adding really nice explosion (in simple renderer)
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parent
2b85397674
commit
cc17c10e1f
7 changed files with 106 additions and 42 deletions
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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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@ -46,6 +47,10 @@ protected:
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drawTrace(trace);
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}
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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)
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: endofthejedi::GLWindow(width, height) {}
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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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// 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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#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, Hit::Planet);
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}
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dist *= 20.0;
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@ -77,7 +77,7 @@ namespace game {
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// 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);
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return Missile::Event(position, Hit::BorderOfUniverse);
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}
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return Missile::Event(position);
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@ -3,6 +3,8 @@
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include "missile_hit_type.hpp"
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namespace game {
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class State;
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class Ship;
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@ -15,36 +17,29 @@ namespace game {
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// trace then belongs to the player.
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class Missile {
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public:
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enum class HitObject {
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Nothing,
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HitPlayer,
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HitPlanet,
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// HitMissile,
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LeftUniverse
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};
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// missile advances to pos. if hit != Nothing, it hits something and
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// stops existing afterwards.
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class Event {
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public:
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Event(const glm::vec2 &pos) : Event(pos, HitObject::Nothing)
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Event(const glm::vec2 &pos) : Event(pos, Hit::Nothing)
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{
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}
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Event(const glm::vec2 &pos, HitObject hit)
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: hit(hit), pos(pos)
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Event(const glm::vec2 &pos, Hit hit)
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: hit(hit), position(pos)
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{
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}
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Event(const glm::vec2 &pos, int playerIdKiller, int playerIdVictim)
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: Event(pos, HitObject::HitPlayer)
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: Event(pos, Hit::Ship)
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{
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this->playerIdKiller = playerIdKiller;
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this->playerIdVictim = playerIdVictim;
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}
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HitObject hit;
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glm::vec2 pos;
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Hit hit;
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glm::vec2 position;
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int playerIdKiller;
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int playerIdVictim;
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19
game/state/missile_hit_type.hpp
Normal file
19
game/state/missile_hit_type.hpp
Normal file
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@ -0,0 +1,19 @@
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#pragma once
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namespace game {
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/*
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* A missile can hit different objects the type says which one.
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* Used in various places so extra file for this.
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*/
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enum class Hit {
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Nothing,
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Ship,
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Planet,
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// TODO could be needed for really fancy explosions because
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// this is cool and should noh happen very often
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// AgainstMissile,
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BorderOfUniverse
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};
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}
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@ -6,6 +6,7 @@
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#include <glm/vec3.hpp>
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#include <glm/gtx/norm.hpp>
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#include "missile_hit_type.hpp"
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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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@ -13,6 +14,7 @@
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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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#include "explosion.hpp"
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#include "util.hpp"
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@ -162,26 +164,25 @@ namespace game {
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//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
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const Missile::Event evt = missile->advance(this, dt);
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missile->trace->addPointFromMissile();
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const bool isHit = (evt.hit != Hit::Nothing);
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// TODO:
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// spawn just if the path differs
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missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
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if (evt.hit == Missile::HitObject::Nothing) {
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if (!isHit) {
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i++;
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} else {
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switch(evt.hit) {
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case Missile::HitObject::HitPlanet:
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case Hit::Planet:
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//std::cout<<"hit Planet" << std::endl;
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break;
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case Missile::HitObject::HitPlayer:
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case Hit::Ship:
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//std::cout<<"hit Player" << std::endl;
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playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
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break;
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case Missile::HitObject::LeftUniverse:
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case Hit::BorderOfUniverse:
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//std::cout<<"missile left the universe." << std::endl;
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break;
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@ -189,6 +190,8 @@ namespace game {
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break;
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}
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addExplosionFromHit(&evt);
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player->missiles.erase(player->missiles.begin() + i);
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delete(missile);
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//std::cout<<std::endl;
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@ -200,16 +203,32 @@ namespace game {
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}
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}
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void State::advanceExplosions(float dt)
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{
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size_t i=0;
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while(i < explosions.size()) {
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Explosion *explosion = explosions[i];
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explosion->age += dt;
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if (explosion->age >= explosion->maxAge) {
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delete(explosion);
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explosions.erase(explosions.begin()+i);
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continue;
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}
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i++;
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}
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}
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void State::advance(float dt)
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{
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//std::cout<<"advance ship spawns" << std::endl;
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advancePlayerShipSpawns(dt);
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//std::cout<<"advance commands" << std::endl;
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advanceExplosions(dt);
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advancePlayerCommands(dt);
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//std::cout<<"advance missiles" << std::endl;
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advancePlayerMissiles(dt);
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}
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Player *State::playerForId(int playerId)
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@ -270,4 +289,13 @@ namespace game {
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{
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traces.push_back(trace);
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}
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void State::addExplosionFromHit(const Missile::Event *evt)
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{
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if (evt->hit == Hit::Nothing || evt->hit == Hit::BorderOfUniverse) {
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return;
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}
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explosions.push_back(new Explosion(evt->position, evt->hit));
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}
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}
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@ -7,14 +7,16 @@
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#include <glm/vec2.hpp>
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#include "missile.hpp"
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namespace game {
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// forward declarations
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class Command;
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class Missile;
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class Player;
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class Planet;
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class Ship;
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class Trace;
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class Explosion;
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class State {
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public:
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@ -61,10 +63,11 @@ namespace game {
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// Game items which should be rendered are here:
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// (access missiles by iterating over player's missiles attribute)
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std::vector<Planet*> planets;
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std::vector<Ship*> ships;
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std::vector<Player*> players;
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std::vector<Trace*> traces;
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std::vector<Planet*> planets;
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std::vector<Ship*> ships;
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std::vector<Player*> players;
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std::vector<Trace*> traces;
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std::vector<Explosion*> explosions;
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private:
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/*************************************************************************/
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@ -73,6 +76,9 @@ namespace game {
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void playerKillsPlayer(Player *killer, Player *victim);
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void addExplosionFromHit(const Missile::Event *evt);
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void advanceExplosions(float dt);
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void advancePlayerShipSpawns(float dt);
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void advancePlayerCommands(float dt);
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void advancePlayerMissiles(float dt);
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