improving aspect ratio and window resize/scaling. done for game objects.
This commit is contained in:
parent
1562dbe8a7
commit
4353609580
14 changed files with 209 additions and 109 deletions
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@ -9,11 +9,12 @@ varying vec3 lightDirection;
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uniform mat4 model;
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uniform vec3 lightPosition;
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uniform float aspectRatio;
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void main()
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{
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// TODO: this becomes invalid when projection matrices are used
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vec3 p = (model*vec4(in_vertex, 1.0)).xyz;
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vec3 p = (model*vec4(in_vertex/vec3(aspectRatio, 1.0, 1.0), 1.0)).xyz;
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lightDirection = normalize(lightPosition - p);
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vertex = p.xyz;
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@ -4,7 +4,6 @@ varying vec3 velocity;
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varying float decay;
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varying float explCenterDist;
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uniform vec3 explCenter;
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vec3 hsv2rgb(vec3 c)
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{
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@ -14,6 +14,8 @@ varying vec3 velocity;
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varying vec2 vertex;
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varying float explCenterDist;
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uniform float aspectRatio;
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// TODO: rotate to face the user!
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void main()
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{
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@ -38,5 +40,5 @@ void main()
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vertex = base.xy;
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velocity = in_velocity;
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explCenterDist = length(explCenter-offset);
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explCenterDist = length(explCenter - offset);
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}
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@ -80,3 +80,7 @@ bool Game::cycle(float dt)
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return true;
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}
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void Game::resize(int width, int height)
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{
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m_state->setPlayingFieldSize(width, height);
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}
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@ -13,6 +13,9 @@ class Game {
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// for rendering
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game::State *state() const { return m_state; }
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// resize the playing field
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void resize(int width, int height);
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private:
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game::State *m_state;
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@ -45,7 +45,21 @@ class GameWindow : public endofthejedi::GLWindow {
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m_renderer.render(m_game->state());
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}
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void resize() override { glViewport(0, 0, getwidth(), getheight()); }
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void resize() override
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{
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std::cout<<"resize()" << std::endl;
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glViewport(0, 0, getwidth(), getheight());
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// resize the game
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m_game->resize(getwidth(), getheight());
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// TODO: mark it and let the reinit() happen in the next so it happnens just once. while doing the resize
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m_game->state()->init();
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// resize the renderer
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m_renderer.setWindowSize(getwidth(), getheight());
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}
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public:
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GameWindow(unsigned int width, unsigned int height, Game *ptr)
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@ -99,6 +99,7 @@ namespace endofthejedi {
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m_width = attribs.width;
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m_height = attribs.height;
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resize();
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} else if (event.type == ClientMessage) {
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if (event.xclient.data.l[0] == m_atomWmDeleteWindow) {
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stop();
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@ -5,6 +5,8 @@
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "game.hpp"
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namespace endofthejedi {
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@ -21,6 +23,9 @@ namespace endofthejedi {
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public:
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virtual void setup() { }
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virtual void render(const game::State *state) = 0;
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virtual void setWindowSize(int px, int py) { (void) px; (void) py; }
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virtual void setCameraMatrix(const glm::mat4 &cam) { (void) cam; }
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};
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}
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@ -33,14 +33,16 @@ namespace endofthejedi {
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m_data_velocity.resize(m_numParticles);
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m_data_kind.resize(m_numParticles);
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m_data_max_age.resize(m_numParticles);
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}
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std::string vss_particles = "../data/shader/particle.vert";
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std::string fss_particles = "../data/shader/particle.frag";
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m_shader.init();
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m_shader.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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ParticleBatch::~ParticleBatch()
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{
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// TODO: find out if stuff must be deallocated
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glDeleteBuffers(5, m_data_vbos);
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}
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void ParticleBatch::setup(Shader *shader)
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{
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const char *names[] = {
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"in_vertex",
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"in_position",
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@ -51,18 +53,12 @@ namespace endofthejedi {
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for (int i=0; i<5; i++) {
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const char *name = names[i];
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GLint loc = glGetAttribLocation(m_shader.program(), name);
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GLint loc = glGetAttribLocation(shader->program(), name);
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m_attr_locations[i] = loc;
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//std::cout<<"attr location " << i << " " << loc << " " << name << std::endl;
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}
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}
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ParticleBatch::~ParticleBatch()
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{
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// TODO: find out if stuff must be deallocated
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glDeleteBuffers(5, m_data_vbos);
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}
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void ParticleBatch::setCenter(const glm::vec3 ¢er)
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{
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m_center = center;
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@ -130,16 +126,14 @@ namespace endofthejedi {
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}
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}
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void ParticleBatch::render()
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void ParticleBatch::render(Shader *shader)
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{
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//std::cout<<"[ParticleBatch] render " << std::endl;
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m_shader.bind();
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glUniform1f(m_shader.location("age"), m_age);
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glUniform1f(m_shader.location("maxVelocity"), m_maxVelocity);
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glUniform1f(m_shader.location("halfAge"), m_halfAge);
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glUniform1f(m_shader.location("size"), m_particleRadius);
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glUniform3f(m_shader.location("explCenter"), m_center.x, m_center.y, m_center.z);
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glUniform1f(shader->location("age"), m_age);
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glUniform1f(shader->location("maxVelocity"), m_maxVelocity);
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glUniform1f(shader->location("halfAge"), m_halfAge);
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glUniform1f(shader->location("size"), m_particleRadius);
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glUniform3f(shader->location("explCenter"), m_center.x, m_center.y, m_center.z);
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bind();
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@ -22,15 +22,14 @@ namespace endofthejedi {
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void setCenter(const glm::vec3 ¢er);
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void setMaxVelocity(float maxVelocity);
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void setup(Shader *shader);
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void bind();
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void upload();
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void render();
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void render(Shader *shader);
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void tick(float dt);
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bool done() const;
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Shader *shader() { return &m_shader; }
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size_t id() const { return m_id; }
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private:
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@ -55,7 +54,5 @@ namespace endofthejedi {
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std::vector<float> m_data_max_age;
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GLuint m_attr_locations[5];
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Shader m_shader;
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};
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}
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@ -2,11 +2,6 @@
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#include <iostream>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/random.hpp>
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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@ -14,19 +9,21 @@ namespace endofthejedi {
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std::cout<<"setup polygon 3d" << std::endl;
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m_shader.init();
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#if 0
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std::string vss_simple = "../data/shader/simple.vert";
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std::string fss_simple = "../data/shader/simple.frag";
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m_shader.loadFile(vss_simple, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_simple, GL_FRAGMENT_SHADER);
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#else
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std::string vss_game_objects = "../data/shader/gameobjects.vert";
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std::string fss_game_objects = "../data/shader/gameobjects.frag";
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m_shader.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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#endif
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m_shader_game_objects.init();
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m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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std::string vss_particles = "../data/shader/particle.vert";
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std::string fss_particles = "../data/shader/particle.frag";
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m_shader_particles.init();
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m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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@ -56,17 +53,22 @@ namespace endofthejedi {
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//float s = 0.1;
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//glClearColor(s, s, s, 1.0);
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m_shader.bind();
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m_shader_game_objects.bind();
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// TODO: add ONE sun planet
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// TODO: add lights for explosions
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configureLightningInShader();
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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//glColor3f(1.0, 0.0, 0.0);
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@ -82,9 +84,13 @@ namespace endofthejedi {
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void RendererPolygon3d::renderParticles()
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{
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m_shader_particles.bind();
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glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio);
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for (ParticleBatch *batch : m_particles) {
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batch->bind();
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batch->render();
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batch->render(&m_shader_particles);
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}
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}
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@ -100,6 +106,7 @@ namespace endofthejedi {
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float maxVelocity = 0.4f;
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ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration);
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batch->setup(&m_shader_particles);
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batch->setCenter(glm::vec3(pos, 0.0));
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batch->setMaxVelocity(maxVelocity);
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@ -168,12 +175,12 @@ namespace endofthejedi {
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// too (same for missiles)
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for (const game::Planet *planet : m_state->planets) {
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glm::mat4 model = computeModelMatrix(planet);
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glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform1i(m_shader.location("materialSeed"), planet->seed);
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glUniform1i(m_shader.location("materialKind"), (int) planet->material);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed);
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glUniform1i(m_shader_game_objects.location("materialKind"), (int) planet->material);
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m_planetModel->render();
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}
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@ -186,10 +193,10 @@ namespace endofthejedi {
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for (const game::Player *player : m_state->players) {
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for (const game::Missile *missile : player->missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glm::mat4 model = computeModelMatrix(missile);
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glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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m_missileModel->render();
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}
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for (const game::Ship *ship : m_state->ships) {
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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m_shipModel->render();
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}
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exit(-1);
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}
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(*dest)->setup(&m_shader);
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(*dest)->setup(&m_shader_game_objects);
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(*dest)->uploadToOpenGl();
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m_models.push_back(*dest);
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}
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}
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glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("lightPosition"), p.x, p.y, p.z);
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glUniform3f(m_shader_game_objects.location("lightColor"), c.x, c.y, c.z);
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}
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void RendererPolygon3d::setWindowSize(int px, int py)
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{
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m_aspectRatio = (float) px / (float) py;
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}
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void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam)
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{
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(void) cam;
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}
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}
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#include <list>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/vec3.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "glclasses.hpp"
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#include "game.hpp"
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#include "particle_batch.hpp"
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#include "polygon_model.hpp"
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#include <glm/vec3.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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namespace endofthejedi {
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class RendererPolygon3d : public Renderer {
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void setup();
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void render(const game::State *state) override;
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void setWindowSize(int px, int py);
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void setCameraMatrix(const glm::mat4 &cam);
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private:
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void renderPlanets();
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void renderMissiles();
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PolygonModel *m_shipModel;
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// for rendering everything
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Shader m_shader;
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Shader m_shader_game_objects;
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Shader m_shader_particles;
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// for accessing
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const game::State *m_state;
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// time value for last rendering cycle (-1 after setup/startup)
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float m_lastTime;
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float m_aspectRatio;
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};
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}
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#include "object.hpp"
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#include "missile.hpp"
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#include "player.hpp"
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#include "planet.hpp"
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#include "ship.hpp"
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#include "commands.hpp"
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#include "trace.hpp"
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namespace game {
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void State::init(int numPlanets, bool devMode)
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{
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for (Planet *planet : planets) {
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delete(planet);
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}
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planets.clear();
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//for (Player *player : players) {
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//}
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m_nextId = 0;
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m_time = 0.0;
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m_shipRadius = 0.02;
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m_maxNumTraces = 10;
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m_developerMode = devMode;
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Planet::Material mat = Planet::Material::Rock;
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setPlayingFieldCenter(0, 0);
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for (int i=0; i<numPlanets; i++) {
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switch(i) {
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case 0:
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mat = Planet::Material::Sun;
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break;
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// TODO: need aspect ratio or data!
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//setPlayingFieldSize(1000, 300);
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case 1:
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case 2:
|
||||
mat = Planet::Material::Water;
|
||||
break;
|
||||
setupPlanets(numPlanets);
|
||||
}
|
||||
|
||||
case 3:
|
||||
case 4:
|
||||
mat = Planet::Material::Sand;
|
||||
break;
|
||||
bool State::findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos)
|
||||
{
|
||||
(void) planetIsSun;
|
||||
|
||||
case 5:
|
||||
mat = Planet::Material::Metal;
|
||||
break;
|
||||
bool tooNearToCenter = true;
|
||||
bool collidesWithOtherPlanet = true;
|
||||
|
||||
default:
|
||||
mat = Planet::Material::Rock;
|
||||
const glm::vec2 spawnArea = 0.9f * (m_playingFieldSize/std::max(m_playingFieldSize.x, m_playingFieldSize.y));
|
||||
|
||||
// distribute but not in the center and not next to other planets
|
||||
int tries = 0;
|
||||
do {
|
||||
*pos = spawnArea * util::randv2_m1_1();
|
||||
|
||||
collidesWithOtherPlanet = false;
|
||||
tooNearToCenter = glm::length(*pos) < 0.1;
|
||||
|
||||
if (!tooNearToCenter) {
|
||||
for (const Planet *other : planets) {
|
||||
float d = glm::distance(other->position, *pos);
|
||||
|
||||
float extraDist = (other->material == Planet::Material::Sun)
|
||||
? 4.0
|
||||
: 1.0;
|
||||
|
||||
if (d < extraDist*other->radius + radius) {
|
||||
collidesWithOtherPlanet = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tries++ > 1000) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::vec2 pos;
|
||||
} while(collidesWithOtherPlanet || tooNearToCenter);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void State::setupPlanets(int numPlanets)
|
||||
{
|
||||
for (int i=0; i<numPlanets; i++) {
|
||||
Planet::Material mat = materialForStandardPlanetDistribution(i);
|
||||
|
||||
float radius = 0.03 + 0.07*util::randf_0_1();
|
||||
if (i == 0) {
|
||||
// sun is bigger but not too big
|
||||
|
@ -67,35 +100,33 @@ namespace game {
|
|||
|
||||
}
|
||||
|
||||
bool tooNearToCenter = true;
|
||||
bool collidesWithOtherPlanet = true;
|
||||
glm::vec2 pos;
|
||||
if (findPlanetSpawnPosition(mat == Planet::Material::Sun, radius, &pos)) {
|
||||
planets.push_back(new Planet(pos, i, radius, mat));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// distribute but not in the center and not next to other planets
|
||||
int tries = 0;
|
||||
do {
|
||||
pos = util::randv2_m1_1();
|
||||
Planet::Material State::materialForStandardPlanetDistribution(int index)
|
||||
{
|
||||
// a few sun/water/sand/metall planents and the rest rocks
|
||||
switch(index) {
|
||||
case 0:
|
||||
return Planet::Material::Sun;
|
||||
|
||||
collidesWithOtherPlanet = false;
|
||||
tooNearToCenter = glm::length(pos) < 0.1;
|
||||
case 1:
|
||||
case 2:
|
||||
return Planet::Material::Water;
|
||||
|
||||
if (!tooNearToCenter) {
|
||||
for (const Planet *other : planets) {
|
||||
float d = glm::distance(other->position, pos);
|
||||
case 3:
|
||||
case 4:
|
||||
return Planet::Material::Sand;
|
||||
|
||||
float extraDist = (other->material == Planet::Material::Sun)
|
||||
? 4.0
|
||||
: 1.0;
|
||||
case 5:
|
||||
return Planet::Material::Metal;
|
||||
|
||||
if (d < extraDist*other->radius + radius) {
|
||||
collidesWithOtherPlanet = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} while((collidesWithOtherPlanet || tooNearToCenter) && tries++ < 1000);
|
||||
|
||||
planets.push_back(new Planet(pos, i, radius, mat));
|
||||
default:
|
||||
return Planet::Material::Rock;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -430,4 +461,14 @@ namespace game {
|
|||
deleteTrace(trace);
|
||||
}
|
||||
}
|
||||
|
||||
void State::setPlayingFieldCenter(int center_x, int center_y)
|
||||
{
|
||||
m_playingFieldCenter = glm::vec2((float) center_x, (float) center_y);
|
||||
}
|
||||
|
||||
void State::setPlayingFieldSize(int width, int height)
|
||||
{
|
||||
m_playingFieldSize = glm::vec2(width, height);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include <glm/vec2.hpp>
|
||||
|
||||
#include "missile.hpp"
|
||||
#include "planet.hpp"
|
||||
|
||||
// TODO:
|
||||
// give points for equipment / better weapons / more energy when:
|
||||
|
@ -27,7 +28,7 @@ namespace game {
|
|||
// forward declarations
|
||||
class Command;
|
||||
class Player;
|
||||
class Planet;
|
||||
|
||||
class Ship;
|
||||
class Trace;
|
||||
class Explosion;
|
||||
|
@ -91,6 +92,11 @@ namespace game {
|
|||
m_developerMode = on;
|
||||
}
|
||||
|
||||
// called when the rendering window changes
|
||||
// TODO: give dpi as information too
|
||||
void setPlayingFieldSize(int width, int height);
|
||||
void setPlayingFieldCenter(int width, int height);
|
||||
|
||||
/*************************************************************************/
|
||||
/* Rendering */
|
||||
/*************************************************************************/
|
||||
|
@ -111,12 +117,15 @@ namespace game {
|
|||
void playerKillsPlayer(Player *killer, Player *victim);
|
||||
|
||||
void addExplosionFromHit(const Missile::Event *evt);
|
||||
bool findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos);
|
||||
|
||||
void advanceTraceAges(float dt);
|
||||
void advanceExplosions(float dt);
|
||||
void advancePlayerShipSpawns(float dt);
|
||||
void advancePlayerCommands(float dt);
|
||||
void advancePlayerMissiles(float dt);
|
||||
void setupPlanets(int numPlanets);
|
||||
Planet::Material materialForStandardPlanetDistribution(int index);
|
||||
|
||||
// try to spawn a ship for this player.
|
||||
// return true on success, false on failure to find a spot.
|
||||
|
@ -134,5 +143,8 @@ namespace game {
|
|||
int m_maxNumTraces;
|
||||
float m_time;
|
||||
bool m_developerMode;
|
||||
|
||||
glm::vec2 m_playingFieldCenter;
|
||||
glm::vec2 m_playingFieldSize;
|
||||
};
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue