Enemy movement patterns
This commit is contained in:
parent
a6a8938a14
commit
0e85a338c5
11 changed files with 291 additions and 88 deletions
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res/audio/theme.wav
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res/audio/theme.wav
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res/img/ui/highscore.png
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res/img/ui/highscore.png
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res/img/ui/numbers.png
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res/img/ui/numbers.png
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res/levels/level1.txt
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res/levels/level1.txt
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@ -2,7 +2,6 @@ package com.gnarly.game;
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import com.gnarly.engine.display.Camera;
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import com.gnarly.engine.model.ColRect;
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import com.gnarly.engine.model.Rect;
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import com.gnarly.engine.model.Vao;
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import com.gnarly.engine.shaders.Shader;
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import com.gnarly.engine.shaders.Shader2t;
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@ -34,18 +33,18 @@ public class BulletList {
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public Vector2f boundingPosition;
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public Vector2f bounds;
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public int damage;
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}
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public static final Vector2f[] DIMENSIONS = new Vector2f[] {
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new Vector2f(4, -8),
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new Vector2f(4, -8)
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};
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public static final float[] SPEEDS = new float[] {
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200
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};
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public static final int
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TYPE_PLAYER = 0x00;
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TYPE_PLAYER = 0x00,
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TYPE_SMOL = 0x01;
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private Camera camera;
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@ -56,12 +55,18 @@ public class BulletList {
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bullets = new ArrayList<>();
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if (sprites == null) {
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sprites = new TextureSet[1];
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sprites = new TextureSet[2];
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sprites[0] = new TextureSet(new String[] {
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"res/img/bullets/bullet-0/bullet-0.png",
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"res/img/bullets/bullet-0/bullet-1.png",
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"res/img/bullets/bullet-0/bullet-2.png",
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"res/img/bullets/bullet-0/bullet-3.png",
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"res/img/bullets/bullet-0/bullet-3.png"
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});
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sprites[1] = new TextureSet(new String[] {
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"res/img/bullets/bullet-1/bullet-0.png",
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"res/img/bullets/bullet-1/bullet-1.png",
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"res/img/bullets/bullet-1/bullet-2.png",
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"res/img/bullets/bullet-1/bullet-3.png"
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});
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float vertices[] = {
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1, 1, 0, // Top left
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@ -89,11 +94,13 @@ public class BulletList {
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Bullet bullet = bullets.get(i);
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Vector2f deltaV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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for (int j = 0; j < enemies.size(); ++j) {
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if (Collision.collide(enemies.get(j).getPosition(), enemies.get(j).getDimensions(), new Vector2f(), bullet)) {
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enemies.remove(j);
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--j;
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if (Collision.collide(enemies.get(j).getPosition(), enemies.get(j).getDimensions(), enemies.get(j).getVelocity(), bullet)) {
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enemies.get(j).damage(bullet.damage);
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if (enemies.get(j).isDead()) {
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enemies.remove(j);
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--j;
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}
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}
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System.out.println("Wat");
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}
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bullet.position.add(deltaV);
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bullet.boundingPosition.add(deltaV);
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@ -107,6 +114,27 @@ public class BulletList {
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}
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}
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public void update(Player player) {
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for (int i = 0; i < bullets.size(); ++i) {
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Bullet bullet = bullets.get(i);
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Vector2f deltaV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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Collision.Bounds bounds = player.getBounds();
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Vector2f[] segments = player.getSegments();
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if (Collision.collide(bounds, segments, player.getVelocity(), bullet))
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player.damage(bullet.damage);
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bullet.position.add(deltaV);
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bullet.boundingPosition.add(deltaV);
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bullet.lifetime += Main.dtime;
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if (bullet.boundingPosition.x > camera.getWidth() || bullet.boundingPosition.y > camera.getHeight()
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|| bullet.boundingPosition.x + bullet.bounds.x < 0 || bullet.boundingPosition.y + bullet.bounds.y < 0) {
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bullets.remove(i);
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--i;
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}
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}
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}
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public void render() {
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for (int i = 0; i < bullets.size(); ++i) {
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Bullet bullet = bullets.get(i);
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@ -117,11 +145,11 @@ public class BulletList {
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}
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}
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public void spawnBullet(Vector2f position, float rotation, int type) {
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spawnBullet(position, DIMENSIONS[type], rotation, SPEEDS[type], type);
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public void spawnBullet(Vector2f position, float rotation, int type, int speed, int damage) {
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spawnBullet(position, DIMENSIONS[type], rotation, speed, type, damage);
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}
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private void spawnBullet(Vector2f position, Vector2f dimensions, float rotation, float velocity, int sprite) {
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private void spawnBullet(Vector2f position, Vector2f dimensions, float rotation, float velocity, int sprite, int damage) {
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float sin = (float) -Math.sin(rotation);
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float cos = (float) Math.cos(rotation);
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@ -150,6 +178,7 @@ public class BulletList {
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bullet.lifetime = 0;
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bullet.sprite = sprite;
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bullet.damage = damage;
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Vector2f p0 = new Vector2f(bullet.position);
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Vector2f p1 = new Vector2f(bullet.position).add(bullet.side0);
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@ -168,11 +197,11 @@ public class BulletList {
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bullets.add(bullet);
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}
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public float getWidth(int type) {
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public static float getWidth(int type) {
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return DIMENSIONS[type].x;
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}
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public float getHeight(int type) {
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public static float getHeight(int type) {
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return DIMENSIONS[type].y;
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}
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@ -13,9 +13,36 @@ public class Collision {
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}
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}
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public static boolean collide(Bounds bounds, Vector2f[] segments, Vector2f velocity, BulletList.Bullet bullet) {
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Vector2f scaledBV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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Bounds bulletBounds = getBounds(bullet.boundingPosition, bullet.bounds, scaledBV);
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if (overlap(bounds, bulletBounds)) {
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Vector2f[] bulletSegments = new Vector2f[] {
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bullet.position,
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bullet.side0,
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bullet.side1,
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bullet.side0.negate(new Vector2f()),
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bullet.side1.negate(new Vector2f())
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};
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Vector2f curBoundsSegment = new Vector2f();
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for (int i = 0; i < segments.length - 1; ++i) {
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curBoundsSegment.add(segments[i]);
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Vector2f curBulletSegment = new Vector2f();
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for (int j = 0; j < bulletSegments.length - 1; ++j) {
