Remove old scene

This commit is contained in:
Peder Bergebakken Sundt 2019-03-16 20:09:17 +01:00
parent 66458551c6
commit 74d65ee092

View File

@ -28,9 +28,6 @@ enum KeyFrameAction {
#include <timestamps.h>
double padPositionX = 0;
double padPositionY = 0;
uint currentKeyFrame = 0;
uint previousKeyFrame = 0;
@ -44,8 +41,6 @@ SceneNode* textNode;
SceneNode* lightNode[3];
double ballRadius = 3.0f;
// These are heap allocated, because they should not be initialised at the start of the program
sf::Sound* sound;
sf::SoundBuffer* buffer;
@ -58,14 +53,6 @@ vec3 cameraPosition = vec3(0, 0, 400);
vec3 cameraLookAt = vec3(500, 500, 0);
vec3 cameraUpward = vec3(0, 0, 1);
const vec3 boxDimensions(180, 90, 50);
const vec3 padDimensions(30, 3, 40);
vec3 ballPosition(0, ballRadius + padDimensions.y, boxDimensions.z / 2);
vec3 ballDirection(1, 1, 0.02f);
const float BallVerticalTravelDistance = boxDimensions.y - 2.0 * ballRadius - padDimensions.y;
CommandLineOptions options;
bool hasStarted = false;
@ -90,9 +77,9 @@ void mouseCallback(GLFWwindow* window, double x, double y) {
glfwGetWindowSize(window, &windowWidth, &windowHeight);
glViewport(0, 0, windowWidth, windowHeight);
padPositionX = x / double(windowWidth);
padPositionY = y / double(windowHeight);
float mousePositionX = x / double(windowHeight); // like the hudNode space
float mousePositionY = y / double(windowHeight);
/*
if(padPositionX > 1) {
padPositionX = 1;
glfwSetCursorPos(window, windowWidth, y);
@ -107,6 +94,7 @@ void mouseCallback(GLFWwindow* window, double x, double y) {
padPositionY = 0;
glfwSetCursorPos(window, x, 0);
}
*/
}
void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
@ -124,37 +112,15 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
default_shader = new Gloom::Shader();
default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, true);
Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
Mesh sphere = generateSphere(1.0, 40, 40);
Mesh plain = generateSegmentedPlane(1000, 1000, 100, 100);
rootNode = createSceneNode();
hudNode = createSceneNode();
plainNode = createSceneNode(TEXTURED_GEOMETRY);
boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY);
padNode = createSceneNode();
ballNode = createSceneNode();
textNode = createSceneNode(TEXTURED_GEOMETRY);
//rootNode->children.push_back(boxNode);
//rootNode->children.push_back(padNode);
//rootNode->children.push_back(ballNode);
rootNode->children.push_back(plainNode);
hudNode->children.push_back(textNode);
plainNode->setMesh(&plain);
plainNode->setTexture(&t_plain_diff, &t_plain_normal);
boxNode->setMesh(&box);
boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
padNode->setMesh(&pad);
ballNode->setMesh(&sphere);
// add lights
for (int i = 0; i<3; i++) {
lightNode[i] = createSceneNode(POINT_LIGHT);
@ -163,15 +129,10 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
rootNode->children.push_back(lightNode[0]);
rootNode->children.push_back(lightNode[1]);
ballNode->children.push_back(lightNode[2]);
lightNode[0]->position = {boxDimensions.x/2 - 10, boxDimensions.y/2 - 10, boxDimensions.z/2 - 10};
lightNode[0]->position = {0, 0, 0};
lightNode[1]->position = {-300, -500, 300};
lightNode[2]->position = {0, 0, 0};
lightNode[1]->nodeType = SPOT_LIGHT;
padNode->targeted_by = lightNode[1];
plainNode->position = {0, 0, 0};
//plainNode->rotation = vec3(0.0, 0.0, M_PI);
// hud
Mesh hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
@ -242,9 +203,6 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
totalElapsedTime = debug_startTime;
hasStarted = true;
}
ballPosition.x = (1 - padPositionX) * (boxDimensions.x - padDimensions.x) + padDimensions.x / 2.0;
ballPosition.y = ballRadius + padDimensions.y;
} else {
// I really should calculate this using the std::chrono timestamp for this
@ -253,10 +211,10 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
totalElapsedTime += timeDelta;
if(hasLost) {
ballRadius += 200 * timeDelta;
if(ballRadius > 999999) {
ballRadius = 999999;
}
//ballRadius += 200 * timeDelta;
//if(ballRadius > 999999) {
// ballRadius = 999999;
//}
} else {
for (uint i = currentKeyFrame; i < keyFrameTimeStamps.size(); i++) {
if (totalElapsedTime < keyFrameTimeStamps.at(i)) {
@ -268,87 +226,6 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
jumpedToNextFrame = currentKeyFrame != previousKeyFrame;
previousKeyFrame = currentKeyFrame;
double frameStart = keyFrameTimeStamps.at(currentKeyFrame);
double frameEnd = keyFrameTimeStamps.at(currentKeyFrame + 1); // Assumes last keyframe at infinity
double elapsedTimeInFrame = totalElapsedTime - frameStart;
double frameDuration = frameEnd - frameStart;
double fractionFrameComplete = elapsedTimeInFrame / frameDuration;
double ballYCoord;
const float ballBottomY = ballRadius + padDimensions.y;
KeyFrameAction currentOrigin = keyFrameDirections.at(currentKeyFrame);
KeyFrameAction currentDestination = keyFrameDirections.at(currentKeyFrame + 1);
if (currentOrigin == BOTTOM && currentDestination == BOTTOM) {
ballYCoord = ballBottomY;
} else if (currentOrigin == TOP && currentDestination == TOP) {
ballYCoord = ballBottomY + BallVerticalTravelDistance;
} else if (currentDestination == BOTTOM) {
ballYCoord = ballBottomY + BallVerticalTravelDistance * (1 - fractionFrameComplete);
} else if (currentDestination == TOP) {
ballYCoord = ballBottomY + BallVerticalTravelDistance * fractionFrameComplete;
}
const float ballSpeed = 60.0f;
ballPosition.x += timeDelta * ballSpeed * ballDirection.x;
ballPosition.y = ballYCoord;
ballPosition.z += timeDelta * ballSpeed * ballDirection.z;
if (ballPosition.x + ballRadius > boxDimensions.x) {
// Crude approximation, because it does not compute the intersection with the wall
// Not doing it causes the ball to get stuck in the wall though
ballPosition.x = boxDimensions.x - ballRadius;
ballDirection.x *= -1;
} else if (ballPosition.x - ballRadius < 0) {
ballPosition.x = ballRadius;
ballDirection.x *= -1;
}
if (ballPosition.y + ballRadius > boxDimensions.y) {
ballPosition.y = boxDimensions.y - ballRadius;
ballDirection.y *= -1;
} else if (ballPosition.y - ballRadius < 0) {
ballPosition.y = ballRadius;
ballDirection.y *= -1;
}
if (ballPosition.z + ballRadius > boxDimensions.z) {
ballPosition.z = boxDimensions.z - ballRadius;
ballDirection.z *= -1;
} else if (ballPosition.z - ballRadius < 0) {
ballPosition.z = ballRadius;
ballDirection.z *= -1;
}
if(options.enableAutoplay) {
padPositionX = 1 - (ballPosition.x / (boxDimensions.x - 2 * ballRadius));
padPositionY = 1 - (ballPosition.z / (boxDimensions.z - 2 * ballRadius));
}
// Check if the ball is hitting the pad when the ball is at the bottom.
// If not, you just lost the game! (hehe)
if (jumpedToNextFrame && currentOrigin == BOTTOM && currentDestination == TOP) {
double padLeftXCoordinate = (1 - padPositionX) * (boxDimensions.x - padDimensions.x);
double padRightXCoordinate = padLeftXCoordinate + padDimensions.x;
double padFrontZCoordinate = (1 - padPositionY) * (boxDimensions.z - padDimensions.z);
double padBackZCoordinate = padFrontZCoordinate + padDimensions.z;
if (ballPosition.x < padLeftXCoordinate
|| ballPosition.x > padRightXCoordinate
|| ballPosition.z < padFrontZCoordinate
|| ballPosition.z > padBackZCoordinate) {
hasLost = true;
if (options.enableMusic) {
sound->stop();
}
}
}
}
}
@ -370,15 +247,7 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
projection = glm::ortho(-float(windowWidth) / float(windowHeight), float(windowWidth) / float(windowHeight), -1.0f, 1.0f);
updateNodeTransformations(hudNode, mat4(1.0), cameraTransform, projection);
boxNode->position = {-boxDimensions.x / 2, -boxDimensions.y / 2 - 15, boxDimensions.z - 10};
padNode->position = {-boxDimensions.x / 2 + (1 - padPositionX) * (boxDimensions.x - padDimensions.x),
-boxDimensions.y / 2 - 15,
boxDimensions.z - 10 + (1 - padPositionY) * (boxDimensions.z - padDimensions.z)};
ballNode->position = {-boxDimensions.x / 2 + ballPosition.x,
-boxDimensions.y / 2 - 15 + ballPosition.y,
boxDimensions.z - 10 + ballPosition.z};
ballNode->scale = {ballRadius, ballRadius, ballRadius};
// update positions of nodes (like the car)
}