Example #1
0
static void
update(struct game_state *gs)
{
	update_particles();
	update_background();

	if (irand(18) == 0)
		gen_explosion(10.f*(frand() - .5f), 10.f*(frand() - .5f));

	++tics;
}
Example #2
0
static void
update(struct game_state *gs)
{
	if (inner_state.state != IS_LEVEL_CLEARED &&
	  inner_state.state != IS_LEVEL_TRANSITION)
		update_eye();

	update_crosshair();
	update_background();
	update_water();
	update_particles();
	update_explosions();

	if (ship_is_visible()) {
		update_ship();
		update_missiles();
		update_bombs();
		update_lasers();
		update_foes();
	}

	update_powerups();
	update_in_game_texts();

	if (inner_state.state == IS_IN_GAME) {
		update_multiplier();
		update_combo();
	}

	if (inner_state.state == IS_GAME_OVER) {
		if (inner_state.tics >= GAME_OVER_FADE_IN_TICS) {
			if (!update_stats_table()) {
				gc.score += game_over_stats.bonus;
				set_inner_state(IS_RANK);
			}
		}
	}

	if (inner_state.state == IS_LEVEL_CLEARED) {
		if (inner_state.tics >= LEVEL_CLEARED_FADE_IN_TICS) {
			if (!update_stats_table()) {
				gc.score += game_over_stats.bonus;
				set_inner_state(IS_LEVEL_TRANSITION);
			}
		}
	}

	update_level_tics();
	update_inner_state();

	if (serializing)
		serialize();
}
Example #3
0
ENTRYPOINT void draw_providence(ModeInfo * mi) 
{
  providencestruct *mp;
  
  Display    *display = MI_DISPLAY(mi);
  Window      window = MI_WINDOW(mi);
  
  if(!providence)
    return;
  mp = &providence[MI_SCREEN(mi)];
  
  MI_IS_DRAWN(mi) = True;
  
  if(!mp->glx_context)
    return;
  
  glXMakeCurrent(display, window, *(mp->glx_context));
  
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();

  /* modify camera */
  if(fabs(mp->camera_velocity) > EPSILON) {
    mp->camera_z = max(min(mp->camera_z + 0.1*mp->camera_velocity, -4.0), -12.0);
    mp->camera_velocity = 0.95*mp->camera_velocity;
  }
  
  /* rotate providence */
  glTranslatef(0.0, 0.0, mp->camera_z + sin(mp->theta/4.0));
  glRotatef(10.0+20.0*sin(mp->theta/2.0), 1.0, 0.0, 0.0);
  gltrackball_rotate(mp->trackball);
  glRotatef(mp->theta * 180.0 / Pi, 0.0, -1.0, 0.0);

  /* draw providence */
  draw_providence_strip(mi);
  glPopMatrix();
  
  if(MI_IS_FPS(mi)) do_fps (mi);
  glFlush();
  
  glXSwapBuffers(display, window);

  /* update */
  mp->currenttime += 1.0 / FPS;
  mp->theta = mp->currenttime / 2.0 * mp->theta_scale;
  update_particles(mp);
}
Example #4
0
static void updateFast(Layer *layer, GContext *ctx)
{  
update_state();    
  
graphics_context_set_compositing_mode(ctx, GCompOpAssign); 
graphics_draw_bitmap_in_rect(ctx, s_bmap_bg, GRect(0,0,144, 168));
  

 graphics_context_set_compositing_mode(ctx, GCompOpAssign); 
 sprite_draw( RESOURCE_ID_IMAGE_ROCKET, layer,ctx );
  
  if( s_enableParticles ) 
  {
     graphics_context_set_stroke_color(ctx,GColorWhite); // ugh, fixme.
     update_particles(layer,ctx);
  }
}
Example #5
0
void racing_loop (double time_step){
    CControl *ctrl = Players.GetCtrl (g_game.player_id);
	double ycoord = Course.FindYCoord (ctrl->cpos.x, ctrl->cpos.z);
	bool airborne = (bool) (ctrl->cpos.y > (ycoord + JUMP_MAX_START_HEIGHT));

    check_gl_error();
    ClearRenderContext ();
	Env.SetupFog ();
	Music.Update ();    

	CalcTrickControls (ctrl, time_step, airborne);

	if (!g_game.finish) CalcSteeringControls (ctrl, time_step);
		else CalcFinishControls (ctrl, time_step, airborne);
	PlayTerrainSound (ctrl, airborne);

