Added basic enemy animation, maybe collision?
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res/img/bullets/bullet-1/bullet-0.png
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After Width: | Height: | Size: 184 B |
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res/img/bullets/bullet-1/bullet-1.png
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After Width: | Height: | Size: 169 B |
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res/img/bullets/bullet-1/bullet-2.png
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After Width: | Height: | Size: 181 B |
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res/img/bullets/bullet-1/bullet-3.png
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After Width: | Height: | Size: 164 B |
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res/img/enemies/basic/basic-0.png
Normal file
After Width: | Height: | Size: 404 B |
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res/img/enemies/basic/basic-1.png
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After Width: | Height: | Size: 406 B |
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res/img/enemies/basic/basic-2.png
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After Width: | Height: | Size: 407 B |
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res/img/enemies/basic/basic-3.png
Normal file
After Width: | Height: | Size: 407 B |
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@ -7,6 +7,7 @@ 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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import com.gnarly.engine.texture.TextureSet;
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import com.gnarly.game.enemies.Enemy;
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import org.joml.Vector2f;
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import java.util.ArrayList;
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@ -40,7 +41,7 @@ public class BulletList {
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};
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public static final float[] SPEEDS = new float[] {
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20
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200
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};
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public static final int
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@ -83,12 +84,17 @@ public class BulletList {
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}
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}
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public void update(Rect rect, Vector2f velocity) {
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public void update(ArrayList<Enemy> enemies) {
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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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if (Collision.collide(rect.getPosition(), rect.getDimensions(), velocity, bullet))
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System.out.println("collision");
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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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}
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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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bullet.lifetime += Main.dtime;
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@ -64,30 +64,30 @@ public class Collision {
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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 = 0.00001f;
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final float DELTA = 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.y - P2.y - (V2.y - V1.y) * (P1.x + D1.x - P2.x) / (V2.x - V1.x)) / (D2.y + (V2.y - V1.y) / (V2.x - V1.x));
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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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}
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float a = (P2.y - P1.y - (V1.y - V2.y) * (P2.x + D2.x - P1.x) / (V1.x - V2.x)) / (D1.y + (V1.y - V2.y) / (V1.x - V2.x));
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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.y + D1.y - P2.y - (V2.y - V1.y) * (P1.x + D1.x - P2.x) / (V2.x - V1.x)) / (D2.y + (V2.y - V1.y) / (V2.x - V1.x));
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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.y + D2.y - P1.y - (V1.y - V2.y) * (P2.x + D2.x - P1.x) / (V1.x - V2.x)) / (D1.y + (V1.y - V2.y) / (V1.x - V2.x));
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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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@ -3,8 +3,12 @@ package com.gnarly.game;
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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.model.ColRect;
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import com.gnarly.game.enemies.BasicEnemy;
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import com.gnarly.game.enemies.Enemy;
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import org.joml.Vector2f;
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import java.util.ArrayList;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_SPACE;
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public class GamePanel extends Panel {
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@ -19,33 +23,38 @@ public class GamePanel extends Panel {
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private float rotation = 0;
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private ColRect testRect;
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private ArrayList<Enemy> enemies;
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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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bullets = new BulletList(camera);
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background = new Background(camera);
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player = new Player(window, camera);
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testRect = new ColRect(camera, 100, 100, 0, 25, 25, 1, 0, 0, 1, false);
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state = Main.GAME_PANEL;
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}
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public void update() {
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bullets.update(testRect, new Vector2f(0, 100));
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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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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)), rotation += Math.PI / 16, BulletList.TYPE_PLAYER);
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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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}
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public void render() {
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testRect.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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@ -26,6 +26,10 @@ public class Main {
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private int panel;
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public void start() {
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System.out.println(Collision.segmentCollision(
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new Vector2f(100, 100), new Vector2f(25, 0), new Vector2f(0, 100),
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new Vector2f(110.9f, 165.3f), new Vector2f(3.923f, -0.7804f), new Vector2f(-3.902f, -19.62f)
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));
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init();
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int frames = 0;
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long curTime, pastTime, pastSec, nspf = 1000000000 / Window.REFRESH_RATE;
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@ -39,26 +43,26 @@ public class Main {
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render();
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pastTime += nspf;
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++frames;
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}
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if (curTime - pastSec > 1000000000) {
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fps = frames;
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frames = 0;
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pastSec += 1000000000;
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}
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try {
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Thread.sleep(nspf / 1000000);
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if (nspf - curTime + pastTime > 10000000) try {
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Thread.sleep(1);
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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}
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al.destroy();
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Window.terminate();
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}
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private void init() {
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al = new ALManagement();
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//window = new Window("Gamer Time", true);
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window = new Window(768, 432, "Gamer Time", true, true, true);
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window = new Window("Gamer Time", true);
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//window = new Window(768, 432, "Gamer Time", true, true, true);
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camera = new Camera(768, 432);
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Shader.init();
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44
src/com/gnarly/game/enemies/BasicEnemy.java
Normal file
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@ -0,0 +1,44 @@
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package com.gnarly.game.enemies;
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import com.gnarly.engine.display.Camera;
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import com.gnarly.engine.shaders.Shader;
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import com.gnarly.engine.shaders.Shader2t;
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import com.gnarly.engine.texture.TextureSet;
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import com.gnarly.game.Main;
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public class BasicEnemy extends Enemy {
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final float spf = 1.0f / 16.0f;
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public static final float DIMS = 16;
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private static TextureSet textures = null;
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private Shader2t shader = Shader.SHADER2T;
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private float time = 0;
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public BasicEnemy(Camera camera, float x, float y) {
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super(camera, x, y, DIMS, DIMS, 1);
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if (textures == null) {
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textures = new TextureSet(new String[] {
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"res/img/enemies/basic/basic-0.png",
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"res/img/enemies/basic/basic-1.png",
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"res/img/enemies/basic/basic-2.png",
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"res/img/enemies/basic/basic-3.png"
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});
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}
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}
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@Override
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public void update() {
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time = (float) (time + Main.dtime) % (spf * textures.length());
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}
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@Override
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public void render() {
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textures.get((int) (time / spf)).bind();
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shader.enable();
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shader.setMVP(camera.getMatrix().translate(position).scale(width * scale, height * scale, 1));
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vao.render();
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}
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}
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25
src/com/gnarly/game/enemies/Enemy.java
Normal file
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@ -0,0 +1,25 @@
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package com.gnarly.game.enemies;
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import com.gnarly.engine.display.Camera;
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import com.gnarly.engine.model.Rect;
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import com.gnarly.engine.texture.TextureSet;
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public abstract class Enemy extends Rect {
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protected int life;
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Enemy(Camera camera, float x, float y, float width, float height, int life) {
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super(camera, x, y, -0.1f, width, height, 0, false);
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}
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public abstract void update();
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public abstract void render();
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public void damage(int damage) {
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life -= damage;
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}
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public boolean isDead() {
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return life <= 0;
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}
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}
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