diff options
Diffstat (limited to 'src/yabs_core.cpp')
-rw-r--r-- | src/yabs_core.cpp | 113 |
1 files changed, 62 insertions, 51 deletions
diff --git a/src/yabs_core.cpp b/src/yabs_core.cpp index 5ae5b57..31cfa3c 100644 --- a/src/yabs_core.cpp +++ b/src/yabs_core.cpp @@ -7,15 +7,17 @@ /*********************************/ #include <raylib.h> +#include <raymath.h> #include <stdlib.h> #include <iostream> #include <strings.h> #include "yabs_core.h" +#include "yabs_utils.h" namespace yabs { namespace core { -static yabs::Scene3D sc3d{ +static Scene3D sc3d{ // camera {{5.0f, 5.0f, 5.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0}, // movement @@ -25,7 +27,17 @@ static yabs::Scene3D sc3d{ // mouse {0.0f, 0.0f}}; -int draw(World& world) { +static float vert_accel = 0.0f; + +// input keys array +static bool direction[4] = { + false, + false, + false, + false}; +static BoundingBox range{}; + +int render(RenderObjs & robjs) { // draw checkerboard model for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { @@ -33,29 +45,16 @@ int draw(World& world) { position.x = x; position.y = -0.5f; position.z = z; - DrawModel(world.ground, position, 1.0f, WHITE); + DrawModel(robjs.ground, position, 1.0f, WHITE); } } - for (auto & enemy : world.enemies) { - if (enemy->active) - { - DrawCube(enemy->enemyBoxPos, 2.0f, 2.0f, 2.0f, YABS_COOLPURPLE); - } + for (auto & pos : robjs.vEnemyPos) { + DrawCube(*pos, 2.0f, 2.0f, 2.0f, YABS_COOLPURPLE); } return (0); } -static float vert_accel = 0.0f; - -// input keys array -static bool direction[4] = { - false, - false, - false, - false}; -static BoundingBox range{}; - -int tick(World& world, Scene3D& scene_3d) { +int tick(TickObjs& tobjs, Scene3D& scene_3d) { // mouse look Vector2 mouseMovement = Vector2Subtract(GetMousePosition(), scene_3d.lastMousePos); @@ -66,8 +65,7 @@ int tick(World& world, Scene3D& scene_3d) { (mouseMovement.y * -YABS_CAMERA_MOUSE_MOVE_SENSITIVITY); // direction array - if (scene_3d.camera.position.y <= YABS_GROUND_LEVEL) - { + if (scene_3d.camera.position.y <= YABS_GROUND_LEVEL) { bzero(&direction, sizeof(direction)); direction[0] = IsKeyDown(KEY_W); direction[1] = IsKeyDown(KEY_S); @@ -75,7 +73,6 @@ int tick(World& world, Scene3D& scene_3d) { direction[3] = IsKeyDown(KEY_A); } - // compute movement scene_3d.movement.x = (sinf(scene_3d.rotation.x) * direction[1] - sinf(scene_3d.rotation.x) * direction[0] - @@ -113,7 +110,10 @@ int tick(World& world, Scene3D& scene_3d) { if (IsKeyPressed(KEY_LEFT_CONTROL)) vert_accel -= 0.05; if (IsKeyPressed(KEY_ESCAPE)) + { + *tobjs.alive = false; return (0); + } // apply movement scene_3d.camera.position.x += @@ -128,34 +128,35 @@ int tick(World& world, Scene3D& scene_3d) { YABS_DOUBLEPI - scene_3d.rotation.x, 0}); Matrix transform = MatrixMultiply(translation, rotation2); + // apply camera rotation scene_3d.camera.target.x = scene_3d.camera.position.x - transform.m12; scene_3d.camera.target.y = scene_3d.camera.position.y - transform.m13; scene_3d.camera.target.z = scene_3d.camera.position.z - transform.m14; - // shoot - range = {{ - scene_3d.camera.target.x - 0.5f, - scene_3d.camera.target.y - 4.0f, - scene_3d.camera.target.z - 0.5f,},{ - scene_3d.camera.target.x + 0.5f, - scene_3d.camera.target.y + 5.5f, - scene_3d.camera.target.z + 0.5f} + range = { + {scene_3d.camera.target.x - 10.5f, + scene_3d.camera.target.y - 1.0f, + scene_3d.camera.target.z - 10.5f}, + {scene_3d.camera.target.x + 10.5f, + scene_3d.camera.target.y + 1.5f, + scene_3d.camera.target.z + 10.5f} }; - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) - { - for (auto it = world.enemies.begin(); it != world.enemies.end(); ++it) - { - if(CheckCollisionBoxes(range, (*it)->enemyBounds)) - { + + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { + for (auto i = 0; i < tobjs.vEnemyBounds.size(); ++i) { + if(CheckCollisionBoxes(range, *tobjs.vEnemyBounds[i])) { // :^} std::cerr << "hit enemy\n"; - (*it)->active = false; - world.enemies.erase(it); - // erase() invalidates iterators, we have to break - // empty space - break; + break ; + //std::cout << "r: " << + //"{" << range.min.x<< "," << range.min.x << "," << range.min.z << "}," << + //"{" << range.max.x<< "," << range.max.x << "," << range.max.z << "}\n"; + //std::cout << "b: " << + //"{" << (*it)->min.x<< "," << (*it)->min.x << "," << (*it)->min.z << "}," << + //"{" << (*it)->max.x << ","<< (*it)->max.x << "," << (*it)->max.z << "}\n"; } } + std::cerr << "missed\n"; } return (1); } @@ -187,28 +188,39 @@ void init_game() sc3d.movement = (Vector3){0.0f, 0.0f, 0.0f}; Vector3 cubeSize = {2.0f, 2.0f, 2.0f}; - World world = { + RenderObjs robjs = { + std::vector<Vector3*>(), model }; + TickObjs tobjs = { + std::vector<BoundingBox*>(), + std::vector<Vector3*>(), + &range, + &sc3d.camera.position, + {direction}, + &alive + }; + // baddies for (int i = 0; i < ENEMIES_N; i++) { Enemy * e = new Enemy(); - world.enemies.push_back(e); - - e->enemyStartPos.x = rand() % 32; + e->enemyStartPos.x = GetRandomValue(20, 40); e->enemyStartPos.y = 1.0f; - e->enemyStartPos.z = rand() % 32; + e->enemyStartPos.z = GetRandomValue(20, 40); e->enemyBoxPos.x = e->enemyStartPos.x; e->enemyBoxPos.y = e->enemyStartPos.y; e->enemyBoxPos.z = e->enemyStartPos.z; e->enemyBoxSize = cubeSize; e->active = true; e->enemyBounds = { - {e->enemyBoxPos.x - 2.5f, 0.0f, e->enemyBoxPos.z - 2.5f}, - {e->enemyBoxPos.x + 2.5f, 2.5f, e->enemyBoxPos.z + 2.5f} + {e->enemyBoxPos.x -2.5f, 0.0f, e->enemyBoxPos.z-2.5f}, + {e->enemyBoxPos.x+2.5f, 2.5f, e->enemyBoxPos.z+2.5f} }; + robjs.vEnemyPos.push_back(&e->enemyBoxPos); + tobjs.vEnemyBounds.push_back(&e->enemyBounds); + tobjs.vEnemyPos.push_back(&e->enemyBoxPos); } Texture2D crosshair; @@ -221,8 +233,8 @@ void init_game() ClearBackground(GRAY); BeginMode3D(sc3d.camera); - alive = tick(world, sc3d); - draw(world); + tick(tobjs, sc3d); + render(robjs); EndMode3D(); DrawTexture(crosshair, YABS_HALFSWIDTH, YABS_HALFSHEIGHT, WHITE); @@ -231,7 +243,6 @@ void init_game() 0, 20, DARKGRAY); EndDrawing(); } - // cleanupAndExit(world); UnloadTexture(texture); UnloadModel(model); } |