merge from master
This commit is contained in:
commit
244f98178a
14 changed files with 421 additions and 79 deletions
|
@ -8,7 +8,7 @@
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Game::Game()
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{
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// advance simulation with 100 Hz
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// advance simulation in fixed steps with 100 Hz
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m_time_step = 1.0 / 100.0;
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m_time_for_next_step = 0.0;
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@ -20,23 +20,42 @@ Game::Game()
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bool Game::cycle(float dt)
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{
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#if 1
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// XXX the following is just testing code to do things
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static float total = 0.0;
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static float acc = 0.0;
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//if (total == 0.0) {
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// float speed = 0.005;
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// m_state->players[0]->addCommand(new game::SetSpeedCommand(speed));
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// for (int i=0; i<100; i++) {
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// float a = 2.0 * M_PI * util::randf_0_1();
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// m_state->players[0]->addCommand(new game::ShootCommand(a));
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// }
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//}
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acc += dt;
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total += dt;
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float spawnInterval = 0.1;
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while(acc > spawnInterval) {
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acc -= spawnInterval;
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float a = 2.0 * M_PI * util::randf_0_1();
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float angle = 2.0 * M_PI * util::randf_0_1();
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float speed = 0.005;
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m_state->players[0]->addCommand(new game::ShootCommand(a, speed));
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}
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#if 1
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if (dt >= 10.0) {
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//std::cout<<"time to big: " << dt << std::endl;
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dt = m_time_step;
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m_state->players[0]->addCommand(new game::SetSpeedCommand(speed));
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m_state->players[0]->addCommand(new game::ShootCommand(angle));
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//static bool done = false;
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//if (total >= 10.0 && !done) {
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// done = true;
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// m_state->players[0]->addCommand(new game::ClearTracesCommand());
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//}
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}
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#endif
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//std::cout<<"adding dt: " << dt << std::endl;
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m_time_for_next_step += dt;
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@ -53,11 +72,4 @@ bool Game::cycle(float dt)
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//std::cout << m_time_for_next_step << " s remaining time, " << steps << " steps taken." << std::endl;
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return true;
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#else
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(void) dt;
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m_state->advance(dt);
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return true;
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#endif
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}
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@ -11,6 +11,7 @@
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#include "state/player.hpp"
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#include "state/planet.hpp"
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#include "state/ship.hpp"
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#include "state/explosion.hpp"
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class GameWindow : public endofthejedi::GLWindow {
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private:
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@ -46,7 +47,11 @@ protected:
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drawTrace(trace);
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}
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for (const game::Ship *ship : m_game->state()->ships) {
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for (const game::Explosion *explosion : m_game.state()->explosions) {
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drawExplosion(explosion);
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}
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for (const game::Ship *ship : m_game.state()->ships) {
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drawShip(ship->position);
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}
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@ -78,7 +83,6 @@ protected:
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}
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void drawMissile(const glm::vec2 &pos)
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{
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glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
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m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
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@ -92,6 +96,17 @@ protected:
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}
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}
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void drawExplosion(const game::Explosion *explosion)
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{
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// TODO: transparent
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// TODO: with glow in the middle
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float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
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// TODO: transparency?
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glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
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m_renderer.drawCircle(explosion->position.x, explosion->position.y, r, color.x, color.y, color.z, 64);
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}
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public:
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GameWindow(unsigned int width, unsigned int height, Game* game)
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: endofthejedi::GLWindow(width, height) { m_game = game; }
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@ -2,6 +2,8 @@
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#include "trace.hpp"
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#include <iostream>
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namespace game {
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void ShootCommand::apply(Player *player, State *state) const
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{
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@ -10,23 +12,72 @@ namespace game {
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// TODO: idea
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// shoot multiple rockets at once or from different positions after
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// level up / upgrade ...