//  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
	ctrl->UpdatePlayerPos (time_step); 
//  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

	if (g_game.finish) IncCameraDistance (time_step);
	update_view (ctrl, time_step);
	UpdateTrackmarks (ctrl);

    SetupViewFrustum (ctrl);
	if (sky) Env.DrawSkybox (ctrl->viewpos);
	if (fog) Env.DrawFog ();
	void SetupLight ();
	if (terr) RenderCourse ();
	DrawTrackmarks ();
	if (trees) DrawTrees ();
	if (param.perf_level > 2) {
		update_particles (time_step);
		draw_particles (ctrl);
    }
	Char.Draw (g_game.char_id);
	UpdateWind (time_step, ctrl);
	UpdateSnow (time_step, ctrl);
	DrawSnow (ctrl);
	DrawHud (ctrl);
	
	Reshape (param.x_resolution, param.y_resolution);
    Winsys.SwapBuffers ();
	if (g_game.finish == false) g_game.time += time_step;
} 
Example #6
0
void run_simulation(particle_t* ps, int n, FILE* fsave){
  //Create partition and set active
  partition* p = alloc_partition(n);
  set_active_partition(p);

  //Add all particles
  for(int i=0; i<n; i++)
    add_particle(&ps[i]);

  //For each step
  for(int step = 0; step < NSTEPS; step++ ){
    update_particles();
    
    //=== Save state to file ===
    if( fsave && (step%SAVEFREQ) == 0 )
      save( fsave, n, particles );
  }
}
Example #7
0
void update_player()
{
    extern int ticks; // FROM GAME.C

    update_near_blocks();
    update_particles();
    update_sprites();

    if (current_player.vx >= current_player.max_speed ||
                        current_player.vx <= -current_player.max_speed){
        current_player.state |= (1<<6);
    } else {
        current_player.state &= ~(1<<6);
    }

    if (current_player.near_blocks & ((1 << 0))){ //SOLID BLOCK BELLOW
        if (current_player.state & (1<<7)){ // if plummeting
            if (current_player.vy >= current_player.max_speed){
                int w = current_player.sprite->w;
                int h = current_player.sprite->h;
                int x = current_player.x + w/2;
                int y = current_player.y + 3*h/2;
                attempt_to_break_block(x,y);
            }
            current_player.action_timeout--;
            current_player.vx *=0.8;
            if (!current_player.action_timeout){
                current_player.state &= ~(1<<7); //stop plummeting
            }
        }
        current_player.vy = 0;
        //current_player.y-=0.01;
    } else if (current_player.vy < 5 && ticks % 5 == 0){
            current_player.vy+=0.5;
    }

    if (current_player.near_blocks & (1 << 4)){ //SOLID BLOCK ABOVE
        current_player.vy = 0;
        current_player.y+=0.2;
    }

    if (current_player.near_blocks & (1 << 2)){ // SOLID BLOCK ON RIGHT
        current_player.vx = -current_player.vx * 0.25;
        current_player.x-=0.1;
    }

    if (current_player.near_blocks & (1 << 6)){ // SOLID BLOCK ON LEFT
        current_player.vx = -current_player.vx * 0.25;
        current_player.x+=0.1;
    }

    if (!(current_player.state & (1<<0))){ // NOT DEAD
        if (current_player.vx > 0.5 || current_player.vx < -0.5){
        } else {
            current_player.vx *= 0.9;
        }
    } else { //IS DEAD
        current_player.vx *= 0.8;
    }

    if (current_player.state & (1<<1)){ // WET
        if (current_player.vx > 1 || current_player.vx < -1){
            current_player.vx *= 0.9;
        }
        current_player.vy *= 0.90;
    }

    current_player.x += current_player.vx;
    current_player.y += current_player.vy;

    map_draw_offsetx += (current_player.x - map_draw_offsetx - main_screen->w / 2) / (6.0);
    map_draw_offsety -= (current_player.y + map_draw_offsety - main_screen->h / 2) / (6.0);