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curBulletSegment.add(bulletSegments[j]);
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if (segmentCollision(curBoundsSegment, segments[i + 1], velocity, curBulletSegment, bulletSegments[j + 1], scaledBV))
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return true;
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}
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}
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}
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return false;
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}
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public static boolean collide(Vector2f position, Vector2f dimensions, Vector2f boundVelocity, BulletList.Bullet bullet) {
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Vector2f scaledBV = bullet.velocity.mul((float) Main.dtime, new Vector2f());
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Bounds bounds = getBounds(position, dimensions, boundVelocity);
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Bounds bulletBounds = getBounds(bullet.boundingPosition, bullet.bounds, bullet.velocity);
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Bounds bulletBounds = getBounds(bullet.boundingPosition, bullet.bounds, scaledBV);
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GamePanel.show.set(position.x, position.y, bounds.dimensions.x, bounds.dimensions.y);
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if (overlap(bounds, bulletBounds)) {
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Vector2f[] boundsSegments = new Vector2f[] {
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position,
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@ -36,8 +63,8 @@ public class Collision {
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curBoundsSegment.add(boundsSegments[i]);
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Vector2f curBulletSegment = new Vector2f();
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for (int j = 0; j < bulletSegments.length - 1; ++j) {
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curBulletSegment.add(bulletSegments[i]);
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if (segmentCollision(curBoundsSegment, boundsSegments[i + 1], boundVelocity, curBulletSegment, bulletSegments[j + 1], bullet.velocity))
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curBulletSegment.add(bulletSegments[j]);
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if (segmentCollision(curBoundsSegment, boundsSegments[i + 1], boundVelocity, curBulletSegment, bulletSegments[j + 1], scaledBV))
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return true;
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}
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}
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@ -47,51 +74,75 @@ public class Collision {
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public static boolean overlap(Bounds bounds0, Bounds bounds1) {
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return bounds0.position.x < bounds1.position.x + bounds1.dimensions.x && bounds0.position.x + bounds0.dimensions.x > bounds1.position.x
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&& bounds0.position.y < bounds1.position.y + bounds1.dimensions.y && bounds1.position.y + bounds1.dimensions.y > bounds1.position.y;
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&& bounds0.position.y < bounds1.position.y + bounds1.dimensions.y && bounds0.position.y + bounds0.dimensions.y > bounds1.position.y;
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}
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public static Bounds getBounds(Vector2f position, Vector2f dimensions, Vector2f velocity) {
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Bounds bounds = new Bounds(position, dimensions);
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if (velocity.x < 0)
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if (velocity.x < 0) {
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bounds.position.x += velocity.x;
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bounds.dimensions.x -= velocity.x;
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}
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else
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bounds.dimensions.x += velocity.x;
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if (velocity.y < 0)
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if (velocity.y < 0) {
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bounds.position.y += velocity.y;
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bounds.dimensions.y -= velocity.y;
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}
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else
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bounds.dimensions.y += velocity.y;
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return bounds;
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}
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public static boolean segmentCollision(Vector2f P1, Vector2f D1, Vector2f V1, Vector2f P2, Vector2f D2, Vector2f V2) {
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final float DELTA = 0.000001f;
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final float EPSILON = 0.000001f;
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if ((V1.length() == 0 && V2.length() > 0)
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|| (V2.length() == 0 && V1.length() > 0)
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|| V1.angle(V2) > DELTA) {
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float b = (P1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t = (P1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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if (rangeCheck(t))
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return true;
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|| Math.abs(V1.angle(V2)) > EPSILON) {
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if (V1.length() > 0) {
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float b = (P1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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b = (P1.x + D1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y - D1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t;
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if (V1.y == 0)
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t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y - P2.y - D2.y * b) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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}
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float a = (P2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t = (P1.x + D1.x * a - P2.x) / (V2.x - V1.x);
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if (rangeCheck(t))
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return true;
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}
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b = (P1.x + D1.x - P2.x + (V1.x - V2.x) * (P2.y - P1.y - D1.y) / (V1.y - V2.y)) / (D2.x - D2.y * (V1.x - V2.x) / (V1.y - V2.y));
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if (rangeCheck(b)) {
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float t = (P1.x + D1.x - P2.x - D2.x * b) / (V2.x - V1.x);
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if (rangeCheck(t))
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return true;
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}
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a = (P2.x + D2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y - D2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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if (rangeCheck(t))
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return true;
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if (V2.length() > 0) {
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float a = (P2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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a = (P2.x + D2.x - P1.x - (V1.x - V2.x) * (P1.y - P2.y - D2.y) / (V2.y - V1.y)) / (D1.x + D1.y * (V1.x - V2.x) / (V2.y - V1.y));
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if (rangeCheck(a)) {
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float t;
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if (V2.y == 0)
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t = (P1.x + D1.x * a - P2.x - D2.x) / (V2.x - V1.x);
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else
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t = (P1.y + D1.y * a - P2.y - D2.y) / (V2.y - V1.y);
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if (rangeCheck(t))
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return true;
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}
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}
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}
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return false;
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@ -16,48 +16,78 @@ public class GamePanel extends Panel {
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private Window window;
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private Camera camera;
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private BulletList bullets;
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private BulletList playerBullets;
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private BulletList enemyBullets;
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private Background background;
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private Player player;
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private float rotation = 0;
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private ArrayList<Enemy> enemies;
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public static ColRect show;
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public GamePanel(Window window, Camera camera) {
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this.window = window;
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this.camera = camera;
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enemies = new ArrayList<Enemy>();
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enemies.add(new BasicEnemy(camera, 200, 200));
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enemies.add(new BasicEnemy(camera, 200, 200, 4,
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new float[] {
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3, 1, 3, 1
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},
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new Vector2f[] {
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new Vector2f( 300, 0),
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new Vector2f( 0, 100),
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new Vector2f(-300, 0),
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new Vector2f( 0, -100),
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}
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));
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enemies.add(new BasicEnemy(camera, 200, 200, 0,
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new float[] {
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3, 1, 3, 1
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},
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new Vector2f[] {
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new Vector2f( 300, 0),
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new Vector2f( 0, 100),
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new Vector2f(-300, 0),
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new Vector2f( 0, -100),
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}
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));
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bullets = new BulletList(camera);
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playerBullets = new BulletList(camera);
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enemyBullets = new BulletList(camera);
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enemyBullets.spawnBullet(new Vector2f(camera.getWidth() / 2, 25), (float) Math.PI, BulletList.TYPE_SMOL, 400, 1);
