traces are now managed by state/missile code.
This commit is contained in:
parent
2e62324815
commit
fd8d56bf95
9 changed files with 109 additions and 38 deletions
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@ -7,6 +7,7 @@ function(setup_target NAME)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD 14)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD 14)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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target_compile_options(${NAME} PRIVATE -Wall -Wextra)
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target_compile_options(${NAME} PRIVATE -Wall -Wextra)
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target_compile_options(${NAME} PRIVATE -fdiagnostics-color=always)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O2>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O2>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
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endfunction(setup_target)
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endfunction(setup_target)
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@ -5,6 +5,9 @@
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#include "game_window.hpp"
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#include "game_window.hpp"
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int main(int argc, const char *argv[]) {
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int main(int argc, const char *argv[]) {
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(void) argv;
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(void) argc;
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GameWindow window(500, 500);
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GameWindow window(500, 500);
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window.set_maxfps(60.0);
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window.set_maxfps(60.0);
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window.loop();
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window.loop();
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@ -1,14 +1,24 @@
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#include "commands.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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namespace game {
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void ShootCommand::apply(Player *player, State *state) const
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void ShootCommand::apply(Player *player, State *state) const
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{
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{
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(void) state;
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// TODO spawn missile if alive and enough energy
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//std::cout<<"apply command " << name() << std::endl;
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//std::cout<<"apply command " << name() << std::endl;
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// TODO: idea
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// shoot multiple rockets at once or from different positions after
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// level up / upgrade ...
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Missile *missile = new Missile(player, player->ship->position, m_angle, m_speed);
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Trace *trace = new Trace(missile);
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missile->trace = trace;
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player->energy -= m_speed;
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player->energy -= m_speed;
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player->missiles.push_back(new Missile(player->id, player->ship->position, m_angle, m_speed));
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player->missiles.push_back(missile);
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state->addTrace(trace);
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}
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}
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bool ShootCommand::allowed(const Player *player, const State *state) const
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bool ShootCommand::allowed(const Player *player, const State *state) const
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@ -4,12 +4,15 @@
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#include "state.hpp"
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#include "state.hpp"
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#include "player.hpp"
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#include "player.hpp"
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#include "ship.hpp"
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#include "planet.hpp"
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#include "trace.hpp"
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#include <glm/gtx/norm.hpp>
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#include <glm/gtx/norm.hpp>
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namespace game {
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namespace game {
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Missile::Missile(int playerId, const glm::vec2 &pos, float angle, float speed)
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Missile::Missile(Player *player, const glm::vec2 &pos, float angle, float speed)
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: playerId(playerId)
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: player(player)
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, position(pos)
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, position(pos)
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{
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{
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velocity = speed * glm::vec2(std::sin(angle), std::cos(angle));
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velocity = speed * glm::vec2(std::sin(angle), std::cos(angle));
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@ -28,13 +31,13 @@ namespace game {
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glm::vec2 gravityForce = glm::vec2(0.0, 0.0);
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glm::vec2 gravityForce = glm::vec2(0.0, 0.0);
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for (const Player *other : state->players) {
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for (const Player *other : state->players) {
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if (other->ship != nullptr && other->id != playerId) {
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if (other->ship != nullptr && other != player) {
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glm::vec2 diff = other->ship->position - position;
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glm::vec2 diff = other->ship->position - position;
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float dist = glm::length(diff);
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float dist = glm::length(diff);
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if (dist <= other->ship->radius) {
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if (dist <= other->ship->radius) {
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// TODO: collect all hits and return the first one only
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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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// TODO: find exact hit position!
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return Missile::Event(position, playerId, other->id);
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return Missile::Event(position, player->id, other->id);
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}
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}
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}
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}
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}
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}
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@ -3,13 +3,13 @@
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#include <glm/vec2.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec3.hpp>
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#include "state.hpp"
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#include "ship.hpp"
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#include "planet.hpp"
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namespace game {
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namespace game {
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class State;
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class State;
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class Ship;
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class Planet;
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class Player;
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class State;
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class Trace;
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// missile belongs to a player and optionally fills a trace behind it.
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// missile belongs to a player and optionally fills a trace behind it.
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// trace then belongs to the player.
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// trace then belongs to the player.
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@ -50,19 +50,17 @@ namespace game {
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int playerIdVictim;
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int playerIdVictim;
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};
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};
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// XXX
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Missile(Player *player, const glm::vec2 &pos, float angle, float speed);
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int playerId; // owner won't be hit by own missiles
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glm::vec2 position;
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glm::vec2 velocity;
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//Trace *trace;
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Missile(int playerId, const glm::vec2 &pos, float angle, float speed);
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~Missile();
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~Missile();
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// try to advance. if something will be hit, return the first hit in
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// try to advance. if something will be hit, return the first hit in
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// time.
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// time.
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Missile::Event advance(const game::State *state, float dt);
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Missile::Event advance(const game::State *state, float dt);
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Player *player; // owner won't be hit by own missiles
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glm::vec2 position;
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glm::vec2 velocity;
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Trace *trace;
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};
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};
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}
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}
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@ -12,6 +12,7 @@
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#include "planet.hpp"
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#include "planet.hpp"
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#include "ship.hpp"
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#include "ship.hpp"
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#include "commands.hpp"
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#include "commands.hpp"
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#include "trace.hpp"
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#include "util.hpp"
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#include "util.hpp"
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@ -161,6 +162,11 @@ namespace game {
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//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
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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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const Missile::Event evt = missile->advance(this, dt);
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missile->trace->addPointFromMissile();
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// TODO:
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// spawn just if the path differs
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if (evt.hit == Missile::HitObject::Nothing) {
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if (evt.hit == Missile::HitObject::Nothing) {
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i++;
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i++;
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@ -259,4 +265,9 @@ namespace game {
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player->addCommand(cmd);
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player->addCommand(cmd);
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}
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}
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}
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}
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void State::addTrace(Trace *trace)
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{
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traces.push_back(trace);
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}
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}
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}
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@ -8,25 +8,34 @@
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#include <glm/vec2.hpp>
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#include <glm/vec2.hpp>
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namespace game {
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namespace game {
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// forward declarations
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class Command;
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class Command;
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class Missile;
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class Missile;
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class Player;
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class Player;
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class Planet;
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class Planet;
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class Ship;
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class Ship;
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class Trace;
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// trace of a missile. exists without a missile at player.
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//class Trace {
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//public:
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// std::vector<glm::vec2> points;
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//};
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class State {
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class State {
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public:
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public:
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/*************************************************************************/
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/* State management */
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/*************************************************************************/
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// called to setup the state (randomize planets, kill
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// traces/missiles/ships etc.)
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void init();
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void init();
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// main method to advance the simulation by the given timestamp in
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// seconds.
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void advance(float dt);
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void advance(float dt);
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// the (network) layer calling these three functions should keep id's
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/*************************************************************************/
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// unique and give one (network) input an id.
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/* Network / Input */
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/*************************************************************************/
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// The upper layer (network/renderer) calling these three functions
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// should keep id's unique and give one (network) input an id.
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void addPlayer(int playerId);
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void addPlayer(int playerId);
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void playerLeft(int playerId);
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void playerLeft(int playerId);
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void commandForPlayer(int playerId, Command *cmd);
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void commandForPlayer(int playerId, Command *cmd);
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// lookup. return nullptr on invalid playerId
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// lookup. return nullptr on invalid playerId
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Player *playerForId(int playerId);
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Player *playerForId(int playerId);
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/*************************************************************************/
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/* Mixed stuff */
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// distance after which missiles get lost in space (and explode)
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float maxMissileDistance() const { return m_maxMissileDistance; }
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float maxMissileDistance() const { return m_maxMissileDistance; }
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// each ship has the same radius
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float shipRadius() const { return m_shipRadius; }
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float shipRadius() const { return m_shipRadius; }
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// add a trace to the list of traces.
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void addTrace(Trace *trace);
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/*************************************************************************/
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/* Rendering */
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/*************************************************************************/
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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<Planet*> planets;
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std::vector<Ship*> ships;
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std::vector<Ship*> ships;
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std::vector<Player*> players;
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std::vector<Player*> players;
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std::vector<Trace*> traces;
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private:
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private:
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/*************************************************************************/
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/* Internal */
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/*************************************************************************/
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void playerKillsPlayer(Player *killer, Player *victim);
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void playerKillsPlayer(Player *killer, Player *victim);
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void advancePlayerShipSpawns(float dt);
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void advancePlayerShipSpawns(float dt);
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@ -6,17 +6,22 @@
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namespace game {
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namespace game {
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Trace::TracePoint::TracePoint(const Missile *missile)
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Trace::TracePoint::TracePoint(const Missile *missile)
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: position(missile->position), speed(glm::length(missile->velocity))
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: position(missile->position)
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, speed(glm::length(missile->velocity))
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{
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{
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}
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}
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Trace::Trace(const Missile *missile)
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Trace::Trace(const Missile *missile) : missile(missile), fidelityCounter(0)
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{
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{
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points.push_back(TracePoint(missile));
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points.push_back(TracePoint(missile));
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}
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}
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void Trace::addPointFromMissile(const Missile *missile)
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void Trace::addPointFromMissile(bool forceAdd)
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{
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{
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points.push_back(TracePoint(missile));
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fidelityCounter++;
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if (forceAdd || fidelityCounter >= 20) {
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fidelityCounter = 0;
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points.push_back(TracePoint(missile));
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}
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}
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}
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}
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}
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public:
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public:
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Trace(const Missile *missile);
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Trace(const Missile *missile);
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// TODO: add velocity of the rocket or age at the points too becasue
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// Add the current position of the missile as a new point on the
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// that enables nice rendering of speed etc. at different points
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// trace.
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// TODO: give missile to this
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// Parameters:
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void addPointFromMissile(const Missile *missile);
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// forceAdd: set to true to add this point (good for the endpoint of
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// the missile) in case the fidelityCounter would skip the current position.
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void addPointFromMissile(bool forceAdd=false);
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// TODO: add extendLastPointToPosition() method for saving points /
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// optimization later on
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/*
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/*
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* Trace point data to be used when rendering.
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* Trace point data to be used when rendering.
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struct TracePoint {
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struct TracePoint {
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TracePoint(const Missile *missile);
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TracePoint(const Missile *missile);
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const glm::vec2 position;
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glm::vec2 position;
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const float speed;
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float speed;
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};
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};
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std::vector<TracePoint> points;
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std::vector<TracePoint> points;
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const Missile *missile; // missile which creates this path.
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// counter which is incremented each time addPointFromMissile() is called.
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// when reaching a certain value the point is saved for
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// optimization.
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int fidelityCounter;
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};
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};
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}
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}
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