merge from master

This commit is contained in:
j3d1 2016-09-28 03:42:21 +02:00
commit 244f98178a
14 changed files with 421 additions and 79 deletions

View file

@ -8,7 +8,7 @@
Game::Game()
{
// advance simulation with 100 Hz
// advance simulation in fixed steps with 100 Hz
m_time_step = 1.0 / 100.0;
m_time_for_next_step = 0.0;
@ -20,23 +20,42 @@ Game::Game()
bool Game::cycle(float dt)
{
#if 1
// XXX the following is just testing code to do things
static float total = 0.0;
static float acc = 0.0;
//if (total == 0.0) {
// float speed = 0.005;
// m_state->players[0]->addCommand(new game::SetSpeedCommand(speed));
// for (int i=0; i<100; i++) {
// float a = 2.0 * M_PI * util::randf_0_1();
// m_state->players[0]->addCommand(new game::ShootCommand(a));
// }
//}
acc += dt;
total += dt;
float spawnInterval = 0.1;
while(acc > spawnInterval) {
acc -= spawnInterval;
float a = 2.0 * M_PI * util::randf_0_1();
float angle = 2.0 * M_PI * util::randf_0_1();
float speed = 0.005;
m_state->players[0]->addCommand(new game::ShootCommand(a, speed));
}
#if 1
if (dt >= 10.0) {
//std::cout<<"time to big: " << dt << std::endl;
dt = m_time_step;
m_state->players[0]->addCommand(new game::SetSpeedCommand(speed));
m_state->players[0]->addCommand(new game::ShootCommand(angle));
//static bool done = false;
//if (total >= 10.0 && !done) {
// done = true;
// m_state->players[0]->addCommand(new game::ClearTracesCommand());
//}
}
#endif
//std::cout<<"adding dt: " << dt << std::endl;
m_time_for_next_step += dt;
@ -53,11 +72,4 @@ bool Game::cycle(float dt)
//std::cout << m_time_for_next_step << " s remaining time, " << steps << " steps taken." << std::endl;
return true;
#else
(void) dt;
m_state->advance(dt);
return true;
#endif
}

View file

@ -11,6 +11,7 @@
#include "state/player.hpp"
#include "state/planet.hpp"
#include "state/ship.hpp"
#include "state/explosion.hpp"
class GameWindow : public endofthejedi::GLWindow {
private:
@ -46,7 +47,11 @@ protected:
drawTrace(trace);
}
for (const game::Ship *ship : m_game->state()->ships) {
for (const game::Explosion *explosion : m_game.state()->explosions) {
drawExplosion(explosion);
}
for (const game::Ship *ship : m_game.state()->ships) {
drawShip(ship->position);
}
@ -78,7 +83,6 @@ protected:
}
void drawMissile(const glm::vec2 &pos)
{
glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
@ -92,6 +96,17 @@ protected:
}
}
void drawExplosion(const game::Explosion *explosion)
{
// TODO: transparent
// TODO: with glow in the middle
float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
// TODO: transparency?
glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
m_renderer.drawCircle(explosion->position.x, explosion->position.y, r, color.x, color.y, color.z, 64);
}
public:
GameWindow(unsigned int width, unsigned int height, Game* game)
: endofthejedi::GLWindow(width, height) { m_game = game; }

View file

@ -2,6 +2,8 @@
#include "trace.hpp"
#include <iostream>
namespace game {
void ShootCommand::apply(Player *player, State *state) const
{
@ -10,23 +12,72 @@ namespace game {
// TODO: idea
// shoot multiple rockets at once or from different positions after
// level up / upgrade ...
Missile *missile = new Missile(player, player->ship->position, m_angle, m_speed);
Missile *missile = new Missile(player, player->ship->position, m_angle, player->speed);
Trace *trace = new Trace(missile);
missile->trace = trace;
player->energy -= m_speed;
player->energy -= player->speed;
player->missiles.push_back(missile);
state->addTrace(trace);
}
bool ShootCommand::allowed(const Player *player, const State *state) const
bool ShootCommand::ready(const Player *player, const State *state) const
{
(void) state;
// TODO
return player->alive && player->energy >= m_speed;
return player->alive && player->energy >= player->speed;
//return player->alive;
}
void ChangeNameCommand::apply(Player *player, State *state) const
{
// discard if not unique
for (const Player *other : state->players) {
if (m_name == other->name) {
std::cout << "name '" << m_name << "' already given to player #" << other->id << std::endl;
return;
}
}
player->name = m_name;
}
void SetSpeedCommand::apply(Player *player, State *state) const
{
(void) state;
player->speed = m_speed;
}
void ClearTracesCommand::apply(Player *player, State *state) const
{
std::cout<<"clearing traces!!!" << std::endl;
size_t i = 0;
while(i < state->traces.size()) {
Trace *trace = state->traces[i];
if (trace->missile == nullptr && trace->player == player) {
state->deleteTrace(i);
} else {
i++;
}
}
}
#if 0
bool TakeOverPlayerCommand::ready(const Player *player, const State *state) const
{
(void) state;
return state->havePlayerGrantFor(player->id, m_otherPlayerId);
}
void TakeOverPlayerCommand::apply(Player *player, State *state) const
{
if (
state->playerGrant(player->id, m_otherPlayerId);
}
#endif
}

View file

@ -9,6 +9,10 @@
#include <iostream>
namespace game {
/**
* Base class for commands.
* must derive from this.
*/
class Command {
public:
Command()
@ -19,7 +23,11 @@ namespace game {
{
}
virtual bool allowed(const Player *player, const State *state) const
// check whether the command is ready to execute.
// if not, wait.
// note: stuff like for admin should be done in execute() to discard the
// command and not block the queue.
virtual bool ready(const Player *player, const State *state) const
{
(void) player;
(void) state;
@ -38,19 +46,95 @@ namespace game {
virtual std::string name() const { return "<unnamed>"; }
};
/**********************************************************************/
/* Implemented commands */
/**********************************************************************/
/*
* Shoot at angle and optional speed.
* TODO
*/
class ShootCommand : public Command {
public:
ShootCommand(float angle, float speed) : m_angle(angle), m_speed(speed)
ShootCommand(float angle) : m_angle(angle)
{
}
std::string name() const { return "<shoot>"; }
void apply( Player *player, State *state) const;
bool allowed(const Player *player, const State *state) const;
bool ready(const Player *player, const State *state) const;
private:
float m_angle;
};
/**
* Change the name of the player if it will be uniuqe.
*/
class ChangeNameCommand : public Command {
public:
ChangeNameCommand(const std::string &name) : m_name(name)
{
}
std::string name() const { return "<change name>"; }
void apply(Player *player, State *state) const;
private:
std::string m_name;
};
/**
* clear all traces of this player that are done
*/
class ClearTracesCommand : public Command {
public:
ClearTracesCommand()
{
}
std::string name() const { return "<clear traces>"; }
void apply(Player *player, State *state) const;
};
/**
* Set default speed of next shots for this player.
*/
class SetSpeedCommand : public Command {
public:
SetSpeedCommand(float speed) : m_speed(speed)
{
}
std::string name() const { return "<set speed>"; }
void apply(Player *player, State *state) const;
private:
float m_speed;
};
#if 0
/**
* Take over a session for a player that left.
* An admin must confirm this command.
*/
class TakeOverPlayerCommand : public Command {
public:
TakeOverPlayerCommand(int otherPlayerId) : m_otherPlayerId(otherPlayerId)
{
}
std::string name() const { return "<take over player>"; }
void apply( Player *player, State *state) const;
bool ready(const Player *player, const State *state) const;
private:
int m_otherPlayerId;
};
#endif
}

View file

@ -2,31 +2,32 @@
#include <glm/vec2.hpp>
#include "util.hpp"
#include "missile_hit_type.hpp"
namespace game {
/**
* Explosion: just an effect which looks good.
*/
class Explosion {
public:
enum class Kind {
MissileExplodesInSpace, // missile explode in free space
MissileAgainstPlanet, // explosion of missile when it hits a planet
MissileAgainstShip // bigger explosion: missile hits a ship which explodes with it
};
Explosion(const glm::vec2 &pos, Kind kind, float maxAge=1.0)
: position(pos), kind(kind), age(0.0), maxAge(maxAge)
Explosion(const glm::vec2 &pos, Hit hit, float maxAge=1.0)
: hit(hit)
, position(pos)
, age(0.0)
, maxAge(maxAge * (1.0 + 0.1*util::randf_0_1()))
, maxRadius(0.05)
{
}
const Kind kind; // kind of the explosion
const Hit hit; // kind of the explosion depends on the hit type
const glm::vec2 position; // position where it starts
float age; // age (in seconsd) of the explosion
// age (in seconds) when the explosion is not visible
// anymore and will disappear afterwards
const float maxAge;
const float maxRadius; // current radius depends on time.
};
}
#endif

View file

@ -49,7 +49,7 @@ namespace game {
if (dist <= planet->radius) {
// TODO: collect all hits and return the first one only
// TODO: find exact hit position!
return Missile::Event(position, Missile::HitObject::HitPlanet);
return Missile::Event(position, planet->id);
}
dist *= 20.0;
@ -77,7 +77,7 @@ namespace game {
// check if distance to center of the universe is getting too big
float distToCenter = glm::length(position);
if (distToCenter > state->maxMissileDistance()) {
return Missile::Event(position, Missile::HitObject::LeftUniverse);
return Missile::Event(position, Hit::BorderOfUniverse);
}
return Missile::Event(position);

View file

@ -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,
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);

View 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
};
}

View file

@ -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
};
}

View file

@ -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>")
{
}

View file

@ -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));
}
}

View file

@ -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;
};
};

View file

@ -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;
}
}

View file

@ -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;
};
}