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Copy pathAppClass.cpp
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341 lines (288 loc) · 8.76 KB
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#include "AppClass.h"
using namespace Simplex;
void Application::InitVariables(void)
{
//Set the position and target of the camera
m_pCameraMngr->SetPositionTargetAndUp(
vector3(0.0f, 0.0f, 0.0f), //Position
vector3(0.0f, 0.0f, 1.0f), //Target
AXIS_Y); //Up
m_pCameraMngr->SetNearFarPlanes(0.1f, 2000.0f);
m_pCameraMngr->SetFOV(80.0f);
m_pLightMngr->SetPosition(vector3(0.0f, 3.0f, 13.0f), 1); //set the position of first light (0 is reserved for ambient light)
//Entity Manager
m_pEntityMngr = MyEntityManager::GetInstance();
//Create the player and chunks for the game
Generation::GenerateChunks();
Player::CreatePlayer();
m_bDebug = false;
}
void Application::Update(void)
{
//Update the system so it knows how much time has passed since the last call
m_pSystem->Update();
//Update Entity Manager
m_pEntityMngr->Update();
CameraRotation();
//Update the camera position
if (!m_bDebug) {
//Get the ship position and set the camera offset relative to the ship
vector3 shipPos = Player::GetPosition();
//The specfic camera offset from the model is (15, 0, 60);
vector3 cameraPos = shipPos + vector3(0, 10, 25);
m_pCameraMngr->SetPositionTargetAndUp(cameraPos, cameraPos - vector3(0, 0.15f, 0.7f), AXIS_Y);
}
// check collisions
Collider &pc = m_pEntityMngr->GetCollider("ship");
std::vector<std::string> &search_space = m_bDebug ? Generation::GetAllPillars() : Generation::GetCurrentChunk();
bool collided = false;
float dist = 0.0f;
for (auto &name : search_space) {
if (m_pEntityMngr->GetCollider(name).IsColliding(pc)) {
auto opos = m_pEntityMngr->GetCollider(name).GetModelMatrix() * glm::vec4(0, 0, 0, 1);
auto tpos = pc.GetModelMatrix() * glm::vec4(0, 0, 0, 1);
auto diff = opos - tpos;
dist = diff.x;
collided = true;
break;
}
}
Player::SetVelocity(collided, dist);
//Add objects to render list
if (!m_bDebug) {
m_pEntityMngr->AddEntityToRenderList(-1, false);
}
else {
m_pEntityMngr->AddEntityToRenderList(-1, true);
}
if (Player::GetHealth() <= 0.0f)
ResetGame();
}
void Application::Display(void)
{
// Clear the screen
ClearScreen();
// draw a skybox
//m_pMeshMngr->AddSkyboxToRenderList();
//render list call
m_uRenderCallCount = m_pMeshMngr->Render();
//Update the display of the player and the map
Player::Display();
Generation::Display();
//clear the render list
m_pMeshMngr->ClearRenderList();
//draw gui
DrawGUI();
#pragma region Meltdown / Scoring
// Meltdown logic
if (meltdownMeter < 1.0f && !Player::GetBoosting()) {
meltdownMeter += meltdownMeterChargeRate;
if (meltdownMeter > 1.0f)
meltdownMeter = 1.0f;
} else if (Player::GetBoosting()) {
meltdownMeter -= boostDepleteRate;
if (meltdownMeter <= 0.0f) {
//Perform a MELTDOWN
meltdownMeter = 1.0f;
meltdownMultiplier += 1;
Player::SetSpeed(meltdownMultiplier);
m_pCameraMngr->SetFOV(80.0f + meltdownMultiplier);
}
}
thisRunScore += Player::GetSpeed() * meltdownMultiplier;
#pragma endregion
//end the current frame (internally swaps the front and back buffers)
m_pWindow->display();
m_v3LastMouse = m_v3Mouse;
}
void Application::Release(void)
{
//release the entity manager
m_pEntityMngr->ReleaseInstance();
//release GUI
ShutdownGUI();
}
void Application::ResetGame() {
Player::SetHealth(1.0f);
meltdownMultiplier = 1;
if (thisRunScore < bestRunScore)
bestRunScore = thisRunScore;
lastRunScore = thisRunScore;
thisRunScore = 0;
}
#pragma region Ship Controls
void Application::ProcessKeyboard(void)
{
if (!m_bFocused)
return;
static float rotation = 0.0f;
static float shipDistFromCenter = 0.0f;
float maxDistFromCenter = 50.0f;
float strafeSpeed = 0.8f;
float rollSpeed = 0.1f;
Simplex::matrix4 lastMatrix = m_pEntityMngr->GetModelMatrix("ship");
if (m_bDebug) {
bool bMultiplier = sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) ||
sf::Keyboard::isKeyPressed(sf::Keyboard::RShift);
float fMultiplier = 1.0f;
if (bMultiplier)
fMultiplier = 5.0f;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
m_pCameraMngr->MoveForward(m_fMovementSpeed * fMultiplier);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
m_pCameraMngr->MoveForward(-m_fMovementSpeed * fMultiplier);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
m_pCameraMngr->MoveSideways(-m_fMovementSpeed * fMultiplier);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
m_pCameraMngr->MoveSideways(m_fMovementSpeed * fMultiplier);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::PageUp))
m_pCameraMngr->MoveVertical(-m_fMovementSpeed * fMultiplier);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::PageDown))
m_pCameraMngr->MoveVertical(m_fMovementSpeed * fMultiplier);
}
// Strafe left
if (abs(shipDistFromCenter - 5.0f) < maxDistFromCenter && sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
lastMatrix = glm::translate(Simplex::IDENTITY_M4, Simplex::vector3(-(strafeSpeed + (meltdownMultiplier * strafeModifier)), 0.0f, 0.0f)) * lastMatrix; //translate it
shipDistFromCenter -= (strafeSpeed + (meltdownMultiplier * strafeModifier));
}
// Strafe right
if (abs(shipDistFromCenter + 5.0f) < maxDistFromCenter && sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
lastMatrix = glm::translate(Simplex::IDENTITY_M4, Simplex::vector3(strafeSpeed + (meltdownMultiplier * strafeModifier), 0.0f, 0.0f)) * lastMatrix; //translate it
shipDistFromCenter += strafeSpeed + (meltdownMultiplier * strafeModifier);
}
// Roll
float deltaMouseX = m_v3LastMouse.x - m_v3Mouse.x;
if (m_bRolling) {
rotation -= deltaMouseX * rollSpeed;
lastMatrix *= glm::rotate(Simplex::IDENTITY_M4, -deltaMouseX * rollSpeed, 0.0f, 0.0f, 1.0f); //rotate it
}
m_pEntityMngr->SetModelMatrix(lastMatrix, "ship"); //return it to its owner
}
void Application::ProcessKeyPressed(sf::Event a_event)
{
switch (a_event.key.code)
{
default: break;
//case sf::Keyboard::W:
case sf::Keyboard::Space:
// We're Boosting
if (meltdownMeter > 0.9f) {
Player::SetBoosting(true);
m_pCameraMngr->SetFOV(80.0f + meltdownMultiplier);
}
break;
case sf::Keyboard::BackSlash:
if (m_bDebug == true) { m_bDebug = false; }
else if (m_bDebug == false) { m_bDebug = true; }
break;
case sf::Keyboard::N:
if (m_bDebug) {
vector3 shipPos = Player::GetPosition();
vector3 cameraPos = shipPos + vector3(0, 10, 25);
m_pCameraMngr->SetPositionTargetAndUp(cameraPos, cameraPos - vector3(0, 0.15f, 0.7f), AXIS_Y);
}
break;
case sf::Keyboard::M:
if (m_bDebug) {
Player::SetSpeed(15.0f);
}
break;
case sf::Keyboard::L:
if (m_bDebug) {
Generation::ChangeMaxPillars(40.0f);
}
break;
case sf::Keyboard::K:
if (m_bDebug) {
Generation::ChangeMaxPillars(5.0f);
}
break;
case sf::Keyboard::U:
if (m_bDebug) {
//Toggle S.O. on or off
}
break;
case sf::Keyboard::Y:
if (m_bDebug) {
ResetGame();
}
break;
}
}
void Application::ProcessKeyReleased(sf::Event a_event)
{
switch (a_event.key.code)
{
default: break;
case sf::Keyboard::Escape:
m_bRunning = false;
break;
//case sf::Keyboard::W:
case sf::Keyboard::Space:
// No longer boosting
Player::SetBoosting(false);
m_pCameraMngr->SetFOV(80.0f);
meltdownMultiplier = 1;
Player::SetSpeed(1);
break;
}
}
void Application::ProcessMousePressed(sf::Event a_event)
{
if (m_bDebug) {
switch (a_event.mouseButton.button)
{
default: break;
case sf::Mouse::Button::Left:
gui.m_bMousePressed[0] = true;
break;
case sf::Mouse::Button::Middle:
gui.m_bMousePressed[1] = true;
m_bArcBall = true;
break;
case sf::Mouse::Button::Right:
gui.m_bMousePressed[2] = true;
m_bFPC = true;
break;
}
for (int i = 0; i < 3; i++)
gui.io.MouseDown[i] = gui.m_bMousePressed[i];
}
switch (a_event.mouseButton.button)
{
default: break;
case sf::Mouse::Button::Left:
m_bRolling = true;
break;
}
}
void Application::ProcessMouseReleased(sf::Event a_event)
{
if (m_bDebug) {
switch (a_event.mouseButton.button)
{
default: break;
case sf::Mouse::Button::Left:
gui.m_bMousePressed[0] = false;
break;
case sf::Mouse::Button::Middle:
gui.m_bMousePressed[1] = false;
m_bArcBall = false;
break;
case sf::Mouse::Button::Right:
gui.m_bMousePressed[2] = false;
m_bFPC = false;
break;
}
for (int i = 0; i < 3; i++)
gui.io.MouseDown[i] = gui.m_bMousePressed[i];
}
switch (a_event.mouseButton.button)
{
default: break;
case sf::Mouse::Button::Left:
m_bRolling = false;
break;
}
}
#pragma endregion