    //limit screen from showing outside of the map
    if (map_draw_offsetx + main_screen->w  > map_buffer->w)
        map_draw_offsetx = map_buffer->w - main_screen->w;
    if(-map_draw_offsety + main_screen->h > map_buffer->h)
        map_draw_offsety = -map_buffer->h + main_screen->h;
    if(map_draw_offsetx < 0)
        map_draw_offsetx = 0;
    if(map_draw_offsety > 0)
        map_draw_offsety = 0;
}
Example #8
0
void racing_loop( scalar_t time_step )
{
    int width, height;
    player_data_t *plyr = get_player_data( local_player() );
    bool_t joy_paddling = False;
    bool_t joy_braking = False;
    bool_t joy_charging = False;
    bool_t airborne;
    vector_t dir;
    scalar_t speed;
    scalar_t terrain_weights[NumTerrains];
    int new_terrain = 0;
    int slide_volume;
    
    
    dir = plyr->vel;
    speed = normalize_vector(&dir);
    
    airborne = plyr->airborne;
    
    width = getparam_x_resolution();
    height = getparam_y_resolution();
    
    check_gl_error();
    
    new_frame_for_fps_calc();
    
    update_audio();
    
    clear_rendering_context();
    
    setup_fog();
    
    /* Update braking */
    plyr->control.is_braking = (bool_t) ( braking || joy_braking );
    
    if ( airborne ) {
        new_terrain = (1<<NumTerrains);
        
        /*
         * Tricks
         */
        if ( trick_modifier) {
            if (left_turn) {
                plyr->control.barrel_roll_left = True;
            }

            if (right_turn) {
                plyr->control.barrel_roll_right = True;
            }

            if (paddling) {
                plyr->control.front_flip = True;
            }

            if (plyr->control.is_braking) {
                plyr->control.back_flip = True;
            }
            
            //Par défaut ca fait un front flip
            if(!plyr->control.front_flip && !plyr->control.back_flip &&
               !plyr->control.barrel_roll_right && !plyr->control.barrel_roll_left )
            {
                plyr->control.back_flip = True;
            }
#ifdef __APPLE__
            TRDebugLog("tricks : %d",plyr->tricks);
#endif
        }
        
        
    } else {
        
        get_surface_type(plyr->pos.x, plyr->pos.z, terrain_weights);
        if (terrain_weights[Snow] > 0) {
            new_terrain |= (1<<Snow);
        }
        if (terrain_weights[Rock] > 0) {
            new_terrain |= (1<<Rock);
        } 
        if (terrain_weights[Ice] > 0) {
            new_terrain |= (1<<Ice);
        }
        
    }
    
    /*
     * Jumping
     */
    calc_jump_amt( time_step );
    
    if ( ( charging || joy_charging ) && 
        !plyr->control.jump_charging && !plyr->control.jumping ) 
    {
        plyr->control.jump_charging = True;
        charge_start_time = g_game.time;
    }
    
    if ( ( !charging && !joy_charging ) && plyr->control.jump_charging ) {
        plyr->control.jump_charging = False;
        plyr->control.begin_jump = True;
    }
    
    
    /* 
     * Turning 
     */
    scalar_t iPhone_turn_fact=accelerometerTurnFact();

    iPhone_turn_fact=accelerometerTurnFact();
    
    /*left_turn and right_turn are informations useful for tricks*/
    if (iPhone_turn_fact>TURN_FACTOR_LIMIT) {
        left_turn=false;
        right_turn=true;
    }
    else if (iPhone_turn_fact<-TURN_FACTOR_LIMIT) {
        left_turn=true;
        right_turn=false;
    } else left_turn = right_turn = false;
    
    plyr->control.turn_fact = iPhone_turn_fact;
    plyr->control.turn_animation = iPhone_turn_fact;
    
    
    /*
     * Paddling
     */
    if ( ( paddling || joy_paddling ) && plyr->control.is_paddling == False ) {
        plyr->control.is_paddling = True;
        plyr->control.paddle_time = g_game.time;
    }
    
    /*
     * Play flying sound (__APPLE__ : and add Flying time to plyr->control.fly_total_time)
     */
    if (new_terrain & (1<<NumTerrains)) {
        set_sound_volume("flying_sound", min(128, speed*2));
        
        if (!(last_terrain & (1<<NumTerrains))) {
            play_sound( "flying_sound", -1 );
            plyr->control.is_flying=true;
            plyr->control.fly_start_time = g_game.time;
        }
    } else {
        if (last_terrain & (1<<NumTerrains)) {
            plyr->control.is_flying=false;
            plyr->control.fly_end_time = g_game.time;
            if (plyr->control.fly_end_time-plyr->control.fly_start_time>FLYING_TIME_LIMIT) {
                plyr->control.fly_total_time += plyr->control.fly_end_time-plyr->control.fly_start_time;
            }
            halt_sound( "flying_sound" );
        }
    }
    