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background = new Background(camera);
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player = new Player(window, camera);
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player = new Player(window, camera, playerBullets);
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state = Main.GAME_PANEL;
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show = new ColRect(camera, 0, 0, 0, 100, 100, 1, 0, 0, 0.5f, false);
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}
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public void update() {
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background.update();
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player.update();
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for (int i = 0; i < enemies.size(); ++i)
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enemies.get(i).update();
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bullets.update(enemies);
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background.update();
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player.update();
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playerBullets.update(enemies);
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enemyBullets.update(player);
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if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED)
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bullets.spawnBullet(new Vector2f(player.getX() + (player.getWidth()) / 2, player.getY() - bullets.getHeight(BulletList.TYPE_PLAYER)), 0, BulletList.TYPE_PLAYER);
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player.applyMovement();
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for (int i = 0; i < enemies.size(); ++i)
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enemies.get(i).applyMovement();
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}
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public void render() {
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background.render();
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enemyBullets.render();
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playerBullets.render();
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for(int i = 0; i < enemies.size(); ++i)
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enemies.get(i).render();
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bullets.render();
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background.render();
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player.render();
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show.render();
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}
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public void reset() {
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@ -1,6 +1,7 @@
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package com.gnarly.game;
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import com.gnarly.engine.audio.ALManagement;
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import com.gnarly.engine.audio.Sound;
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import com.gnarly.engine.display.Camera;
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import com.gnarly.engine.display.Window;
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import com.gnarly.engine.shaders.Shader;
|
||||
|
@ -24,12 +25,10 @@ public class Main {
|
|||
|
||||
private Panel[] panels;
|
||||
private int panel;
|
||||
|
||||
|
||||
private Sound sound;
|
||||
|
||||
public void start() {
|
||||
System.out.println(Collision.segmentCollision(
|
||||
new Vector2f(100, 100), new Vector2f(25, 0), new Vector2f(0, 100),
|
||||
new Vector2f(110.9f, 165.3f), new Vector2f(3.923f, -0.7804f), new Vector2f(-3.902f, -19.62f)
|
||||
));
|
||||
init();
|
||||
int frames = 0;
|
||||
long curTime, pastTime, pastSec, nspf = 1000000000 / Window.REFRESH_RATE;
|
||||
|
@ -61,14 +60,17 @@ public class Main {
|
|||
|
||||
private void init() {
|
||||
al = new ALManagement();
|
||||
window = new Window("Gamer Time", true);
|
||||
//window = new Window(768, 432, "Gamer Time", true, true, true);
|
||||
//window = new Window("Gamer Time", true);
|
||||
window = new Window(768, 432, "Gamer Time", true, true, true);
|
||||
camera = new Camera(768, 432);
|
||||
Shader.init();
|
||||
|
||||
panels = new Panel[NUM_PANELS];
|
||||
panels[GAME_PANEL] = new GamePanel(window, camera);
|
||||
panel = GAME_PANEL;
|
||||
|
||||
sound = new Sound("res/audio/theme.wav");
|
||||
sound.play(true);
|
||||
}
|
||||
|
||||
private void update() {
|
||||
|
|
|
@ -4,22 +4,29 @@ import com.gnarly.engine.display.Camera;
|
|||
import com.gnarly.engine.display.Window;
|
||||
import com.gnarly.engine.model.TexRect;
|
||||
import com.gnarly.engine.texture.Texture;
|
||||
import org.joml.Vector2f;
|
||||
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
public class Player extends TexRect {
|
||||
|
||||
private static Texture[] frames = null;
|
||||
|
||||
private double spf = 1.0 / 14.0;
|
||||
private double time = 0;
|
||||
private int frame = 0;
|
||||
private float speed = 150;
|
||||
private int health = 5;
|
||||
|
||||
private static Texture[] frames = null;
|
||||
private Vector2f velocity = new Vector2f();
|
||||
|
||||
private Window window;
|
||||
private BulletList bullets;
|
||||
|
||||
public Player(Window window, Camera camera) {
|
||||
super(camera, (Texture) null, 0, 0, -0.1f, 32, 32, 0, false);
|
||||
public Player(Window window, Camera camera, BulletList bullets) {
|
||||
super(camera, (Texture) null, camera.getWidth() / 2 - 16, camera.getHeight() / 2 - 16, -0.1f, 32, 32, 0, false);
|
||||
this.window = window;
|
||||
this.bullets = bullets;
|
||||
|
||||
if (frames == null) {
|
||||
frames = new Texture[4];
|
||||
|
@ -33,25 +40,32 @@ public class Player extends TexRect {
|
|||
}
|
||||
|
||||
public void update() {
|
||||
final int SPEED = 150;
|
||||
float speedMultiplier = 1;
|
||||
if (window.keyPressed(GLFW_KEY_LEFT_SHIFT) >= Window.BUTTON_PRESSED)
|
||||
speedMultiplier *= 1.5;
|
||||
else if (window.keyPressed(GLFW_KEY_LEFT_CONTROL) >= Window.BUTTON_PRESSED)
|
||||
speedMultiplier *= 0.5;
|
||||
|
||||
velocity.set(0, 0);
|
||||
|
||||
if (window.keyPressed(GLFW_KEY_W) >= Window.BUTTON_PRESSED)
|
||||
position.y -= SPEED * Main.dtime;
|
||||
velocity.y = -speed * (float) Main.dtime * speedMultiplier;
|
||||
if (window.keyPressed(GLFW_KEY_A) >= Window.BUTTON_PRESSED)
|
||||
position.x -= SPEED * Main.dtime;
|
||||
velocity.x = -speed * (float) Main.dtime * speedMultiplier;
|
||||
if (window.keyPressed(GLFW_KEY_S) >= Window.BUTTON_PRESSED)
|
||||
position.y += SPEED * Main.dtime;
|
||||
velocity.y = speed * (float) Main.dtime * speedMultiplier;
|
||||
if (window.keyPressed(GLFW_KEY_D) >= Window.BUTTON_PRESSED)
|
||||
position.x += SPEED * Main.dtime;
|
||||
velocity.x = speed * (float) Main.dtime * speedMultiplier;
|
||||
|
||||
if (position.x < 0)
|
||||
position.x = 0;
|
||||
else if (position.x + width >= camera.getWidth())
|
||||
position.x = camera.getWidth() - width;
|
||||
if (position.x + velocity.x < 0)
|
||||
velocity.x = -position.x;
|
||||
else if (position.x + width + velocity.x >= camera.getWidth())
|
||||
velocity.x = camera.getWidth() - width - position.x;
|
||||
|
||||
if (position.y < 0)
|
||||
position.y = 0;
|
||||
else if (position.y + height >= camera.getHeight())
|
||||
position.y = camera.getHeight() - height;
|
||||
if (position.y + velocity.y < 0)
|
||||
velocity.y = -position.y;
|
||||
else if (position.y + height + velocity.y >= camera.getHeight())
|
||||
velocity.y = camera.getHeight() - height - position.y;
|
||||
|
||||
time += Main.dtime;
|
||||
while (time >= spf) {
|
||||
|
@ -59,5 +73,44 @@ public class Player extends TexRect {
|
|||
frame = (frame + 1) % frames.length;
|
||||
setTexture(frames[frame]);
|
||||
}
|
||||
|
||||
if (window.keyPressed(GLFW_KEY_SPACE) == Window.BUTTON_PRESSED)
|
||||
bullets.spawnBullet(new Vector2f(position.x + width / 2, position.y - BulletList.getHeight(BulletList.TYPE_PLAYER)), 0, BulletList.TYPE_PLAYER, 400, 1);
|
||||
}
|
||||
|
||||
public Collision.Bounds getBounds() {
|
||||
return Collision.getBounds(new Vector2f(position.x, position.y), getDimensions(), velocity);
|
||||
}
|
||||
|
||||
public Vector2f[] getSegments() {
|
||||
return new Vector2f[] {
|
||||
new Vector2f(position.x, position.y).add(16, 0),
|
||||
new Vector2f( 4, 10),
|
||||
new Vector2f( 12, 12),
|
||||
new Vector2f(-3, 5 ),
|
||||
new Vector2f(-8, 0 ),
|
||||
new Vector2f(-5, 5 ),
|
||||
new Vector2f(-5, -5 ),
|
||||
new Vector2f(-8, 0 ),
|
||||
new Vector2f(-3, -5 ),
|
||||
new Vector2f( 12, -12),
|
||||
new Vector2f( 4, -10),
|
||||
};
|
||||
}
|
||||
|
||||
public void applyMovement() {
|
||||
position.add(velocity.x, velocity.y, 0);
|
||||
}
|
||||
|
||||
public Vector2f getVelocity() {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
public void damage(int damage) {
|
||||
health -= damage;
|
||||
}
|
||||
|
||||
public int getHealth() {
|
||||
return health;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ import com.gnarly.engine.shaders.Shader;
|
|||
import com.gnarly.engine.shaders.Shader2t;
|
||||
import com.gnarly.engine.texture.TextureSet;
|
||||
import com.gnarly.game.Main;
|
||||
import org.joml.Vector2f;
|
||||
|
||||
public class BasicEnemy extends Enemy {
|
||||
|
||||
|
@ -16,9 +17,19 @@ public class BasicEnemy extends Enemy {
|
|||
private Shader2t shader = Shader.SHADER2T;
|
||||
|
||||
private float time = 0;
|
||||
private float passedTime = 0;
|
||||
private int timeIndex = 0;
|
||||
|
||||
public BasicEnemy(Camera camera, float x, float y) {
|
||||
super(camera, x, y, DIMS, DIMS, 1);
|
||||
private float[] timing;
|
||||
private Vector2f[] path;
|
||||
private Vector2f start;
|
||||
private Vector2f origin;
|
||||
|
||||
public BasicEnemy(Camera camera, float x, float y, float timeOffset, float[] times, Vector2f[] path) {
|
||||
super(camera, 0, 0, DIMS, DIMS, 1);
|
||||
this.timing = times;
|
||||
this.path = path;
|
||||
velocity = new Vector2f();
|
||||
if (textures == null) {
|
||||
textures = new TextureSet(new String[] {
|
||||
"res/img/enemies/basic/basic-0.png",
|
||||
|
@ -27,16 +38,33 @@ public class BasicEnemy extends Enemy {
|
|||
"res/img/enemies/basic/basic-3.png"
|
||||
});
|
||||
}
|
||||
time = timeOffset;
|
||||
start = new Vector2f();
|
||||
for (; (timeOffset -= times[timeIndex]) >= 0; timeIndex = (timeIndex + 1) % path.length) {
|
||||
passedTime += times[timeIndex];
|
||||
start.add(path[timeIndex]);
|
||||
}
|
||||
origin = new Vector2f(x, y);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
time = (float) (time + Main.dtime) % (spf * textures.length());
|
||||
position.sub(origin.x, origin.y, 0);
|
||||
time += Main.dtime;
|
||||
float interp;
|
||||
while ((interp = (time - passedTime) / timing[timeIndex]) > 1) {
|
||||
passedTime += timing[timeIndex];
|
||||
start.add(path[timeIndex]);
|
||||
timeIndex = (timeIndex + 1) % timing.length;
|
||||
}
|
||||
velocity = path[timeIndex].mul(interp, new Vector2f()).add(start).sub(position.x, position.y);
|
||||
position.add(origin.x, origin.y, 0);
|
||||
System.out.println(position);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render() {
|
||||
textures.get((int) (time / spf)).bind();
|
||||
textures.get((int) (time / spf) % textures.length()).bind();
|
||||
shader.enable();
|
||||
shader.setMVP(camera.getMatrix().translate(position).scale(width * scale, height * scale, 1));
|
||||
vao.render();
|
||||
|
|
|
@ -2,12 +2,14 @@ package com.gnarly.game.enemies;
|
|||
|
||||
import com.gnarly.engine.display.Camera;
|
||||
import com.gnarly.engine.model.Rect;
|
||||
import com.gnarly.engine.texture.TextureSet;
|
||||
import org.joml.Vector2f;
|
||||
|
||||
public abstract class Enemy extends Rect {
|
||||
|
||||
protected int life;
|
||||
|
||||
protected Vector2f velocity;
|
||||
|
||||
Enemy(Camera camera, float x, float y, float width, float height, int life) {
|
||||
super(camera, x, y, -0.1f, width, height, 0, false);
|
||||
}
|
||||
|
@ -15,6 +17,14 @@ public abstract class Enemy extends Rect {
|
|||
public abstract void update();
|
||||
public abstract void render();
|
||||
|
||||
public Vector2f getVelocity() {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
public void applyMovement() {
|
||||
position.add(velocity.x, velocity.y, 0);
|
||||
}
|
||||
|
||||
public void damage(int damage) {
|
||||
life -= damage;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue