308 lines
9.9 KiB
C++
308 lines
9.9 KiB
C++
#include "game.h"
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#include "particleGenerator.h"
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#include "postprocessor.h"
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#include <iostream>
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#include <tuple>
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typedef std::tuple<bool, Direction,glm::vec2> Collision;
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ParticleGenerator* Particles;
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SpriteRenderer* Renderer;
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PostProcessor* effects;
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// Initial size of the player paddle
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const glm::vec2 PLAYER_SIZE (100.0f, 20.0f);
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// Initial velocity of the player paddle
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const float PLAYER_VELOCITY(500.0f);
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GameObject* player;
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// Initial velocity of the Ball
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const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
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// Radius of the ball object
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const float BALL_RADIUS = 12.5f;
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BallObject* ball;
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Direction VectorDirection(glm::vec2 target)
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{
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glm::vec2 compass[] = {
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glm::vec2(0.0f, 1.0f), // up
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glm::vec2(1.0f, 0.0f), // right
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glm::vec2(0.0f,-1.0f), // down
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glm::vec2(-1.0f, 0.0f) //left
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};
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float max = 0.0f;
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unsigned int best_match = -1;
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for (unsigned int i = 0; i < 4; i++)
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{
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float dot_product = glm::dot(glm::normalize(target), compass[i]);
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if( dot_product > max )
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{
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max = dot_product;
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best_match = i;
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}
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}
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return (Direction) best_match;
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}
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// AABB with AABB collision detection
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bool CheckCollisions(GameObject& one, GameObject& two)
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{
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// Collision on the X-Axis
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bool CollisionX = one.Position.x + one.Size.x >= two.Position.x &&
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two.Position.x + two.Size.x >= one.Position.x;
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// Colision on the y-Axis
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bool CollisionY = one.Position.y + one.Size.y >= two.Position.y &&
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two.Position.y + two.Size.y >= one.Position.y;
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return CollisionX && CollisionY;
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}
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// AABB with circle collision detection
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Collision CheckCollisions(BallObject& one, GameObject& two)
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{
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// Calculate the closest point on two's border to the center point of one
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glm::vec2 center (one.Position + one.Radius);
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glm::vec2 aabb_half_extents(two.Size.x /2.0f, two.Size.y / 2.0f);
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glm::vec2 aabb_center(two.Position.x + aabb_half_extents.x, two.Position.y + aabb_half_extents.y );
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 closest = aabb_center + clamped;
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// Calculate the distance and check if it is less then two's radius
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difference = closest - center;
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if( glm::length(difference) < one.Radius)
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{
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return std::make_tuple(true, VectorDirection(difference), difference);
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} else
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{
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return std::make_tuple(false, UP, glm::vec2(0.0f, 0.0f));
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}
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}
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Game::~Game()
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{
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delete Renderer;
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delete player;
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delete ball;
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delete Particles;
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delete effects;
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}
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
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{
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}
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void Game::Init()
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{
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// Load shaders
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ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
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ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
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ResourceManager::LoadShader("postprocessing.vs", "postprocessing.fs", nullptr, "postprocessing");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
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ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
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ResourceManager::LoadTexture("textures/block.png", false, "block");
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ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
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ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
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ResourceManager::LoadTexture("textures/particle.png", true, "particle");
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// Load levels
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GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
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GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
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GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
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GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
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this->Levels.push_back(one);
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this->Levels.push_back(two);
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this->Levels.push_back(three);
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this->Levels.push_back(four);
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this->Level = 0;
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glm::vec2 playerPos = glm::vec2(this->Width /2 - PLAYER_SIZE.x /2.0f,
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this->Height - PLAYER_SIZE.y);
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player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
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glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2.0 - BALL_RADIUS, -BALL_RADIUS * 2.0f);
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ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
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}
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float ShakeTime = 0.0f;
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void Game::DoCollisions()
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{
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for(GameObject& box: this->Levels[this->Level].Bricks)
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{
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if(!box.Destroyed)
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{
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Collision collision = CheckCollisions(*ball, box);
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if(std::get<0>(collision)) // If we have collided
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{
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if(!box.IsSolid)
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{
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box.Destroyed = true;
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}
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else
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{
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ShakeTime = 0.05f;
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effects->Shake = true;
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}
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// Collision resolution
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Direction dir = std::get<1>(collision);
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glm::vec2 diff_vector = std::get<2>(collision);
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if (dir == LEFT || dir == RIGHT )
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{
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ball->Velocity.x = -ball->Velocity.x;
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// relocate
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float penetration = ball->Radius - std::abs(diff_vector.x);
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if(dir == LEFT)
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ball->Position.x += penetration;
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else
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ball->Position.x -= penetration;
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}
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else
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{
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ball->Velocity.y = -ball->Velocity.y;
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float penetration = ball->Radius - std::abs(diff_vector.y);
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if(dir == UP)
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ball->Position.y -= penetration;
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else
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ball->Position.y += penetration;
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}
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}
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}
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}
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Collision result = CheckCollisions(*ball, *player);
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if(!ball->Stuck && std::get<0>(result)) // if we collided with player paddle
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{
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float centerBoard = player->Position.x + player->Size.x /2.0f;
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float distance = (ball->Position.x + ball->Radius) - centerBoard;
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float percentage = distance/ (player->Size.x / 2.0f);
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float strength = 2.0f;
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glm::vec2 oldVelocity = ball->Velocity;
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ball->Velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
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ball->Velocity.y = -1.0f * abs(ball->Velocity.y);
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ball->Velocity = glm::normalize(ball->Velocity) * glm::length(oldVelocity);
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}
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}
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void Game::ProcessInput(float dt)
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{
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if(this->State == GAME_ACTIVE)
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{
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float velocity = PLAYER_VELOCITY * dt;
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if( this->Keys[GLFW_KEY_A])
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{
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if(player->Position.x >= 0.0f)
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{
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player->Position.x -= velocity;
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if(ball->Stuck)
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{
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ball->Position.x -= velocity;
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}
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}
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}
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if( this->Keys[GLFW_KEY_D])
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{
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if(player->Position.x <= this->Width - player->Size.x)
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{
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player->Position.x += velocity;
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if(ball->Stuck)
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{
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ball->Position.x += velocity;
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}
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}
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}
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if (this->Keys[GLFW_KEY_SPACE])
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ball->Stuck = false;
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}
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}
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void Game::Update(float dt)
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{
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ball->Move(dt, this->Width);
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this->DoCollisions();
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Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
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if(ShakeTime > 0.0f)
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{
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ShakeTime -= dt;
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if (ShakeTime <= 0.0f)
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effects->Shake = false;
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}
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if(ball->Position.y >= this->Height)
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{
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this->ResetLevel();
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this->ResetPlayer();
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}
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}
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void Game::Render()
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{
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if(this->State == GAME_ACTIVE)
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{
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effects->BeginRender();
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw player
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player->Draw(*Renderer);
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// draw particles
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Particles->Draw();
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// draw ball
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ball->Draw(*Renderer);
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effects->EndRender();
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effects->Render(glfwGetTime());
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}
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}
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void Game::ResetLevel()
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{
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if(this->Level == 0)
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this->Levels[0].Load("levels/one.lvl", this->Width, this->Height /2 );
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if(this->Level == 1)
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this->Levels[1].Load("levels/two.lvl", this->Width, this->Height /2 );
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if(this->Level == 2)
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this->Levels[2].Load("levels/three.lvl", this->Width, this->Height /2 );
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if(this->Level == 3)
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this->Levels[3].Load("levels/four.lvl", this->Width, this->Height /2 );
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}
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void Game::ResetPlayer()
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{
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player->Size = PLAYER_SIZE;
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player->Position = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x /2.0f, this->Height - PLAYER_SIZE.y);
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ball->Reset(player->Position + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS,-(BALL_RADIUS * 2.0f) ), INITIAL_BALL_VELOCITY);
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} |