    /*
     * Play sliding sound
     */
    slide_volume = min( (((pow(plyr->control.turn_fact, 2)*128)) +
                         (plyr->control.is_braking?128:0) +
                         (plyr->control.jumping?128:0) +
                         20) *
                       (speed/10), 128 );
    if (new_terrain & (1<<Snow)) {
        set_sound_volume("snow_sound", slide_volume * terrain_weights[Snow]);
        if (!(last_terrain & (1<<Snow))) {
            play_sound( "snow_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Snow)) {
            halt_sound( "snow_sound" );
        }
    }
    if (new_terrain & (1<<Rock)) {
        //set_sound_volume("rock_sound", 128*pow((speed/2), 2) * terrain_weights[Rock]);
        
        int rockvol = slide_volume * 10 * terrain_weights[Rock];
        
        if (rockvol > 400)
            rockvol = 400;
        
        set_sound_volume("rock_sound", rockvol);
        if (!(last_terrain & (1<<Rock))) {
            play_sound( "rock_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Rock)) {
            halt_sound( "rock_sound" );
        }
    }
    if (new_terrain & (1<<Ice)) {
        set_sound_volume("ice_sound", slide_volume * terrain_weights[Ice]);
        if (!(last_terrain & (1<<Ice))) {
            play_sound( "ice_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Ice)) {
            halt_sound( "ice_sound" );
        }
    }
    last_terrain = new_terrain; 
    
    
    /*
     * gs
     */
    bool roll = plyr->control.barrel_roll_left || plyr->control.barrel_roll_right;
    bool flip = plyr->control.front_flip || plyr->control.back_flip;
    if(roll && plyr->control.barrel_roll_factor == 0)
    {
        if(flip)
        {
            if(plyr->control.barrel_roll_left)
                add_new_bonus("Hyper heavy Jump", get_score_for_trick(HYPER_HEAVY_JUMP));
            else
                add_new_bonus("Ray star hybrid Jump", get_score_for_trick(RAY_STAR_HYBRID_JUMP));
        }
        else
        {
            if(plyr->control.barrel_roll_left)
                add_new_bonus("Roll Left", get_score_for_trick(ROLL_LEFT));
            else
                add_new_bonus("Roll Right", get_score_for_trick(ROLL_RIGHT));
        }
    }

    if(flip && plyr->control.flip_factor == 0)
    {
        if(roll)
        {
            if(plyr->control.back_flip)
                add_new_bonus("Saturn ice Fever", get_score_for_trick(SATURN_ICE_FEVER));
            else
                add_new_bonus("Wild pinguin Show", get_score_for_trick(WILD_PINGUIN_SHOW));
        }
        else
        {
            if(plyr->control.back_flip)
                add_new_bonus("Back Flip", get_score_for_trick(BACK_FLIP));
            else
                add_new_bonus("Barlow's Wheel", get_score_for_trick(BARLOWS_WHEEL));
        }
    }

    if (roll) {
        plyr->tricks+=1;
        plyr->control.barrel_roll_factor += 
		( plyr->control.barrel_roll_left ? -1 : 1 ) * 0.05 * time_step / 0.05;
        if ( (plyr->control.barrel_roll_factor  > 1) ||
            (plyr->control.barrel_roll_factor  < -1) ) {
            plyr->control.barrel_roll_factor = 0;
            plyr->control.barrel_roll_left = plyr->control.barrel_roll_right = False;
        }
    }
    if (flip) {
        plyr->tricks+=1;
        plyr->control.flip_factor += 
		( plyr->control.back_flip ? -1 : 1 ) * 0.05 * time_step / 0.05;
        if ( (plyr->control.flip_factor  > 1) ||
            (plyr->control.flip_factor  < -1) ) {
            plyr->control.flip_factor = 0;
            plyr->control.front_flip = plyr->control.back_flip = False;
        }
    }

    update_player_pos( plyr, time_step );
	
    /* 
     * Track Marks
     */
    add_track_mark( plyr );
    
    
    update_view( plyr, time_step );
    
    setup_view_frustum( plyr, NEAR_CLIP_DIST, 
                       getparam_forward_clip_distance() );
    
    draw_sky(plyr->view.pos);
    
    draw_fog_plane();
    
    set_course_clipping( True );
    set_course_eye_point( plyr->view.pos );
    setup_course_lighting();
    render_course();
    draw_trees();
    
    if ( getparam_draw_particles() ) {
        update_particles( time_step );
        draw_particles( plyr );
    }
    
    draw_tux();
    draw_tux_shadow();
    
    draw_hud( plyr );
    
    draw_hud_training(plyr);
    
    reshape( width, height );
    
    winsys_swap_buffers();
    
    g_game.time += time_step;
} 
Example #9
0
//UPDATE PART THAT IS COMMON TO ALL GAMES
void game_update(Game* game,int dt){

	time_+=dt;
	camera_update(game->player,dt);
	fake_walk_update(game,dt);

	audioplayer_update(game->audio);
	double amplitude=audioplayer_getAmplitude(game->audio,dt);
	if(amplitude>game->audio_amplitude) game->audio_amplitude = amplitude;
	else game->audio_amplitude = game->audio_amplitude*.5 + amplitude*.5;
	//=======================================================
	//=======================================================
	//=======================================================
	//======================FIRE UPDATE======================
	//=======================================================
	//=======================================================
	//=======================================================
		for(int i=0;i<dt;i++){

			if(game->trigger_state || game->FIRST_SHOT==1){

				//===CAMERA===
				game->player->theta+=.001*game->player->dtheta;
				game->player->mFOV+=-.01*(game->player->mFOV-80);

				if(game->player->theta>30){
					game->player->theta+=-.01*(game->player->theta-29);
				}
				else if(game->player->theta<-30){
					game->player->theta+=-.01*(game->player->theta+29);
				}else{
					// c->theta+=-.005*(c->theta-0);
				}
				//============


				if(game->trigger_value==0){
					game->FIRST_SHOT=1;
				}
				//augmente jusqu'a trigger_value_MAX
				game->trigger_value+=1./trigger_value_MAX[game->weapon];
				if(game->trigger_value>1){
					// printf("trigger MAX\n");
					game->trigger_value=1;
				}
			}else{
				//===CAMERA===
				game->player->theta+=.001*game->player->dtheta -.01*game->player->theta;
				game->player->mFOV+=-.01*(game->player->mFOV-100);
				//============

				//diminue jusqu'a 0
				//!! VITESSE DIMINUTION PLUS GRANDE 
				game->trigger_value-=1.5/trigger_value_MAX[game->weapon];
				if(game->trigger_value<0){
					game->trigger_value=0;
				}
			}

			if(game->fire_value>0){
				game->fire_value-=1./fire_value_MAX[game->weapon];
				if((game->weapon==1 || game->weapon==4 || game->weapon==5) && game->fire_value<=0){
					//set trigger to 0 if using bow
					game->trigger_value=0;
				}
			}

			if(game->fire_state && game->trigger_value==1){
				game->FIRST_SHOT=0;
				if(game->fire_value<=0){
					game->fire_value+=1;
					if(game->weapon==1){
						fire_arrow_with_bow(game);
					}else if(game->weapon==2||game->weapon==3){
						// fire_arrow_with_bow(game);
						fire_arrow_with_sulfateuse(game);
					}else if(game->weapon==4){
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
					}else if(game->weapon==5){
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
						fire_arrow_with_bow(game);
					}
				}
			}

			//UPDATE ARROWS 
			update_arrow(game);
			update_mechant(game);
			update_particles(game);

		}
		arrow_collision(game);
	//=======================================================
	//=======================================================
	//=======================================================


	// if(game->trigger_state==0 && game->trigger_value==game->trigger_value_MAX){
	// 	game->fire(game);
	// 	// MAYBE ???
	// 	// game->trigger_value=0;
	// 	//TODO :
	// 	//TO CHECK
	// }

