Beispiel #1
0
int main(int argc, char *argv[])
{
    int i;
    float r = 0;
    Space *space;
    Entity *cube1,*cube2;
    char bGameLoopRunning = 1;
    Vec3D cameraPosition = {-10,3,0};
    Vec3D cameraRotation = {180,0,180};
    SDL_Event e;
    Obj *bgobj;
    Sprite *bgtext;

	//my variables
	Ship *playerShip;
	int specMode;
    
    init_logger("gametest3d.log");
    if (graphics3d_init(1024,768,1,"gametest3d",33) != 0)
    {
        return -1;
    }
    model_init();
    obj_init();
    entity_init(255);
	initShips();
    
    bgobj = obj_load("models/mountainvillage.obj");
    bgtext = LoadSprite("models/mountain_text.png",1024,1024);
    
    //cube1 = newCube(vec3d(0,0,0),"Cubert");
    //cube2 = newCube(vec3d(10,0,0),"Hobbes");
    
    //cube1->body.velocity.x = 0.1;
    
    space = space_new();
    space_set_steps(space,100);
    
    space_add_body(space,&cube1->body);
    space_add_body(space,&cube2->body);

	//my variables
	specMode = 0;
	numShips = 0;
	shipVel = 0;
	shipRot = 0;
	turretRot = 0;
	gunElev = 0;
	realTurrRot = 0;

	playerShip = spawnShip(space, vec3d(-10,0,0), 1);

    while (bGameLoopRunning)
    {
		updateAllShipPos();
		for (i = 0; i < 100;i++)
        {
			space_do_step(space);
        }
		updateAllShipComp();
		applyGrav();
		if(specMode == 0)
		{
			cameraPosition.x = playerShip->hull->body.position.x;
			cameraPosition.y = (playerShip->hull->body.position.y + 5);
			cameraPosition.z = playerShip->hull->body.position.z;
		}

        while ( SDL_PollEvent(&e) ) 
        {
            if (e.type == SDL_QUIT)
            {
                bGameLoopRunning = 0;
            }
            else if (e.type == SDL_KEYDOWN)
            {
                if (e.key.keysym.sym == SDLK_ESCAPE)
                {
                    bGameLoopRunning = 0;
                }
                else if (e.key.keysym.sym == SDLK_SPACE)
                {
                    cameraPosition.z++;
                }
                else if (e.key.keysym.sym == SDLK_z)
                {
                    cameraPosition.z--;
                }
                else if (e.key.keysym.sym == SDLK_w)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            -sin(cameraRotation.z * DEGTORAD),
                            cos(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_s)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            sin(cameraRotation.z * DEGTORAD),
                            -cos(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_d)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            cos(cameraRotation.z * DEGTORAD),
                            sin(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_a)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            -cos(cameraRotation.z * DEGTORAD),
                            -sin(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_LEFT)
                {
                    cameraRotation.y -= 1;
                }
                else if (e.key.keysym.sym == SDLK_RIGHT)
                {
                    cameraRotation.y += 1;
                }
                else if (e.key.keysym.sym == SDLK_UP)
                {
                    cameraRotation.x += 1;
                }
                else if (e.key.keysym.sym == SDLK_DOWN)
                {
                    cameraRotation.x -= 1;
                }
				

				
				else if (e.key.keysym.sym == SDLK_y && shipVel < 0.4)
                {
                    shipVel += 0.1;
                }
				else if (e.key.keysym.sym == SDLK_h && shipVel > 0.05)
                {
                    shipVel -= 0.1;
                }
				else if (e.key.keysym.sym == SDLK_j)
                {
                    shipRot += 0.5;
					if(shipRot >= 360){shipRot -= 360;}
                }
				else if (e.key.keysym.sym == SDLK_g)
                {
                    shipRot -= 0.5;
					if(shipRot < 0){shipRot += 360;}
                }
				else if (e.key.keysym.sym == SDLK_m && turretRot < 135)
                {
                    turretRot += 1;
                }
				else if (e.key.keysym.sym == SDLK_b && turretRot > -135)
                {
                    turretRot -= 1;
                }
				else if (e.key.keysym.sym == SDLK_o && gunElev < 50)
                {
                    gunElev += 0.5;
                }
				else if (e.key.keysym.sym == SDLK_l && gunElev > -5)
                {
                    gunElev -= 0.5;
                }
				else if (e.key.keysym.sym == SDLK_q)
                {
					if(specMode == 0){specMode = 1;}
					else {specMode = 0;}
                }
				else if (e.key.keysym.sym == SDLK_p)
                {
					fireBullet(space, playerShip->gun->body.position, realTurrRot, gunElev, 0.5, -1);
				}
				else if (e.key.keysym.sym == SDLK_x)
                {
					fireBullet(space, playerShip->hull->body.position, shipRot, 0, 0, -2);
				}
				else if (e.key.keysym.sym == SDLK_1)
                {
					startLevel(space, 1);
				}
				else if (e.key.keysym.sym == SDLK_2)
                {
					startLevel(space, 2);
				}
				else if (e.key.keysym.sym == SDLK_3)
                {
					startLevel(space, 3);
				}
            }
        }
		 
        graphics3d_frame_begin();
        
        glPushMatrix();
        set_camera(
            cameraPosition,
            cameraRotation);
        
        entity_draw_all();
		//updateAllShipModels();
        obj_draw(
            bgobj,
            vec3d(0,0,2),
            vec3d(90,90,0),
            vec3d(5,5,5),
            vec4d(1,1,1,1),
            bgtext
        );
        
        if (r > 360)r -= 360;
        glPopMatrix();
        /* drawing code above here! */
        graphics3d_next_frame();
    } 
    return 0;
}
Beispiel #2
0
int main(int argc, char *argv[])
{
    int i;
    float r = 0;
	int f = -15;
	int g = 0;
	int l = 0;
	int y = 0;
	int u = 15;
	int q = 0;
	int gamestate=0;
	int PlayerHP=15, Bosshealth=30, enemy1health=5, enemy2health=5, Bigtimer=600, CD;
	int SpawnLemon1=0, SpawnLemon2=0, SpawnLemon3=0, SpawnBigLemon=0, enemybullet=0;
	float Lemonx1=0, Lemonx2=0, Lemonx3=0, LemonxBig=0, enemybulletx=0;
	int Lemony1=0, Lemony2=0, Lemony3=0, LemonyBig=0, enemybullety=0;
	int a=0, b=0, c=0, d=0, count, Goomba_attack1=0, Goomba_attack2=0, Goomba_move1, Goomba_move2;
    Space *space;
    Entity *cube1,*cube2, *Actor;
    char bGameLoopRunning = 1;
	Vec3D Bosspos = {u, y, 2};
	Vec3D enemy1pos = {5, 10, 2};
	Vec3D enemy2pos = {5, -10, 2};
    Vec3D cameraPosition = {0,0,70.3};
    Vec3D cameraRotation = {0,0,360};
    SDL_Event e;
    Obj *megaman,*boss, *mapp, *mape, *lemon, *BossHPBar, *PlayerHPBar, *Goomba;
    Sprite *megamantexture, *bosstexture, *maptexture1, *maptexture2, *lemontexture, *BosstextureHP, *PlayertextureHP, *Goombatexture;
    
    init_logger("gametest3d.log");
    if (graphics3d_init(1024,768,1,"gametest3d",33) != 0)
    {
        return -1;
    }
    model_init();
    obj_init();
    entity_init(255);
    
   //load objects, models here, replace cube with megaman
    megaman = obj_load("models/MPU.obj");
	//load his uv map "texture file"
    megamantexture = LoadSprite("models/MegaManBody1.png",1024,1024);

	PlayerHPBar = obj_load("models/cube.obj");
	PlayertextureHP = NULL;


	boss = obj_load("models/Fireman.obj");
	bosstexture = LoadSprite("models/FireManBody1.png",1024,1024);

	BossHPBar = obj_load("models/cube.obj");
	BosstextureHP = NULL;

	Goomba = obj_load("models/goomba.obj");
	Goombatexture = LoadSprite("models/goomba_tex.png",1024,1024);

    mapp = obj_load("models/MidtermMapSingle.obj");
	maptexture1 = LoadSprite("models/PlayerTile(Red).png",1024,1024);

	mape = obj_load("models/MidtermMapSingle.obj");
	maptexture2 = LoadSprite("models/BossTile(Blue).png",1024,1024);
    
    lemon = obj_load("models/cube.obj");
	lemontexture = NULL;//LoadSprite("models/cube_text.png",1024,1024);
    
	    
    while (bGameLoopRunning)
    {
        entity_think_all();

        while ( SDL_PollEvent(&e) ) 
        {
            if (e.type == SDL_QUIT)
            {
                bGameLoopRunning = 0;
            }
            else if (e.type == SDL_KEYDOWN)
            {
                if (e.key.keysym.sym == SDLK_ESCAPE)
                {
                    bGameLoopRunning = 0;
                }
                else if (e.key.keysym.sym == SDLK_x)
                {
                    cameraPosition.z++;
                }
                else if (e.key.keysym.sym == SDLK_z)
                {
                    cameraPosition.z--;
                }
                else if (e.key.keysym.sym == SDLK_h)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            -sin(cameraRotation.z * DEGTORAD),
                            cos(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_y)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            sin(cameraRotation.z * DEGTORAD),
                            -cos(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_j)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            cos(cameraRotation.z * DEGTORAD),
                            sin(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
                else if (e.key.keysym.sym == SDLK_g)
                {
                    vec3d_add(
                        cameraPosition,
                        cameraPosition,
                        vec3d(
                            -cos(cameraRotation.z * DEGTORAD),
                            -sin(cameraRotation.z * DEGTORAD),
                            0
                        ));
                }
				else if (e.key.keysym.sym == SDLK_d)
                {
                   
				   
				   if(f >= -5)
				   {
					   f = -5;
				   }
				   else
				   {
					   f += 10;
				   }
                }
				else if (e.key.keysym.sym == SDLK_a)
                {
                   
				   
				   if(f <= -20)
				   {
					   f = -25;
				   }
				   else
				   {
					   f -= 10;
				   }
				  			
                }
				else if (e.key.keysym.sym == SDLK_w)
                {
                   
				   if(g >= 5)
				   {
					   g = 10;
				   }
				   else
				   {
					   g += 10;
				   }
			
                }
				else if (e.key.keysym.sym == SDLK_s)
                {
                   
				   g -= 10;
				    if(g <= -5)
				   {
					   g = -10;
				   }
			
                }
                else if (e.key.keysym.sym == SDLK_LEFT)
                {
                    cameraRotation.z += 1;
                }
                else if (e.key.keysym.sym == SDLK_RIGHT)
                {
                    cameraRotation.z -= 1;
                }
                else if (e.key.keysym.sym == SDLK_UP)
                {
                    cameraRotation.x += 1;
                }
                else if (e.key.keysym.sym == SDLK_DOWN)
                {
                    cameraRotation.x -= 1;
                }
                else if (e.key.keysym.sym == SDLK_SPACE)
                {
                    
					CD = TIME + Bigtimer;					
					
                }
				else if (e.key.keysym.sym == SDLK_n)
                {
                   
				   if (enemy1health <= 0 && enemy2health <= 0)
				   {
					   gamestate=1;
				   }
			
                }
				else if (e.key.keysym.sym == SDLK_n)
                {
                   
				   if (enemy1health <= 0 && enemy2health <= 0)
				   {
					   gamestate=1;
				   }
			
                }
            }
			else if (e.type == SDL_KEYUP)
			{
				if (e.key.keysym.sym == SDLK_SPACE)
				{
					
					if (TIME >= CD && SpawnBigLemon !=1)
					{
						SpawnBigLemon = 1;
						LemonxBig = f;
						LemonyBig = g;
					}
					else if (SpawnLemon1 != 1)
					{
						SpawnLemon1 = 1;
						Lemonx1 = f;
						Lemony1 = g;
					}
					else if (SpawnLemon2 != 1)
					{
						SpawnLemon2 = 1;
						Lemonx2 = f;
						Lemony2 = g;
					}
					else if (SpawnLemon3 != 1)
					{
						SpawnLemon3 = 1;
						Lemonx3 = f;
						Lemony3 = g;
					}
					
				}
			}
				
        }

                
        graphics3d_frame_begin();
        
        glPushMatrix();
        set_camera(
            cameraPosition,
            cameraRotation);
        
        //entity_draw_all();
      
		if (PlayerHP > 0 )
		{
		//Megaman
        obj_draw(
            megaman,
            vec3d(f, g, 2),
            vec3d(90,90,0),
            vec3d(0.5,0.5,0.5),
            vec4d(1,1,1,1),
            megamantexture
        );

		//Megaman HP BAR
		obj_draw(
            PlayerHPBar,
            vec3d(-30+PlayerHP/(2),20,2),
            vec3d(90,-90,0),
            vec3d(.9,.9,PlayerHP/(2)),
            vec4d(0,1,0,1),
			PlayertextureHP
        );
		}

		//Megaman Projectiles
		//Lemon1
		if (SpawnLemon1 != 0)
		{
			obj_draw(
			lemon,
            vec3d(Lemonx1 + a*(.4), Lemony1, 4),
            vec3d(90,90,0),
            vec3d(1,1,2),
            vec4d(.95,.89,0,1),
		    lemontexture
		);
			a++;
				if (Lemonx1 + a*(.4) >=30)
				{
					SpawnLemon1 = 0;
					a=0;
				}
				else if (Lemonx1 + a*(.4) == enemy1pos.x && Lemony1 == enemy1pos.y)
				{
					SpawnLemon1 = 0;
					a=0;
					enemy1health -= 1;
					//slog("Enemy Health %d",enemy1health);
				}
				else if (Lemonx1 + a*(.4) == enemy2pos.x && Lemony1 == enemy2pos.y)
				{
					SpawnLemon1 = 0;
					a=0;
					enemy2health -= 1;
					//slog("Enemy Health %d",enemy2health);
				}
				else if (gamestate == 1 && Lemonx1 + a*(.4) == Bosspos.x && Lemony1 == Bosspos.y)
				{
				SpawnLemon1 = 0;
				a=0;
				Bosshealth -= 1;
				//slog("Boss Health %d",Bosshealth);
				}
		}
		//Lemon2
		if (SpawnLemon2 != 0)
		{
			obj_draw(
			lemon,
            vec3d(Lemonx2 + b*(.4), Lemony2, 4),
            vec3d(90,90,0),
            vec3d(1,1,2),
            vec4d(.95,.89,0,1),
		    lemontexture
		);
			b++;
				if (Lemonx2 + b*(.4) >=30)
				{
					SpawnLemon2 = 0;
					b=0;
				}
				else if (Lemonx2 + b*(.4) == enemy1pos.x && Lemony2 == enemy1pos.y)
				{
					SpawnLemon2 = 0;
					b=0;
					enemy1health -= 1;
					//slog("Enemy Health %d",enemy1health);
				}
				else if (Lemonx2 + b*(.4) == enemy2pos.x && Lemony2 == enemy2pos.y)
				{
					SpawnLemon2 = 0;
					b=0;
					enemy2health -= 1;
					//slog("Enemy Health %d",enemy2health);
				}
				else if (gamestate == 1 && Lemonx2 + b*(.4) == Bosspos.x && Lemony2 == Bosspos.y)
				{
					SpawnLemon2 = 0;
					b=0;
					Bosshealth -= 1;
					//slog("Boss Health %d",Bosshealth);
				}
		}
		if (SpawnLemon3 != 0)
		{
			obj_draw(
			lemon,
            vec3d(Lemonx3 + c*(.4), Lemony3, 4),
            vec3d(90,90,0),
            vec3d(1,1,2),
            vec4d(.95,.89,0,1),
		    lemontexture
		);
			c++;
				//lemons fly off staege
				if (Lemonx3 + c*(.4) >=30)
				{
					SpawnLemon3 = 0;
					c=0;
				}
				//lemons collide with enemies
				else if (Lemonx3 + c*(.4) == enemy1pos.x && Lemony3 == enemy1pos.y)
				{
					SpawnLemon3 = 0;
					c=0;
					enemy1health -= 1;
					slog("Enemy Health %d",enemy1health);
				}
				else if (Lemonx3 + c*(.4) == enemy2pos.x && Lemony3 == enemy2pos.y)
				{
					SpawnLemon3 = 0;
					c=0;
					enemy2health -= 1;
					slog("Enemy Health %d",enemy2health);
				}
				else if (gamestate == 1 && Lemonx3 + c*(.4) == Bosspos.x && Lemony3 == Bosspos.y)
				{
					SpawnLemon3 = 0;
					c=0;
					Bosshealth -= 1;
					//slog("Boss Health %d",Bosshealth);
				}
		}
		if (SpawnBigLemon != 0)
		{
			obj_draw(
			lemon,
            vec3d(LemonxBig + d*(.4), LemonyBig, 4),
            vec3d(90,90,0),
            vec3d(2,2,4),
            vec4d(.9,.3,.1,1),
		    lemontexture
		);
			d++;
				if (LemonxBig + d*(.4) >=30)
				{
					SpawnBigLemon = 0;
					d=0;
				}
				else if (LemonxBig + d*(.4) == enemy1pos.x && LemonyBig == enemy1pos.y)
				{
					SpawnBigLemon = 0;
					d=0;
					enemy1health -= 5;
					//slog("Enemy Health %d",enemy1health);
				}
				else if (LemonxBig + d*(.4) == enemy2pos.x && LemonyBig == enemy2pos.y)
				{
					SpawnBigLemon = 0;
					d=0;
					enemy2health -= 5;
					//slog("Enemy Health %d",enemy2health);
				}
				else if (gamestate == 1 && LemonxBig + d*(.4) == Bosspos.x && LemonyBig == Bosspos.y)
				{
					SpawnBigLemon = 0;
					d=0;
					Bosshealth -= 5;
					slog("Boss Health %d",Bosshealth);
				}
		}

		
		//MAP
		obj_draw(
            mapp,
            vec3d(-15,0,2),
            vec3d(90,90,0),
            vec3d(5,5,5),
            vec4d(1,1,1,1),
		    maptexture1
		);
		obj_draw(
            mape,
            vec3d(15,0,2),
            vec3d(90,90,0),
            vec3d(5,5,5),
            vec4d(1,1,1,1),
		    maptexture2
		);
		

		//Enemies
		if (gamestate == 0)
		{

			if (enemy1health > 0)
			{
			//enemy_move(enemypos.x,enemypos.y, &enemypos);
			//enemy_attack1(Goomba_attack1, &enemy1pos);

			obj_draw(
            Goomba,
            vec3d(enemy1pos.x,enemy1pos.y,2),
            vec3d(90,-90,0),
            vec3d(0.1,0.1,0.1),
            vec4d(1,1,1,1),
            Goombatexture
			);
						
			if (Goomba_attack1 == 0)
			{
				Goomba_attack1 = rand_ranged( 1, 5); //start to (end - 1)
				if (Goomba_attack1 == 2)
				{
					Goomba_attack1 = 1;
				}
		
			};

			if (Goomba_attack1 == 1)
			{
				enemy1pos.x -=.1;
				if (enemy1pos.x <= -30)
				{
					Goomba_attack1 = 0;
					enemy1pos.x = 5;
				}
			}

			}
			else
			{
				enemy1pos.x = 50;
				enemy1pos.y = 50;
			}

			if (enemy2health > 0)
			{
			//enemy_move(enemypos.x,enemypos.y, &enemypos);
			//enemy_attack2(Goomba_attack2, &enemy2pos);
			obj_draw(
            Goomba,
            vec3d(enemy2pos.x,enemy2pos.y,2),
            vec3d(90,-90,0),
            vec3d(0.1,0.1,0.1),
            vec4d(1,1,1,1),
            Goombatexture
			);

			//bottom Goomba won't attack

			if (Goomba_attack2 == 0)
			{
				Goomba_attack2 = rand_ranged( 1, 5); //start to (end - 1)
				if (Goomba_attack2 == 2)
				{
					Goomba_attack2 = 1;
				}
		
			};

			if (Goomba_attack2 == 1)
			{
				enemy2pos.x -=.1;
				if (enemy2pos.x <= -30)
				{
					Goomba_attack2 = 0;
					enemy2pos.x = 5;
				}
			}

			
			}
			else
			{
				enemy2pos.x = 50;
				enemy2pos.y = 50;
			}
			
		}
		if (gamestate != 0)
		{
		if (Bosshealth > 0)
		{
			Boss_move(Bosspos.x,Bosspos.y, &Bosspos);      	    
			//Fire man
			obj_draw(
				boss,
				vec3d(Bosspos.x,Bosspos.y,2),
				vec3d(90,-90,0),
				vec3d(0.5,0.5,0.5),
				vec4d(1,1,1,1),
				bosstexture
				);

				obj_draw(
				BossHPBar,
				vec3d(30-Bosshealth/(2.5),20,2),
				vec3d(90,-90,0),
				vec3d(.9,.9,Bosshealth/(2.5)),
				vec4d(1,0,0,1),
				BosstextureHP
			);

		}
		else
		{
			obj_free(boss);

			Bosspos.x = 50;
			Bosspos.y = 50;
			slog("You WIN!");
		}
		

		}
        
        if (r > 360)r -= 360;
        glPopMatrix();
        /* drawing code above here! */
        graphics3d_next_frame();
	} 
	return 0;
	}