fysxasteroids/asteroids/View.cc

360 lines
10 KiB
C++

#include "View.h"
#include "CameraBase.h"
#include "MenuOverlay.h"
#include "SimpleConsoleOverlay.h"
#include "Engine.h"
#include "Physics.h"
#include "Model.h"
#include "EventsBase.h"
#include "ShipEntity.h"
#include "AsteroidEntity.h"
#include "AsteroidsEvents.h"
#include "RocketEntity.h"
#include <GL/gl.h>
// #define DRAW_BOUNDARIES
#ifdef DRAW_BOUNDARIES
#include "coll2d.h"
#include "DrawingsGL.h"
#endif
using namespace std;
namespace asteroids {
int View::OnInit (int argc, char* argv[]) {
ViewBase::OnInit (argc, argv);
// We want menu
mMenuOverlay = new MenuOverlay;
mMenuOverlay->SetModel ((Model*) mModel);
mMenuOverlay->Init();
AddOverlay (mMenuOverlay);
// We want the console
Engine::SimpleConsoleOverlay *console = new Engine::SimpleConsoleOverlay;
// We also want to display the log bar
console->SetDrawLogBar (true);
AddOverlay (console);
// This is a simple star field that makes the game so spacy
int i;
for (i = 0; i < 200; i++) {
BackgroundStar star;
star.position[0] = rand() / float(RAND_MAX);
star.position[1] = rand() / float(RAND_MAX);
star.position[2] = rand() / float(RAND_MAX);
mBackgroundStars.push_back (star);
}
mAsteroidSprite.LoadFromPNG ("./data/textures/asteroid.png");
mShipSprite.LoadFromPNG ("./data/textures/ship.png");
mShipThrustSprite.LoadFromPNG ("./data/textures/ship_thrust.png");
mShipThrustSprite.SetAnimation (4, 8);
mShipPartsSprite.LoadFromPNG ("./data/textures/ship_parts.png");
mShipPartsSprite.SetSubSpriteCount (10);
mAccelerateEventHandler = new AccelerateEventHandler (this);
Engine::RegisterListener (mAccelerateEventHandler, EventAccelerateStart);
Engine::RegisterListener (mAccelerateEventHandler, EventAccelerateStop);
mShipExplodeEventHandler = new ShipExplodeEventHandler (this);
Engine::RegisterListener (mShipExplodeEventHandler, EventShipExplode);
return 0;
}
void View::OnDestroy() {
delete mAccelerateEventHandler;
}
/*
* Event Handlers
*/
bool View::AccelerateEventHandler::HandleEvent (const Engine::EventBasePtr &event) const {
if (event->mEventType == EventAccelerateStart)
mView->mShipThrustSprite.ResetAnimation();
Engine::LogMessage ("Received Acceleration Event: %d", event->mEventType);
return true;
}
bool View::ShipExplodeEventHandler::HandleEvent (const Engine::EventBasePtr &event) const {
if (event->mEventType == EventShipExplode) {
Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
vector3d position = ship_entity->mPhysicState->mPosition;
vector3d orientation = ship_entity->mPhysicState->mOrientation;
vector3d velocity = ship_entity->mPhysicState->mVelocity;
unsigned int i;
mView->mShipPartsEntityIds.clear();
for (i = 0; i < mView->mShipPartsSprite.GetSubSpriteCount(); i++) {
Engine::EntityBase* part_sprite_particle = Engine::CreateEntity (GameEntityTypeShipPart);
part_sprite_particle->mPhysicState->mPosition = position;
part_sprite_particle->mPhysicState->mOrientation = orientation;
part_sprite_particle->mPhysicState->mVelocity = velocity;
part_sprite_particle->mPhysicState->mVelocity = vector3d (velocity[0] * (rand()/float(RAND_MAX)) * 1.7, 0., velocity[2] * (rand()/float(RAND_MAX)) * 1.5);
part_sprite_particle->mPhysicState->mAngleVelocity = (rand()/float(RAND_MAX) - 0.5 ) * 100.;
mView->mShipPartsEntityIds.push_back(part_sprite_particle->mId);
}
}
Engine::LogMessage ("Received Ship Explode Event: %d", event->mEventType);
return true;
}
/*
* Module specific functions
*/
void View::UpdateCamera () {
mCamera->SetEye (
0.,
9.5,
0.
);
mCamera->SetPointOfIntrest (
0.,
0.,
0.
);
mCamera->SetUp (
0.,
0.,
-1.
);
mCamera->Update ();
}
void View::DrawStars() {
unsigned int i;
float world_width, world_height;
world_width = static_cast<Model*>(mModel)->GetWorldWidth();
world_height = static_cast<Model*>(mModel)->GetWorldHeight();
vector3d velocity (1., 0., 0.);
glPushMatrix();
glTranslatef(-world_width * 0.5, 0, -world_height * 0.5);
glColor3f (1., 1., 1.);
glPointSize(2.);
glBegin(GL_POINTS);
float z_value;
for (i = 0; i < mBackgroundStars.size(); i++) {
// glPointSize (2. + 300. *mBackgroundStars.at(i).position[1]);
z_value = mBackgroundStars.at(i).position[1] + 0.1;
glColor3f (z_value, z_value, z_value);
glVertex3f (mBackgroundStars.at(i).position[0] * world_width,
-1.,
mBackgroundStars.at(i).position[2] * world_height);
mBackgroundStars.at(i).position -= vector3d(Engine::GetFrameDuration() * 0.7 * mBackgroundStars.at(i).position[1] / world_width, 0., 0.);
if (mBackgroundStars.at(i).position[0] < 0.)
mBackgroundStars.at(i).position[0] += 1.;
if (mBackgroundStars.at(i).position[0] >= 1.)
mBackgroundStars.at(i).position[0] -= 1.;
}
glEnd();
glPopMatrix();
}
void View::DrawWorld() {
std::map<unsigned int, Engine::EntityBase*>::iterator entity_iterator;
Model *game_model = static_cast<Model*> (mModel);
DrawStars ();
if ( game_model->GetGameState() != GameStateRunning) {
return;
}
ViewBase::DrawWorld();
for (entity_iterator = game_model->mEntities.begin ();
entity_iterator != game_model->mEntities.end();
entity_iterator++) {
Engine::EntityBase* entity = entity_iterator->second;
// Perform multiple drawing if the entity is at the border
Physics* game_physics = (Physics*) game_model->mPhysics;
float world_width = game_physics->GetWorldWidth();
float world_height = game_physics->GetWorldHeight();
// Drawing at the original position:
glPushMatrix ();
glTranslatef (entity->mPhysicState->mPosition[0],
entity->mPhysicState->mPosition[1],
entity->mPhysicState->mPosition[2]);
glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
glColor3f (1., 1., 1.);
DrawEntity (entity);
glPopMatrix ();
// If we move out the right side
if (entity->mPhysicState->mPosition[0] + entity->mPhysicState->mRadius * 2
>= world_width * 0.5) {
glPushMatrix ();
glTranslatef (entity->mPhysicState->mPosition[0] - world_width,
entity->mPhysicState->mPosition[1],
entity->mPhysicState->mPosition[2]);
glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
glColor3f (1., 1., 1.);
DrawEntity (entity);
glPopMatrix ();
}
// if we move out the left side
if (entity->mPhysicState->mPosition[0] - entity->mPhysicState->mRadius * 2
< - world_width * 0.5) {
glPushMatrix ();
glTranslatef (entity->mPhysicState->mPosition[0] + world_width,
entity->mPhysicState->mPosition[1],
entity->mPhysicState->mPosition[2]);
glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
glColor3f (1., 1., 1.);
DrawEntity (entity);
glPopMatrix ();
}
// If we move out the bottom side
if (entity->mPhysicState->mPosition[2] + entity->mPhysicState->mRadius * 2
>= world_height * 0.5) {
glPushMatrix ();
glTranslatef (entity->mPhysicState->mPosition[0],
entity->mPhysicState->mPosition[1],
entity->mPhysicState->mPosition[2] - world_height);
glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
glColor3f (1., 1., 1.);
DrawEntity (entity);
glPopMatrix ();
}
// if we move out the left side
if (entity->mPhysicState->mPosition[2] - entity->mPhysicState->mRadius * 2
< - world_height* 0.5) {
glPushMatrix ();
glTranslatef (entity->mPhysicState->mPosition[0],
entity->mPhysicState->mPosition[1],
entity->mPhysicState->mPosition[2] + world_height);
glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
glColor3f (1., 1., 1.);
DrawEntity (entity);
glPopMatrix ();
}
}
}
void View::DrawEntity (Engine::EntityBase *entity) {
if (entity->mType == GameEntityTypeAsteroid)
DrawAsteroid ((AsteroidEntity*) entity);
else if (entity->mType == GameEntityTypeShip)
DrawShip ((ShipEntity*) entity);
else if (entity->mType == GameEntityTypeRocket)
DrawRocket ((RocketEntity*) entity);
else if (entity->mType == GameEntityTypeShipPart)
DrawShipPart (entity);
else {
Engine::LogError ("Cannot draw entity: unknown type '%d'", entity->mType);
}
}
/// \todo: Update of the animation ??
void View::DrawShip (ShipEntity *ship) {
if (!ship->mAlive)
return;
mShipSprite.SetScale (2. * ship->mPhysicState->mRadius / mShipSprite.GetHeight());
mShipThrustSprite.SetScale (2. * ship->mPhysicState->mRadius / mShipSprite.GetHeight());
if (ship->mState == ShipEntity::Accelerating) {
mShipThrustSprite.UpdateAnimation (Engine::GetFrameDuration());
mShipThrustSprite.DrawAt(-0.5, 0., 0.);
}
mShipSprite.DrawAt(0., 0., 0.);
#ifdef DRAW_BOUNDARIES
glColor3f (1., 1., 1.);
DrawCircle (ship->mPhysicState->mRadius, 20);
#endif
}
void View::DrawAsteroid (AsteroidEntity *asteroid) {
mAsteroidSprite.SetScale (2. * asteroid->mPhysicState->mRadius / mAsteroidSprite.GetWidth());
mAsteroidSprite.DrawAt(0., 0., 0.);
#ifdef DRAW_BOUNDARIES
glColor3f (1., 1., 1.);
DrawCircle (asteroid->mPhysicState->mRadius, 20);
#endif
}
void View::DrawRocket (RocketEntity *rocket) {
glColor3f (1., 1., 1.);
glBegin (GL_QUADS);
glVertex3f (-0.25, 0., 0.05);
glVertex3f (0.05, 0., 0.05);
glVertex3f (0.05, 0., -0.05);
glVertex3f (-0.25, 0., -0.05);
glEnd ();
}
void View::DrawShipPart (Engine::EntityBase *entity) {
unsigned int i;
mShipPartsSprite.SetScale (1. / mShipSprite.GetHeight());
for (i = 0; i < mShipPartsEntityIds.size(); i++) {
if (mShipPartsEntityIds.at(i) == entity->mId) {
mShipPartsSprite.DrawSubAt (i, 0., 0., 0.);
}
}
#ifdef DRAW_BOUNDARIES
glColor3f (1., 1., 1.);
DrawCircle (entity->mPhysicState->mRadius, 20);
#endif
}
}