ld33_umonster

diff src/game.cc @ 6:3b4460b34d43

progress
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 23 Aug 2015 05:37:09 +0300
parents 93ff21458a16
children 92d662deb66e
line diff
     1.1 --- a/src/game.cc	Sun Aug 23 04:45:24 2015 +0300
     1.2 +++ b/src/game.cc	Sun Aug 23 05:37:09 2015 +0300
     1.3 @@ -9,6 +9,7 @@
     1.4  #include "mesh.h"
     1.5  
     1.6  #include "room.h"
     1.7 +#include "dragon.h"
     1.8  
     1.9  static void draw_scene();
    1.10  
    1.11 @@ -19,13 +20,18 @@
    1.12  
    1.13  unsigned int sdr_shadow, sdr_shadow_notex;
    1.14  
    1.15 -static float cam_theta, cam_phi = 25, cam_dist = 8;
    1.16 +static float cam_theta, cam_phi = 23, cam_dist = 26;
    1.17 +static float cam_x, cam_y, cam_z = 9;
    1.18  static bool bnstate[8];
    1.19  static int prev_x, prev_y;
    1.20 +static bool gamectl = false;
    1.21  
    1.22  static unsigned int modkeys;
    1.23  
    1.24  
    1.25 +static Dragon dragon;
    1.26 +
    1.27 +
    1.28  bool game_init()
    1.29  {
    1.30  	if(init_opengl() == -1) {
    1.31 @@ -65,6 +71,12 @@
    1.32  		return false;
    1.33  	}
    1.34  
    1.35 +	dragon.set_position(Vector3(0, 5, 20));
    1.36 +	dragon.set_direction(Vector3(0, 0, -1));
    1.37 +	dragon.set_target(Vector3(0, 3, 0));
    1.38 +	dragon.move_head(Vector3(0, 6, 10));
    1.39 +	dragon.set_head_limits(-ROOM_WIDTH * 0.2, ROOM_WIDTH * 0.2, 1, ROOM_HEIGHT - 3);
    1.40 +
    1.41  	Mesh::use_custom_sdr_attr = false;
    1.42  
    1.43  	assert(glGetError() == GL_NO_ERROR);
    1.44 @@ -79,6 +91,8 @@
    1.45  void game_update(unsigned long time_msec)
    1.46  {
    1.47  	cur_time = time_msec;
    1.48 +
    1.49 +	dragon.update();
    1.50  }
    1.51  
    1.52  void game_display()
    1.53 @@ -90,12 +104,13 @@
    1.54  	glTranslatef(0, 0.1, -cam_dist);
    1.55  	glRotatef(cam_phi, 1, 0, 0);
    1.56  	glRotatef(cam_theta, 0, 1, 0);
    1.57 +	glTranslatef(-cam_x, -cam_y, -cam_z);
    1.58  
    1.59 -	float lpos[] = {-5, 15, 10, 1};
    1.60 +	float lpos[] = {0, 10, 24, 1};
    1.61  	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
    1.62  
    1.63  	if(opt.shadows && sdr_shadow) {
    1.64 -		begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 10);
    1.65 +		begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 45);
    1.66  		draw_scene();
    1.67  		end_shadow_pass();
    1.68  
    1.69 @@ -142,6 +157,8 @@
    1.70  	draw_teapot();
    1.71  
    1.72  	glPopMatrix();
    1.73 +
    1.74 +	dragon.draw();
    1.75  }
    1.76  
    1.77  
    1.78 @@ -161,6 +178,10 @@
    1.79  		case 27:
    1.80  			quit();
    1.81  
    1.82 +		case ' ':
    1.83 +			gamectl = !gamectl;
    1.84 +			break;
    1.85 +
    1.86  		case 'w':
    1.87  			dbg_wireframe = !dbg_wireframe;
    1.88  			redisplay();
    1.89 @@ -170,6 +191,11 @@
    1.90  			opt.shadows = !opt.shadows;
    1.91  			redisplay();
    1.92  			break;
    1.93 +
    1.94 +		case 'p':
    1.95 +			printf("camera pos(%g %g %g) rot(%g %g) d(%g)\n",
    1.96 +					cam_x, cam_y, cam_z, cam_theta, cam_phi, cam_dist);
    1.97 +			break;
    1.98  		}
    1.99  	}
   1.100  }
   1.101 @@ -204,6 +230,10 @@
   1.102  	prev_x = x;
   1.103  	prev_y = y;
   1.104  
   1.105 +	if(gamectl) {
   1.106 +		dragon.move_head(dx * 0.1, -dy * 0.1);
   1.107 +	}
   1.108 +
   1.109  	if(modkeys) {
   1.110  		if(bnstate[0]) {
   1.111  			cam_theta += dx * 0.5;
   1.112 @@ -212,6 +242,19 @@
   1.113  			if(cam_phi < -90) cam_phi = -90;
   1.114  			if(cam_phi > 90) cam_phi = 90;
   1.115  		}
   1.116 +		if(bnstate[1]) {
   1.117 +			float theta = DEG_TO_RAD(cam_theta);
   1.118 +
   1.119 +			float dxp = dx * 0.1;
   1.120 +			float dyp = dy * 0.1;
   1.121 +
   1.122 +			cam_x += cos(theta) * dxp - sin(theta) * dyp;
   1.123 +			if(modkeys & (1 << MOD_SHIFT)) {
   1.124 +				cam_y -= sin(theta) * dxp + cos(theta) * dyp;
   1.125 +			} else {
   1.126 +				cam_z += sin(theta) * dxp + cos(theta) * dyp;
   1.127 +			}
   1.128 +		}
   1.129  		if(bnstate[2]) {
   1.130  			cam_dist += dy * 0.1;
   1.131  			if(cam_dist < 0.0) cam_dist = 0.0;