Merge pull request 'hearts' (#20) from hearts into master

Reviewed-on: #20
This commit is contained in:
Wojciech Goralewski 2024-02-08 05:10:34 +01:00
commit f28de5f2be
12 changed files with 210 additions and 16 deletions

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Opis_Projektu.pdf Normal file

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@ -61,7 +61,6 @@ public:
bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
for (const auto& entity : gameEntities) {
glm::mat4 entityModelMatrix = entity->getModelMatrix();
if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
entity->applyDamage(attackerDmg);
return true;

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@ -82,6 +82,9 @@ public:
this->dmg = this->initDMG;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
private:
void requestShoot(float time) {
if (canShoot(time)) {

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@ -10,11 +10,12 @@ public:
float initDMG;
GameEntity(float currentHP, float maxHP, float initialDmg)
: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg),initDMG(initialDmg)
: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg), initDMG(initialDmg)
{
}
virtual void applyDamage(float attackerDmg) {
currentHP = currentHP - attackerDmg;
};
@ -27,5 +28,6 @@ public:
return true;
};
virtual void respawn() = 0;
virtual void heal() = 0;
};

55
grk/project/Heart.h Normal file
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@ -0,0 +1,55 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Heart : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Heart(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Heart() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

55
grk/project/Nitro.h Normal file
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@ -0,0 +1,55 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Nitro : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Nitro(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Nitro() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

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@ -394,4 +394,12 @@ public:
return;
}
void heal() override {
this->currentHP = this->currentHP + 3.f;
}
void turboBoost() {
this->turbo = this->turboMAX;
}
};

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@ -32,6 +32,8 @@
<ClInclude Include="GameEntity.h" />
<ClInclude Include="GameObject.h" />
<ClInclude Include="GameUtils.h" />
<ClInclude Include="Heart.h" />
<ClInclude Include="Nitro.h" />
<ClInclude Include="ParticleSystem.h" />
<ClInclude Include="Planet.h" />
<ClInclude Include="Spaceship.h" />

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@ -59,7 +59,7 @@
</ClCompile>
<ClCompile Include="SpriteRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ClCompile>
<ClCompile Include="Source.cpp">
<Filter>Shader Files</Filter>
</ClCompile>
@ -123,14 +123,20 @@
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SpriteRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ParticleSystem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GameEntity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Heart.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Nitro.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="shaders\shader_8_sun.vert">
@ -163,14 +169,14 @@
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_sprite.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="particle.frag">
<Filter>Shader Files</Filter>
</None>

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@ -22,6 +22,8 @@
#include "../GameUtils.h"
#include "../SpriteRenderer.h"
#include "../Enemy.h"
#include "../Heart.h"
#include "../Nitro.h"
#include "../ParticleSystem.h"
#include "Camera.h"
@ -54,6 +56,8 @@ namespace texture {
GLuint earthTexture;
GLuint asteroidTexture;
GLuint asteroidNormal;
GLuint heartTexture;
GLuint boosterTexture;
}
struct TextureTuple {
@ -82,6 +86,8 @@ std::list<Planet*> planets;
Sun* sun;
GLuint VAO,VBO;
std::vector<Nitro*> nitros;
std::vector<Heart*> hearts;
std::vector<Enemy*> enemies;
std::vector<GameEntity*> gameEntities;
@ -236,6 +242,46 @@ void renderEnemies() {
}
}
void renderHeartsAndNitro() {
//if (heart->isAlive()) {
//spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
//}
glUseProgram(programSprite);
for (auto it = hearts.begin(); it != hearts.end();) {
Heart* heart = *it;
if (heart->isAlive()) {
spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
}
if (heart->isCollected) {
spaceship->heal();
it = hearts.erase(it);
}
else {
++it;
}
}
for (auto it = nitros.begin(); it != nitros.end();) {
Nitro* nitro = *it;
if (nitro->isAlive()) {
spriteRenderer->DrawSprite(texture::boosterTexture, nitro->modelMatrix, programSprite);
}
if (nitro->isCollected) {
spaceship->turboBoost();
it = nitros.erase(it);
}
else {
++it;
}
}
}
TextureTuple getRandomPlanetTexture() {
int textureIndex = rand() % planetTextures.size();
TextureTuple selectedTextures = planetTextures[textureIndex];
@ -280,8 +326,13 @@ void renderScene(GLFWwindow* window)
glUseProgram(program);
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
//spaceship->renderBullets(glfwGetTime(), program, gameEntities);
gameEntities.insert(gameEntities.end(), hearts.begin(), hearts.end());
gameEntities.insert(gameEntities.end(), nitros.begin(), nitros.end());
spaceship->renderBullets(glfwGetTime(), program, gameEntities);
drawObjectPBR(models::sphereContext,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
@ -333,7 +384,7 @@ void renderScene(GLFWwindow* window)
renderHUD(window);
renderEnemies();
renderHeartsAndNitro();
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
@ -365,7 +416,7 @@ void createAsteroids() {
float maxDistanceFromCenter = 26.f;
float rotationSpeed = 0.05f;
float scale = 0.002f;
int numAsteroids = 160;
int numAsteroids = 80;
float distanceIncrement = 2.f / (minDistanceFromCenter + 1);
for (int j = -1; j < 2; j++) {
@ -413,20 +464,31 @@ void createEnemies() {
//enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
int j = 0;
enemies.push_back(new Enemy(100.0f, 100.0f, glm::translate(glm::translate(glm::mat4(1.0f), spaceship->getPosition()), glm::vec3(1.f, 1.f, 2.f)), 1.0f, 5.0f));
for (int i = 0; i < ENEMY_COUNT; ++i) {
glm::mat4 randomModelMatrix = generateRandomMatrix(glm::mat4(1.0f));
enemies.push_back(new Enemy(100.0f, 100.0f, randomModelMatrix, 1.0f, 8.0f));
if (j % 4 == 0) {
hearts.push_back(new Heart(glm::translate(randomModelMatrix, glm::vec3(6.f, 5.f, 8.f)), -5.0f));
nitros.push_back(new Nitro(glm::translate(randomModelMatrix, glm::vec3(2.f, -9.f, 3.f)), 10.0f));
}
j = j + 1;
}
hearts.push_back(new Heart(glm::translate(glm::mat4(1.0f), glm::vec3(25.f, 20.f, 25.f)), 10.0f));
nitros.push_back(new Nitro(glm::translate(glm::mat4(1.0f), glm::vec3(20.f, 20.f, 25.f)), 10.0f));
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
gameEntities.push_back(spaceship);
}
void loadPlanetsAndSunTextures() {
planetTextures.clear();
@ -504,6 +566,8 @@ void init(GLFWwindow* window)
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
texture::asteroidTexture = Core::LoadTexture("./textures/asteroids/asteroidtx.jpg");
texture::asteroidNormal = Core::LoadTexture("./textures/asteroids/asteroidnn.png");
texture::heartTexture = Core::LoadTexture("textures/heart.png");
texture::boosterTexture = Core::LoadTexture("textures/boooster.png");
spaceship->createParticles();
createSuns();

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