From cc17c10e1f1a1ce7c6aabde0ef11922f62bcbbd9 Mon Sep 17 00:00:00 2001 From: Andreas Ortmann Date: Tue, 27 Sep 2016 21:16:55 +0200 Subject: [PATCH] adding really nice explosion (in simple renderer) --- game/game_window.hpp | 17 +++++++++++- game/state/explosion.hpp | 23 ++++++++-------- game/state/missile.cpp | 4 +-- game/state/missile.hpp | 21 ++++++--------- game/state/missile_hit_type.hpp | 19 +++++++++++++ game/state/state.cpp | 48 ++++++++++++++++++++++++++------- game/state/state.hpp | 16 +++++++---- 7 files changed, 106 insertions(+), 42 deletions(-) create mode 100644 game/state/missile_hit_type.hpp diff --git a/game/game_window.hpp b/game/game_window.hpp index 8bd7c4f..9a2d99d 100644 --- a/game/game_window.hpp +++ b/game/game_window.hpp @@ -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: @@ -46,6 +47,10 @@ protected: drawTrace(trace); } + 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) : endofthejedi::GLWindow(width, height) {} diff --git a/game/state/explosion.hpp b/game/state/explosion.hpp index 66c234f..32169eb 100644 --- a/game/state/explosion.hpp +++ b/game/state/explosion.hpp @@ -2,31 +2,32 @@ #include +#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 diff --git a/game/state/missile.cpp b/game/state/missile.cpp index b789b5f..08a04b7 100644 --- a/game/state/missile.cpp +++ b/game/state/missile.cpp @@ -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, Hit::Planet); } 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); diff --git a/game/state/missile.hpp b/game/state/missile.hpp index c68706d..2763fe7 100644 --- a/game/state/missile.hpp +++ b/game/state/missile.hpp @@ -3,6 +3,8 @@ #include #include +#include "missile_hit_type.hpp" + namespace game { class State; class Ship; @@ -15,36 +17,29 @@ 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 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; int playerIdKiller; int playerIdVictim; diff --git a/game/state/missile_hit_type.hpp b/game/state/missile_hit_type.hpp new file mode 100644 index 0000000..04f1af3 --- /dev/null +++ b/game/state/missile_hit_type.hpp @@ -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 + }; +} diff --git a/game/state/state.cpp b/game/state/state.cpp index bc39594..d84364d 100644 --- a/game/state/state.cpp +++ b/game/state/state.cpp @@ -6,6 +6,7 @@ #include #include +#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" @@ -162,26 +164,25 @@ 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 + 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; @@ -189,6 +190,8 @@ namespace game { break; } + addExplosionFromHit(&evt); + player->missiles.erase(player->missiles.begin() + i); delete(missile); //std::cout<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) @@ -270,4 +289,13 @@ namespace game { { traces.push_back(trace); } + + 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)); + } } diff --git a/game/state/state.hpp b/game/state/state.hpp index 0df4313..3fa7781 100644 --- a/game/state/state.hpp +++ b/game/state/state.hpp @@ -7,14 +7,16 @@ #include +#include "missile.hpp" + namespace game { // forward declarations class Command; - class Missile; class Player; class Planet; class Ship; class Trace; + class Explosion; class State { public: @@ -61,10 +63,11 @@ namespace game { // Game items which should be rendered are here: // (access missiles by iterating over player's missiles attribute) - std::vector planets; - std::vector ships; - std::vector players; - std::vector traces; + std::vector planets; + std::vector ships; + std::vector players; + std::vector traces; + std::vector explosions; private: /*************************************************************************/ @@ -73,6 +76,9 @@ 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);