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Missile *missile = new Missile(player, player->ship->position, m_angle, m_speed);
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Missile *missile = new Missile(player, player->ship->position, m_angle, player->speed);
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Trace *trace = new Trace(missile);
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missile->trace = trace;
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player->energy -= m_speed;
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player->energy -= player->speed;
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player->missiles.push_back(missile);
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state->addTrace(trace);
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}
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bool ShootCommand::allowed(const Player *player, const State *state) const
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bool ShootCommand::ready(const Player *player, const State *state) const
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{
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(void) state;
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// TODO
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return player->alive && player->energy >= m_speed;
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return player->alive && player->energy >= player->speed;
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//return player->alive;
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}
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void ChangeNameCommand::apply(Player *player, State *state) const
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{
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// discard if not unique
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for (const Player *other : state->players) {
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if (m_name == other->name) {
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std::cout << "name '" << m_name << "' already given to player #" << other->id << std::endl;
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return;
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}
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}
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player->name = m_name;
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}
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void SetSpeedCommand::apply(Player *player, State *state) const
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{
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(void) state;
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player->speed = m_speed;
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}
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void ClearTracesCommand::apply(Player *player, State *state) const
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{
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std::cout<<"clearing traces!!!" << std::endl;
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size_t i = 0;
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while(i < state->traces.size()) {
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Trace *trace = state->traces[i];
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if (trace->missile == nullptr && trace->player == player) {
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state->deleteTrace(i);
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} else {
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i++;
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}
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}
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}
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#if 0
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bool TakeOverPlayerCommand::ready(const Player *player, const State *state) const
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{
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(void) state;
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return state->havePlayerGrantFor(player->id, m_otherPlayerId);
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}
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void TakeOverPlayerCommand::apply(Player *player, State *state) const
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{
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if (
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state->playerGrant(player->id, m_otherPlayerId);
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}
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#endif
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}
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@ -9,6 +9,10 @@
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#include <iostream>
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namespace game {
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/**
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* Base class for commands.
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* must derive from this.
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*/
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class Command {
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public:
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Command()
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@ -19,7 +23,11 @@ namespace game {
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{
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}
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virtual bool allowed(const Player *player, const State *state) const
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// check whether the command is ready to execute.
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// if not, wait.
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// note: stuff like for admin should be done in execute() to discard the
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// command and not block the queue.
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virtual bool ready(const Player *player, const State *state) const
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{
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(void) player;
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(void) state;
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@ -38,19 +46,95 @@ namespace game {
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virtual std::string name() const { return "<unnamed>"; }
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};
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/**********************************************************************/
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/* Implemented commands */
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/**********************************************************************/
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/*
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* Shoot at angle and optional speed.
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* TODO
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*/
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class ShootCommand : public Command {
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public:
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ShootCommand(float angle, float speed) : m_angle(angle), m_speed(speed)
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ShootCommand(float angle) : m_angle(angle)
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{
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}
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std::string name() const { return "<shoot>"; }
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void apply( Player *player, State *state) const;
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bool allowed(const Player *player, const State *state) const;
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bool ready(const Player *player, const State *state) const;
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private:
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float m_angle;
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};
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/**
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* Change the name of the player if it will be uniuqe.
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*/
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class ChangeNameCommand : public Command {
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public:
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ChangeNameCommand(const std::string &name) : m_name(name)
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{
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}
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std::string name() const { return "<change name>"; }
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void apply(Player *player, State *state) const;
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private:
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std::string m_name;
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};
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/**
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* clear all traces of this player that are done
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*/
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class ClearTracesCommand : public Command {
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public:
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ClearTracesCommand()
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{
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}
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std::string name() const { return "<clear traces>"; }
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void apply(Player *player, State *state) const;
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};
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/**
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* Set default speed of next shots for this player.
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*/
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class SetSpeedCommand : public Command {
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public:
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SetSpeedCommand(float speed) : m_speed(speed)
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{
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}
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std::string name() const { return "<set speed>"; }
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void apply(Player *player, State *state) const;
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private:
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float m_speed;
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};
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#if 0
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/**
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* Take over a session for a player that left.
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* An admin must confirm this command.
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*/
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class TakeOverPlayerCommand : public Command {
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public:
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TakeOverPlayerCommand(int otherPlayerId) : m_otherPlayerId(otherPlayerId)
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{
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}
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std::string name() const { return "<take over player>"; }
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void apply( Player *player, State *state) const;
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bool ready(const Player *player, const State *state) const;
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private:
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int m_otherPlayerId;
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};
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#endif
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}
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|
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@ -2,31 +2,32 @@
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#include <glm/vec2.hpp>
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#include "util.hpp"
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#include "missile_hit_type.hpp"
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namespace game {
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/**
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* Explosion: just an effect which looks good.
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*/
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class Explosion {
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public:
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enum class Kind {
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MissileExplodesInSpace, // missile explode in free space
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MissileAgainstPlanet, // explosion of missile when it hits a planet
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MissileAgainstShip // bigger explosion: missile hits a ship which explodes with it
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};
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Explosion(const glm::vec2 &pos, Kind kind, float maxAge=1.0)
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: position(pos), kind(kind), age(0.0), maxAge(maxAge)
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Explosion(const glm::vec2 &pos, Hit hit, float maxAge=1.0)
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: hit(hit)
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, position(pos)
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, age(0.0)
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, maxAge(maxAge * (1.0 + 0.1*util::randf_0_1()))
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, maxRadius(0.05)
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{
|
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}
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const Kind kind; // kind of the explosion
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const Hit hit; // kind of the explosion depends on the hit type
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const glm::vec2 position; // position where it starts
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float age; // age (in seconsd) of the explosion
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|
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// age (in seconds) when the explosion is not visible
|
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// anymore and will disappear afterwards
|
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const float maxAge;
|
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const float maxRadius; // current radius depends on time.
|
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};
|
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}
|
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|
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#endif
|
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|
|
|
@ -49,7 +49,7 @@ namespace game {
|
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if (dist <= planet->radius) {
|
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// TODO: collect all hits and return the first one only
|
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// TODO: find exact hit position!
|
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return Missile::Event(position, Missile::HitObject::HitPlanet);
|
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return Missile::Event(position, planet->id);
|
||||
}
|
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|
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dist *= 20.0;
|
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|
@ -77,7 +77,7 @@ namespace game {
|
|||
// check if distance to center of the universe is getting too big
|
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float distToCenter = glm::length(position);
|
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if (distToCenter > state->maxMissileDistance()) {
|
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return Missile::Event(position, Missile::HitObject::LeftUniverse);
|
||||
return Missile::Event(position, Hit::BorderOfUniverse);
|
||||
}
|
||||
|
||||
return Missile::Event(position);
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include "missile_hit_type.hpp"
|
||||
|
||||
namespace game {
|
||||
class State;
|
||||
class Ship;
|
||||
|
@ -15,39 +17,42 @@ namespace game {
|
|||
// trace then belongs to the player.
|
||||
class Missile {
|
||||
public:
|
||||
enum class HitObject {
|
||||
Nothing,
|
||||
HitPlayer,
|
||||
HitPlanet,
|
||||
// HitMissile,
|
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LeftUniverse
|
||||
};
|
||||
|
||||
// missile advances to pos. if hit != Nothing, it hits something and
|
||||
// stops existing afterwards.
|
||||
class Event {
|
||||
public:
|
||||
Event(const glm::vec2 &pos) : Event(pos, HitObject::Nothing)
|
||||
Event(const glm::vec2 &pos)
|
||||
: Event(pos, Hit::Nothing)
|
||||
{
|
||||
}
|
||||
|
||||
Event(const glm::vec2 &pos, HitObject hit)
|
||||
: hit(hit), pos(pos)
|
||||
Event(const glm::vec2 &pos, Hit hit)
|
||||
: hit(hit), position(pos)
|
||||
{
|
||||
}
|
||||
|
||||
Event(const glm::vec2 &pos, int planetId) : Event(pos, Hit::Planet)
|
||||
{
|
||||
this->planetId = planetId;
|
||||
}
|
||||
|
||||
Event(const glm::vec2 &pos, int playerIdKiller, int playerIdVictim)
|
||||
: Event(pos, HitObject::HitPlayer)
|
||||
: Event(pos, Hit::Ship)
|
||||
{
|
||||
this->playerIdKiller = playerIdKiller;
|
||||
this->playerIdVictim = playerIdVictim;
|
||||
}
|
||||
|
||||
HitObject hit;
|
||||
glm::vec2 pos;
|
||||
Hit hit;
|
||||
glm::vec2 position;
|
||||
|
||||
// if a player was hit, these are valid.
|
||||
int playerIdKiller;
|
||||
int playerIdVictim;
|
||||
|
||||
// if a planet was hit, this is valid
|
||||
int planetId;
|
||||
};
|
||||
|
||||
Missile(Player *player, const glm::vec2 &pos, float angle, float speed);
|
||||
|
|
19
game/state/missile_hit_type.hpp
Normal file
19
game/state/missile_hit_type.hpp
Normal file
|
@ -0,0 +1,19 @@
|
|||
#pragma once
|
||||
|
||||
namespace game {
|
||||
/*
|
||||
* A missile can hit different objects the type says which one.
|
||||
* Used in various places so extra file for this.
|
||||
*/
|
||||
enum class Hit {
|
||||
Nothing,
|
||||
Ship,
|
||||
Planet,
|
||||
|
||||
// TODO could be needed for really fancy explosions because
|
||||
// this is cool and should noh happen very often
|
||||
// AgainstMissile,
|
||||
|
||||
BorderOfUniverse
|
||||
};
|
||||
}
|
|
@ -2,11 +2,39 @@
|
|||
|
||||
#include "object.hpp"
|
||||
|
||||
#include <cstdlib>
|
||||
|
||||
namespace game {
|
||||
class Planet : public Object {
|
||||
public:
|
||||
Planet(const glm::vec2 &pos, float r) : Object(pos, r)
|
||||
/**
|
||||
* Planets are build out of one material.
|
||||
* TODO: support mixture or multiple material per planet.
|
||||
*/
|
||||
enum class Material {
|
||||
Rock,
|
||||
Metal,
|
||||
Sand,
|
||||
Gas,
|
||||
Ice,
|
||||
Water,
|
||||
Sun
|
||||
};
|
||||
|
||||
Planet(const glm::vec2 &pos, int id, float r) : Planet(pos, id, r, Material::Rock)
|
||||
{
|
||||
}
|
||||
|
||||
Planet(const glm::vec2 &pos, int id, float r, Material mat)
|
||||
: Object(pos, r)
|
||||
, id(id)
|
||||
, material(mat)
|
||||
, seed(rand())
|
||||
{
|
||||
}
|
||||
|
||||
int id;
|
||||
Material material; // for rendering and physics (can fly through sun and outer gas planets)
|
||||
int seed; // just for rendering variation
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <deque>
|
||||
#include <vector>
|
||||
|
||||
|
@ -15,12 +16,14 @@ namespace game {
|
|||
public:
|
||||
int id;
|
||||
bool alive;
|
||||
float speed;
|
||||
float energy;
|
||||
float deadTimeCounter;
|
||||
Ship *ship;
|
||||
std::string name;
|
||||
std::vector<Missile*> missiles;
|
||||
|
||||
Player(int id) : id(id), alive(true), energy(0.0), ship(nullptr)
|
||||
Player(int id) : id(id), alive(true), speed(0.01), energy(0.0), ship(nullptr), name("<unnamed>")
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <glm/vec3.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include "missile_hit_type.hpp"
|
||||
#include "object.hpp"
|
||||
#include "missile.hpp"
|
||||
#include "player.hpp"
|
||||
|
@ -13,6 +14,7 @@
|
|||
#include "ship.hpp"
|
||||
#include "commands.hpp"
|
||||
#include "trace.hpp"
|
||||
#include "explosion.hpp"
|
||||
|
||||
#include "util.hpp"
|
||||
|
||||
|
@ -23,6 +25,7 @@ namespace game {
|
|||
m_maxMissileDistance = 2.0;
|
||||
m_playerRespawnTime = 2.0;
|
||||
m_defaultEnergy = 10.0;
|
||||
m_maxNumTraces = 10;
|
||||
|
||||
bool planetsOnCircle = false;
|
||||
|
||||
|
@ -43,7 +46,7 @@ namespace game {
|
|||
}
|
||||
} while(glm::length(pos) < 0.2 && tries++ < 1000);
|
||||
|
||||
planets.push_back(new Planet(pos, 0.03 + 0.07*util::randf_0_1()));
|
||||
planets.push_back(new Planet(pos, i, 0.03 + 0.07*util::randf_0_1()));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -108,7 +111,7 @@ namespace game {
|
|||
// try to execute as much queued commands as possible.
|
||||
while (player->hasCommandInQueue()) {
|
||||
Command *command = player->peekCommand();
|
||||
if (!command->allowed(player, this)) {
|
||||
if (!command->ready(player, this)) {
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -145,12 +148,9 @@ namespace game {
|
|||
|
||||
// TODO
|
||||
// add points
|
||||
//
|
||||
|
||||
// TODO
|
||||
// message
|
||||
//
|
||||
// TODO
|
||||
// respawn timer
|
||||
}
|
||||
|
||||
void State::advancePlayerMissiles(float dt)
|
||||
|
@ -164,26 +164,27 @@ namespace game {
|
|||
//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
|
||||
const Missile::Event evt = missile->advance(this, dt);
|
||||
|
||||
missile->trace->addPointFromMissile();
|
||||
const bool isHit = (evt.hit != Hit::Nothing);
|
||||
|
||||
// TODO:
|
||||
// spawn just if the path differs
|
||||
if (missile->trace != nullptr) {
|
||||
missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
|
||||
}
|
||||
|
||||
if (evt.hit == Missile::HitObject::Nothing) {
|
||||
if (!isHit) {
|
||||
i++;
|
||||
|
||||
} else {
|
||||
switch(evt.hit) {
|
||||
case Missile::HitObject::HitPlanet:
|
||||
case Hit::Planet:
|
||||
//std::cout<<"hit Planet" << std::endl;
|
||||
break;
|
||||
|
||||
case Missile::HitObject::HitPlayer:
|
||||
case Hit::Ship:
|
||||
//std::cout<<"hit Player" << std::endl;
|
||||
playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
|
||||
break;
|
||||
|
||||
case Missile::HitObject::LeftUniverse:
|
||||
case Hit::BorderOfUniverse:
|
||||
//std::cout<<"missile left the universe." << std::endl;
|
||||
break;
|
||||
|
||||
|
@ -191,6 +192,12 @@ namespace game {
|
|||
break;
|
||||
}
|
||||
|
||||
addExplosionFromHit(&evt);
|
||||
|
||||
if (missile->trace != nullptr) {
|
||||
missile->trace->finish();
|
||||
}
|
||||
|
||||
player->missiles.erase(player->missiles.begin() + i);
|
||||
delete(missile);
|
||||
//std::cout<<std::endl;
|
||||
|
@ -202,16 +209,32 @@ namespace game {
|
|||
}
|
||||
}
|
||||
|
||||
void State::advanceExplosions(float dt)
|
||||
{
|
||||
size_t i=0;
|
||||
while(i < explosions.size()) {
|
||||
Explosion *explosion = explosions[i];
|
||||
explosion->age += dt;
|
||||
if (explosion->age >= explosion->maxAge) {
|
||||
delete(explosion);
|
||||
explosions.erase(explosions.begin()+i);
|
||||
continue;
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void State::advance(float dt)
|
||||
{
|
||||
//std::cout<<"advance ship spawns" << std::endl;
|
||||
advancePlayerShipSpawns(dt);
|
||||
|
||||
//std::cout<<"advance commands" << std::endl;
|
||||
advanceExplosions(dt);
|
||||
|
||||
advancePlayerCommands(dt);
|
||||
|
||||
//std::cout<<"advance missiles" << std::endl;
|
||||
advancePlayerMissiles(dt);
|
||||
|
||||
}
|
||||
|
||||
Player *State::playerForId(int playerId)
|
||||
|
@ -270,6 +293,56 @@ namespace game {
|
|||
|
||||
void State::addTrace(Trace *trace)
|
||||
{
|
||||
//int count = 0;
|
||||
//for (Trace *old : traces) {
|
||||
// if (old->playerId == trace->playerId) {
|
||||
// count++;
|
||||
// }
|
||||
//}
|
||||
|
||||
//if (count > m_maxNumTraces) {
|
||||
//}
|
||||
|
||||
traces.push_back(trace);
|
||||
}
|
||||
|
||||
void State::deleteTrace(size_t index)
|
||||
{
|
||||
if (index >= traces.size()) {
|
||||
std::cerr << "can't find trace with invalid index " << index << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
Trace *trace = traces[index];
|
||||
|
||||
//std::cout<<"removing a trace" << std::endl;
|
||||
if (trace->missile != nullptr) {
|
||||
// delete backlink.
|
||||
// XXX: there's a missile without a trace now.
|
||||
trace->missile->trace = nullptr;
|
||||
}
|
||||
|
||||
traces.erase(traces.begin() + index);
|
||||
delete(trace);
|
||||
}
|
||||
|
||||
void State::deleteTrace(Trace *trace)
|
||||
{
|
||||
size_t i = 0;
|
||||
while(i < traces.size()) {
|
||||
if (traces[i] == trace) {
|
||||
deleteTrace(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void State::addExplosionFromHit(const Missile::Event *evt)
|
||||
{
|
||||
if (evt->hit == Hit::Nothing || evt->hit == Hit::BorderOfUniverse) {
|
||||
return;
|
||||
}
|
||||
|
||||
explosions.push_back(new Explosion(evt->position, evt->hit));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,14 +7,28 @@
|
|||
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
#include "missile.hpp"
|
||||
|
||||
// TODO:
|
||||
// give points for equipment / better weapons / more energy when:
|
||||
// - player discovers the universe
|
||||
//
|
||||
// - the shot which made a kill was much longer than the direkt line between
|
||||
// player and his target
|
||||
//
|
||||
// - add wormholes
|
||||
// - add blackholes
|
||||
// - shoot through suns which add a fire mantle to the rocket to make it more
|
||||
// thick and dangerous but it gets destroyed after some time.
|
||||
|
||||
namespace game {
|
||||
// forward declarations
|
||||
class Command;
|
||||
class Missile;
|
||||
class Player;
|
||||
class Planet;
|
||||
class Ship;
|
||||
class Trace;
|
||||
class Explosion;
|
||||
|
||||
class State {
|
||||
public:
|
||||
|
@ -55,6 +69,10 @@ namespace game {
|
|||
// add a trace to the list of traces.
|
||||
void addTrace(Trace *trace);
|
||||
|
||||
// delete traces with this command
|
||||
void deleteTrace(Trace *trace); // using a pointer
|
||||
void deleteTrace(size_t index); // using an index
|
||||
|
||||
/*************************************************************************/
|
||||
/* Rendering */
|
||||
/*************************************************************************/
|
||||
|
@ -65,6 +83,7 @@ namespace game {
|
|||
std::vector<Ship*> ships;
|
||||
std::vector<Player*> players;
|
||||
std::vector<Trace*> traces;
|
||||
std::vector<Explosion*> explosions;
|
||||
|
||||
private:
|
||||
/*************************************************************************/
|
||||
|
@ -73,6 +92,9 @@ namespace game {
|
|||
|
||||
void playerKillsPlayer(Player *killer, Player *victim);
|
||||
|
||||
void addExplosionFromHit(const Missile::Event *evt);
|
||||
|
||||
void advanceExplosions(float dt);
|
||||
void advancePlayerShipSpawns(float dt);
|
||||
void advancePlayerCommands(float dt);
|
||||
void advancePlayerMissiles(float dt);
|
||||
|
@ -90,5 +112,6 @@ namespace game {
|
|||
float m_shipRadius;
|
||||
float m_defaultEnergy;
|
||||
int m_nextId=0;
|
||||
int m_maxNumTraces;
|
||||
};
|
||||
};
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
#include "missile.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace game {
|
||||
Trace::TracePoint::TracePoint(const Missile *missile)
|
||||
: position(missile->position)
|
||||
|
@ -11,7 +13,16 @@ namespace game {
|
|||
{
|
||||
}
|
||||
|
||||
Trace::Trace(const Missile *missile) : missile(missile), fidelityCounter(0)
|
||||
Trace::~Trace()
|
||||
{
|
||||
//std::cout<<"~Trace()" << std::endl;
|
||||
}
|
||||
|
||||
Trace::Trace(Missile *missile)
|
||||
: missile(missile)
|
||||
, player(missile->player)
|
||||
, fidelityCounter(0)
|
||||
, age(0.0)
|
||||
{
|
||||
points.push_back(TracePoint(missile));
|
||||
}
|
||||
|
@ -24,4 +35,10 @@ namespace game {
|
|||
points.push_back(TracePoint(missile));
|
||||
}
|
||||
}
|
||||
|
||||
void Trace::finish()
|
||||
{
|
||||
//std::cout<<"trace finished now!" << std::endl;
|
||||
missile = nullptr;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
namespace game {
|
||||
class Missile;
|
||||
class Player;
|
||||
|
||||
/*
|
||||
* Trace of a missile through the space.
|
||||
|
@ -12,7 +13,8 @@ namespace game {
|
|||
*/
|
||||
class Trace {
|
||||
public:
|
||||
Trace(const Missile *missile);
|
||||
Trace(Missile *missile);
|
||||
~Trace();
|
||||
|
||||
// Add the current position of the missile as a new point on the
|
||||
// trace.
|
||||
|
@ -21,6 +23,10 @@ namespace game {
|
|||
// the missile) in case the fidelityCounter would skip the current position.
|
||||
void addPointFromMissile(bool forceAdd=false);
|
||||
|
||||
// call this to mark the trace as finish and disconnect it from the
|
||||
// missile.
|
||||
void finish();
|
||||
|
||||
// TODO: add extendLastPointToPosition() method for saving points /
|
||||
// optimization later on
|
||||
|
||||
|
@ -35,11 +41,16 @@ namespace game {
|
|||
};
|
||||
|
||||
std::vector<TracePoint> points;
|
||||
const Missile *missile; // missile which creates this path.
|
||||
Missile *missile; // missile which creates this path.
|
||||
Player *player;
|
||||
|
||||
// counter which is incremented each time addPointFromMissile() is called.
|
||||
// when reaching a certain value the point is saved for
|
||||
// optimization.
|
||||
int fidelityCounter;
|
||||
|
||||
// age of the trace. if too old, it can be removed to save
|
||||
// space/power
|
||||
float age;
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue