merge end stuff

This commit is contained in:
j3d1 2016-10-06 03:37:07 +02:00
commit 6e6a28c9ff
5 changed files with 82 additions and 64 deletions

View file

@ -49,8 +49,8 @@ namespace developer {
return false;
}
std::cout<<"[developer console] adding developer "
"callback for token '" << token << "'" << std::endl;
//std::cout<<"[developer console] adding developer "
// "callback for token '" << token << "'" << std::endl;
m_callbacks[token] = cb;

View file

@ -78,11 +78,11 @@ namespace endofthejedi {
NULL, NULL, NULL);
if (color_type == PNG_COLOR_TYPE_RGB) {
puts("PNG_COLOR_TYPE_RGB");
} else if (color_type == PNG_COLOR_TYPE_RGBA) {
puts("PNG_COLOR_TYPE_RGBA");
}
//if (color_type == PNG_COLOR_TYPE_RGB) {
// puts("PNG_COLOR_TYPE_RGB");
//} else if (color_type == PNG_COLOR_TYPE_RGBA) {
// puts("PNG_COLOR_TYPE_RGBA");
//}
//update width and height based on png info
@ -95,11 +95,11 @@ namespace endofthejedi {
m_size = glm::vec2();
puts("#########################################");
printf("# PNG: width=%d, height=%d\n", twidth, theight);
printf("# powers of two: w=%d, h=%d\n", pot_width, pot_height);
printf("# uv scale two: x=%f, y=%f\n", m_uvScale.x, m_uvScale.y);
puts("#########################################");
//puts("#########################################");
//printf("# PNG: width=%d, height=%d\n", twidth, theight);
//printf("# powers of two: w=%d, h=%d\n", pot_width, pot_height);
//printf("# uv scale two: x=%f, y=%f\n", m_uvScale.x, m_uvScale.y);
//puts("#########################################");
// Update the png info struct.
png_read_update_info(png_ptr, info_ptr);

View file

@ -9,8 +9,7 @@
#include "developer_console.hpp"
namespace endofthejedi {
void RendererPolygon3d::setup()
{
void RendererPolygon3d::setup() {
m_lastTime = -1.0;
//std::cout << "setup polygon 3d" << std::endl;
@ -39,7 +38,7 @@ namespace endofthejedi {
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
m_texture = nullptr;
m_backgroundTexturePath = "../data/img/background_3.png";
m_backgroundTexturePath = "../data/img/stars_nebular.png";
loadBackgroundTexture();
m_postprocess_shader.init();
@ -88,15 +87,15 @@ namespace endofthejedi {
glActiveTexture(GL_TEXTURE0);
m_texture->loadPng();
std::cout<<"texture loading: " << m_texture->valid() << std::endl;
//std::cout<<"texture loading: " << m_texture->valid() << std::endl;
if (!m_texture->valid()) {
std::cout<<"loading failed!";
return;
//exit(-1);
}
glm::vec2 s = m_texture->size();
std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
//glm::vec2 s = m_texture->size();
//std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
}
void RendererPolygon3d::renderBackgroundImage()
@ -574,7 +573,7 @@ void RendererPolygon3d::renderMissiles() {
glm::mat4 model = computeModelMatrix(ship);
glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
glm::vec3 c = ship->color;
glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
m_shipModel->render();
@ -681,6 +680,7 @@ void RendererPolygon3d::renderMissiles() {
}
glEnd();
}
glLineWidth(1.0f);
glPolygonMode(GL_FRONT, GL_FILL);
}

View file

@ -35,7 +35,6 @@ namespace endofthejedi {
private:
void renderPlanets();
void renderSun();
void renderMissiles();
void renderShips();
void renderParticles();

View file

@ -139,7 +139,7 @@ namespace game {
return false;
}
Ship *ship = new Ship(generateId(), spawnPos, player->color, m_shipRadius);
Ship *ship = new Ship(generateId(), spawnPos, m_shipRadius);
player->ship = ship;
ships.push_back(ship);
@ -159,21 +159,29 @@ namespace game {
void State::quitPlayer(size_t playerId)
{
std::cout << playerId << " quit" << std::endl;
std::cout << playerId << " quit" << std::endl;
Player *player = playerForId(playerId);
if (player != nullptr) {
for (Missile *missile : player->missiles) {
missile->player = nullptr;
}
Player *player = playerForId(playerId);
if (player != nullptr) {
for (Missile *missile : player->missiles) {
player->missiles.remove(missile);
missile->player = nullptr;
m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
}
players.remove(player);
}
if (player->ship != nullptr) {
ships.remove(player->ship);
m_nextEvents.push_back(new ShipEvent(LifeCycle::Destroy, player->ship));
}
players.remove(player);
delete(player);
}
}
void State::clear(size_t playerId)
{
std::cout << playerId << " clear" << std::endl;
std::cout << playerId << " clear" << std::endl;
}
void State::setName(size_t playerId, std::string name)
@ -226,8 +234,9 @@ namespace game {
(void) dt;
for (Player *player : players) {
if (player->alive) {
player->energy += dt * ENERGY_PER_DT;
player->energy += dt;
}
// try to execute as much queued commands as possible.
while (player->hasCommandInQueue()) {
Command *command = player->peekCommand();
@ -252,7 +261,7 @@ namespace game {
std::cout<<"player " << killer->id << " killed " << victim->id << std::endl;
// destroy ship
ships.remove(victim->ship);
ships.remove(victim->ship);
delete(victim->ship);
victim->ship = nullptr;
@ -273,7 +282,7 @@ namespace game {
for (Player *player : players) {
std::vector<Missile*> rm;
for (Missile *missile : player->missiles) {
for (Missile *missile : player->missiles) {
const Missile::Event evt = missile->advance(this, dt);
const bool isHit = (evt.hit != Hit::Nothing);
@ -281,73 +290,73 @@ namespace game {
missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
}
if (!isHit) {
continue;
}
if (!isHit) {
continue;
}
bool spawnExplosion = true;
switch(evt.hit) {
case Hit::Planet:
switch(evt.hit) {
case Hit::Planet:
// TODO: add black spot on the planet.
// TODO: if water planet, add waves
// TODO: if gas planet, add nice gas explosion effect
// and start burning on this spot for some time.
//std::cout<<"hit Planet" << std::endl;
break;
//std::cout<<"hit Planet" << std::endl;
break;
case Hit::Ship:
//std::cout<<"hit Player" << std::endl;
playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
break;
case Hit::Ship:
//std::cout<<"hit Player" << std::endl;
playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
break;
case Hit::BorderOfUniverse:
//std::cout<<"missile left the universe." << std::endl;
case Hit::BorderOfUniverse:
//std::cout<<"missile left the universe." << std::endl;
spawnExplosion = false;
break;
break;
default:
break;
}
default:
break;
}
if (spawnExplosion) {
addExplosionFromHit(&evt);
}
if (missile->trace != nullptr) {
missile->trace->finish();
}
if (missile->trace != nullptr) {
missile->trace->finish();
}
rm.push_back(missile);
rm.push_back(missile);
}
for (Missile *missile : rm) {
player->missiles.remove(missile);
for (Missile *missile : rm) {
player->missiles.remove(missile);
m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
}
}
}
}
void State::advanceExplosions(float dt)
{
std::vector<Explosion*> rm;
std::vector<Explosion*> rm;
for (Explosion *explosion : explosions) {
for (Explosion *explosion : explosions) {
explosion->age += dt;
if (explosion->age >= explosion->maxAge) {
rm.push_back(explosion);
rm.push_back(explosion);
}
}
for (Explosion *explosion : rm) {
explosions.remove(explosion);
for (Explosion *explosion : rm) {
explosions.remove(explosion);
m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Destroy, explosion));
//delete(explosion);
}
//delete(explosion);
}
}
void State::advance(float dt)
@ -533,6 +542,16 @@ namespace game {
}
break;
case EventType::Ship:
{
auto *se = static_cast<ShipEvent*>(evt);
//std::cout<<"got missile delete event, finally deleting missile #"
// << me->object()->id << std::endl;
delete(se->object());
}
break;
case EventType::Missile:
{
auto *me = static_cast<MissileEvent*>(evt);