldPosition;
-		*/
 		worldhandler->update(deltaTime);
 	}	
 	else
 	{
 		menu->update();
+		if (leftcontroller != nullptr) {
+			Vec2f *leftControllerJoystick = &leftcontroller->joystick;
+			if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
+				cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
+			}
+			if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
+				cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
+			}
+			if(leftcontroller->button){
+				cursor->state = 137;
+			}else if(cursor->state == 137){
+				cursor->state = GLUT_UP;
+			}
+		}
 		cursor->update(cursor->mousePosition + mouseOffset);
 	}
 

+ 26 - 0
Enemy.cpp

@@ -2,6 +2,7 @@
 #include <cmath>
 #include "Enemy.h"
 #include "Model.h"
+#include "Player.h"
 #include <iostream>
 
 Enemy::Enemy(const std::string &fileName,
@@ -80,6 +81,14 @@ void Enemy::collide(const Entity * entity)
 	position.z = difference.z + entity->position.z;
 }
 
+void Enemy::hit(int damage){
+	health -= damage;
+}
+
+bool Enemy::isDead(){
+	return health < 0;
+}
+
 void Enemy::update(float delta)
 {
 	music->SetPos(position, Vec3f());
@@ -116,4 +125,21 @@ void Enemy::update(float delta)
 		}
 		rotation.y = atan2f(dx, dz) * 180 / M_PI;		
 	}
+	Player *player = Player::getInstance();
+
+	if(inObject(player->position + player->leftWeapon->collisionPoint)){
+		if(!isHit){
+			isHit = true;
+			hit(player->leftWeapon->damage);
+		}
+		std::cout << "HIT1";
+	}else if(inObject(player->rightWeapon->collisionPoint)){
+		if(!isHit){
+			isHit = true;
+			hit(player->rightWeapon->damage);
+		}
+		std::cout << "HIT2";
+	}else{
+		isHit = false;
+	}
 }

+ 4 - 0
Enemy.h

@@ -21,11 +21,15 @@ public:
 	int xp;
 	bool attack;
 
+	bool isHit;
+
 	void update(float);
 	void draw();
 
 	void inEyeSight(Vec3f &);
 	void collide(const Entity *entity);
+	void hit(int damage);
+	bool isDead(void);
 private:
 	int hit_sound_id;
 };

+ 1 - 0
Main.cpp

@@ -61,6 +61,7 @@ int main(int argc, char* argv[])
 		if (button == GLUT_LEFT_BUTTON)
 			Cursor::getInstance()->state = state;
 
+
 			//std::cout << "Left button is down" << std::endl;
 	};
 

+ 89 - 0
Matrix.cpp

@@ -0,0 +1,89 @@
+//
+// Created by janco on 6/21/16.
+//
+
+#include "Matrix.h"
+
+    Matrix::Matrix(int size = 4)
+    {
+        data = new float[size][size];
+    }
+
+    Matrix Matrix::identity()
+    {
+        Matrix m = new Matrix(4);
+        m.data[0,0] = 1;
+        m.data[1,1] = 1;
+        m.data[2,2] = 1;
+        m.data[3,3] = 1;
+        return m;
+    }
+
+    Matrix Matrix::rotation(float angle, Vector3 axis)
+    {
+        Matrix m = Matrix.identity();
+
+        float c = (float) Math.Cos((double) angle);
+        float s = (float) Math.Sin((double) angle);
+
+        m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c;
+        m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s;
+        m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s;
+        m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s;
+        m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c;
+        m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s;
+        m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s;
+        m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s;
+        m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c;
+
+        return m;
+    }
+    Matrix Matrix::translate(Vector3 offset)
+    {
+        Matrix m = Matrix.identity();
+
+        for(int i = 0; i < 3; i++)
+        {
+            m.data[i, 3] = offset.data[i];
+        }
+
+        return m;
+    }
+
+    Vec3f Matrix::operator * (Matrix mat, Vec3f vec)
+    {
+        Vec3f v = Vec3f(0,0,0);
+
+        for(int i = 0; i < 4; i++)
+        {
+            v.data[i] = 0;
+
+            for(int p = 0; p < 4; p++)
+            {
+                v.data[i] += mat.data[i, p] * vec.data[p];
+            }
+        }
+
+        return v;
+    }
+
+    Matrix Matrix::operator * (Matrix mat1, Matrix mat2)
+    {
+        Matrix m = Matrix.identity();
+
+        for (int i = 0; i < 4; i++)
+        {
+            for (int p = 0; p < 4; p++)
+            {
+                m.data[i, p] = 0;
+
+                for (int q = 0; q < 4; q++)
+                {
+                    m.data[i, p] += mat1.data[i, q] * mat2.data[q, p];
+                }
+            }
+        }
+
+        return m;
+    }
+};

+ 26 - 0
Matrix.h

@@ -0,0 +1,26 @@
+//
+// Created by janco on 6/21/16.
+//
+
+#ifndef CRYSTALPOINT_MATRIX_H
+#define CRYSTALPOINT_MATRIX_H
+
+
+class Matrix {
+private:
+public:
+    float *data;
+
+    Matrix(int i = 4);
+    ~Matrix();
+
+    static Matrix rotation(int angle, Vec3f axis);
+    static Matrix identity(void);
+    static Matrix translate(Vec3f offset);
+
+    Matrix operator * (Matrix m1, Matrix m2);
+    Vec3f operator * (Matrix m, Vec3f v);
+}
+
+
+#endif //CRYSTALPOINT_MATRIX_H

+ 11 - 2
Player.cpp

@@ -150,6 +150,7 @@ void Player::loadWeapons()
 		std::string name = w["name"].asString();
 		std::string fileN = w["file"].asString();
 		float damage = w["damage"].asFloat();
+		float scale = w["scale"].asFloat();
 
 		Weapon::Element e = Weapon::FIRE;
 
@@ -174,8 +175,8 @@ void Player::loadWeapons()
 		Vec2f maxRot = Vec2f(w["maxRotation"][0].asFloat(), w["maxRotation"][1].asFloat());
 		Vec2f minRot = Vec2f(w["minRotation"][0].asFloat(), w["minRotation"][1].asFloat());
 
-		lweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
-		rweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
+		lweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
+		rweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
 
 		leftweapons.push_back(lweapon);
 		rightweapons.push_back(rweapon);
@@ -191,6 +192,8 @@ void Player::PreviousRightWeapon()
 		currentrightweapon = (rightweapons.size() > level ? level - 1 : rightweapons.size() - 1);
 
 	rightWeapon = rightweapons[currentrightweapon];
+	rightWeapon->move(position);
+	rightWeapon->rotate(rotation);
 }
 void Player::NextRightWeapon(void)
 {
@@ -200,6 +203,8 @@ void Player::NextRightWeapon(void)
 		currentrightweapon = 0;
 
 	rightWeapon = rightweapons[currentrightweapon];
+	rightWeapon->move(position);
+	rightWeapon->rotate(rotation);
 }
 void Player::PreviousLeftWeapon(void)
 {
@@ -209,6 +214,8 @@ void Player::PreviousLeftWeapon(void)
 		currentleftweapon = (leftweapons.size() > level ? level - 1 : leftweapons.size() - 1);
 
 	leftWeapon = leftweapons[currentleftweapon];
+	leftWeapon->move(position);
+	leftWeapon->rotate(rotation);
 }
 void Player::NextLeftWeapon(void)
 {
@@ -218,4 +225,6 @@ void Player::NextLeftWeapon(void)
 		currentleftweapon = 0;
 
 	leftWeapon = leftweapons[currentleftweapon];
+	leftWeapon->move(position);
+	leftWeapon->rotate(rotation);
 }

+ 1 - 0
Vector.cpp

@@ -2,6 +2,7 @@
 #include <cmath>
 #include "Vector.h"
 
+
 Vec3f::Vec3f(float x, float y, float z)
 {
 	this->x = x;

+ 44 - 10
Weapon.cpp

@@ -27,7 +27,8 @@ Weapon::Weapon(std::string name, int damage, Element e, std::string modelFilenam
     this->ankerPoint = ankerPoint;
     this->maxRotation = maxRotation;
     this->minRotation = minRotation;
-	this->collision = collision;
+    this->collisionPoint = collisionPoint;
+
 };
 
 Weapon::~Weapon(){
@@ -52,11 +53,28 @@ void Weapon::move(Vec3f location){
     position = location;
 }
 
+Vec3f multiply(float matrix[16], Vec3f vec)
+{
+    Vec3f result;
+
+    for(int i = 0; i < 4; i++)
+    {
+        for(int p = 0; p < 4; p++)
+        {
+            result[i] += matrix[i * p] * vec[p];
+        }
+    }
+
+    return result;
+}
+
+
 void Weapon::draw(){
     if (weaponmodel != nullptr)
     {
         glPushMatrix();
 
+
         //Player position and rotation
         glTranslatef(position.x, position.y, position.z);
         glRotatef(rotation.x, 1, 0, 0);
@@ -66,28 +84,44 @@ void Weapon::draw(){
         //offset from player
         glTranslatef(offsetPlayer.x, offsetPlayer.y, offsetPlayer.z);
 
+        glScalef(scale, scale, scale);
+
         //Rotate weapon itself, from specific anker point
         glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
         glRotatef(rotationWeapon.z, 0, 0, 1);
         glRotatef(rotationWeapon.y, 0, 1, 0);
         glRotatef(rotationWeapon.x, 1, 0, 0);
-        glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
-
-        glScalef(scale, scale, scale);
-
-        weaponmodel->draw();
-
-        //Test code for finding anker point
+/*
         glColor3ub(255, 255, 0);
-        glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
         glBegin(GL_LINES);
         glVertex2f(0, 4);
         glVertex2f(0, -4);
         glVertex2f(4, 0);
         glVertex2f(-4, 0);
-        glEnd();
+        glEnd();*/
+
+        glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
+
+        weaponmodel->draw();
+
+        //Test code for finding anchor point
+        glTranslatef(collisionPoint.x, collisionPoint.y, collisionPoint.z);
+
+        float matrix[16];
+        glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
+
+        Vec3f point = multiply(matrix, Vec3f(1,1,1));
+
 
         glPopMatrix();
 
+        glPushMatrix();
+
+
+
+        glPopMatrix();
     }
 }
+
+
+

+ 3 - 2
Weapon.h

@@ -16,7 +16,7 @@ public:
     Weapon(std::string name, int damage, Element element, std::string modelFilename, float scale, Vec3f location, Vec2f rotation,
            Vec3f offsetPlayer, Vec3f ankerPoint,
            Vec2f maxRotation, Vec2f minXRotation,
-		   Vec3f collision);
+		   Vec3f collisionPoint);
     ~Weapon();
 
     void draw();
@@ -32,8 +32,9 @@ public:
 
     float scale;
     Vec3f position, rotation, rotationWeapon;
-    Vec3f offsetPlayer, ankerPoint, collision;
+    Vec3f offsetPlayer, ankerPoint, collisionPoint;
     Vec2f maxRotation, minRotation;
+
 };
 
 

+ 5 - 2
World.cpp

@@ -249,6 +249,7 @@ float World::getHeight(float x, float y)
 void World::draw()
 {
 
+	player->setCamera();
 
 	float lightPosition[4] = { 0, 2, 1, 0 };
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
@@ -260,7 +261,6 @@ void World::draw()
 
 	skybox->draw();
 
-	player->setCamera();
 	player->draw();
 
 	heightmap->Draw();
@@ -320,7 +320,9 @@ void World::update(float elapsedTime)
 			}
 		}
 		enemy->position.y = getHeight(enemy->position.x, enemy->position.z) + 2.0f;
-		
+		if(enemy->isDead()){
+			remove = true;
+		}
 		if(!remove)
 			count++;
 	}
@@ -360,3 +362,4 @@ bool World::isPlayerPositionValid()
 	}
 	return true;
 }
+

+ 6 - 4
weapons.json

@@ -10,12 +10,13 @@
       "collision": [ 0, 0, 0 ],
       "maxRotation": [ 170, 70 ],
       "minRotation": [ 20, -80 ],
+      "scale": 0.3,
 
       "left": {
-        "offset": [ 4.5, -8, -1 ]
+        "offset": [ 1.5, -2.6, 0 ]
       },
       "right": {
-        "offset": [ 0.5, -8, -1 ]
+        "offset": [ -0.1, -2.6, 0 ]
       }
     },
     {
@@ -28,12 +29,13 @@
       "collision": [ 0, 0, 0 ],
       "maxRotation": [ 170, 70 ],
       "minRotation": [ 20, -80 ],
+      "scale": 0.3,
 
       "left": {
-        "offset": [ 4.5, -8, -1 ]
+        "offset": [ 1.5, -2.6, 0 ]
       },
       "right": {
-        "offset": [ 0.5, -8, -1 ]
+        "offset": [ -0.1, -2.6, 0 ]
       }
     }
   ]

+ 3 - 3
worlds/small.json

@@ -12,7 +12,7 @@
 	"music": "WAVE/world1.wav"
   },
   "player": {
-    "startposition": [ 20, 0, 20 ]
+    "startposition": [ -10, -10, -10 ]
   },
   "objects": [ ],
   "portal": {     
@@ -24,7 +24,7 @@
       "file": "models/squid/Blooper.obj",
       "pos": [ 20, 5, 10 ],
       "scale": 0.01,
-      "music": "WAVE/ghostEnemy.wav"
+      "music": "WAVE/ghostEnemy.wav",
       "health": 10,
       "damage": 2
     },
@@ -32,7 +32,7 @@
       "file": "models/squid/Blooper.obj",
       "pos": [ 30, 10, 10 ],
       "scale": 0.01,
-      "music": "WAVE/ghostEnemy.wav"
+      "music": "WAVE/ghostEnemy.wav",
       "health": 15,
       "damage": 2
   }],