	//INTERRACT_MECHANT_PLAYER
	update_interraction_mechant_player(game);

	game->update(game,dt);
}
Example #10
0
void GameUpdate() {
	game* g = &g_game;

	if (is_key_pressed(KEY_RESET)) {
		memset(g->_map, 0, sizeof(g->_map));

		g->_entities.free();
		g->_player = 0;

		g->_cam_pos = vec2(MAP_WIDTH * 0.5f, 8.5f);
		g->_target_cam_y = 8.5f;

		g->_diff = 1;
		g->_diff_dmg = 1;
		g->_spawn_time = 800;
		g->_spawn_count = 6;
		g->_wave_incoming = true;
		g->_plr_dmg = 1;

		GameInit();

		g_title = true;
	}

	if (g_title) {
		set_camera(vec2(), 10.0f);

		float ratio = g_WinSize.y / (float)g_WinSize.x;
		vec2 orig(-10.0f, -10.0f * ratio);

		draw_string(vec2(0.0f, -4.75), 0.15f, TEXT_CENTRE, colour(0.5f, 0.5f, 1.0f, 1.0f), "Tunnel Defense");

		float y = -3.25f;

		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.3f, 0.3f, 0.6f, 1.0f), "Originally made for LD29 - post competition version"); y += 0.5f;

		y += 0.5f;

		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.6f, 0.3f, 0.3f, 1.0f), "Dig for your life, the creeps are coming and the"); y += 0.5f;
		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.6f, 0.3f, 0.3f, 1.0f), "only safe place is underground! Collect resources"); y += 0.5f;
		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.6f, 0.3f, 0.3f, 1.0f), "and build turrets to protect yourself."); y += 0.5f;

		y += 0.25f;

		float r = 5.0f;

		draw_string(vec2(-r, y), 0.05f, TEXT_LEFT, colour(0.6f, 0.6f, 0.6f, 1.0f), "\001\002\003\004");
		draw_string(vec2(r, y), 0.05f, TEXT_RIGHT, colour(0.3f, 0.6f, 0.3f, 1.0f), "Move + Aim"); y += 0.5f;
		draw_string(vec2(-r, y), 0.05f, TEXT_LEFT, colour(0.6f, 0.6f, 0.6f, 1.0f), "%c", g_LocKeyZ);
		draw_string(vec2(r, y), 0.05f, TEXT_RIGHT, colour(0.3f, 0.6f, 0.3f, 1.0f), "Jump"); y += 0.5f;
		draw_string(vec2(-r, y), 0.05f, TEXT_LEFT, colour(0.6f, 0.6f, 0.6f, 1.0f), "%c", g_LocKeyX);
		draw_string(vec2(r, y), 0.05f, TEXT_RIGHT, colour(0.3f, 0.6f, 0.3f, 1.0f), "Dig block / shoot"); y += 0.5f;
		draw_string(vec2(-r, y), 0.05f, TEXT_LEFT, colour(0.6f, 0.6f, 0.6f, 1.0f), "%c", g_LocKeyC);
		draw_string(vec2(r, y), 0.05f, TEXT_RIGHT, colour(0.3f, 0.6f, 0.3f, 1.0f), "Build / upgrade turret"); y += 0.5f;

		y += 0.25f;

		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.15f, 0.3f, 0.15f, 1.0f), "Alternate controls - %c%c%c%c, %c, %c, %c", g_LocKeyW, g_LocKeyA, g_LocKeyS, g_LocKeyD, g_LocKeyI, g_LocKeyO, g_LocKeyP); y += 0.5f;

		y += 0.25f;

		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.3f, 0.15f, 0.3f, 1.0f), "Building / upgrading a turret costs 3 metal."); y += 0.5f;
		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.3f, 0.15f, 0.3f, 1.0f), "Building a turret increases your shot power."); y += 0.5f;

		y += 0.25f;

		draw_string(vec2(0.0f, y), 0.05f, TEXT_CENTRE, colour(0.5f, 0.5f, 0.5f, 1.0f), "press SPACE to START"); y+= 0.5f;

		y += 0.5f;

		draw_string(vec2(0.0f, y), 0.035f, TEXT_CENTRE, colour(0.15f, 0.15f, 0.15f, 1.0f), "by Stephen Cakebread @quantumrain");

		if (is_key_pressed(KEY_FIRE) || is_key_pressed(KEY_ALT_FIRE)) g_title = false;

		return;
	}

	if (player* p = g->_player) {
		vec2 target_cam_pos = vec2(MAP_WIDTH * 0.5f, p->centre().y);

		float dy = target_cam_pos.y - g->_target_cam_y;

		float hyst = 1.25f;

		if (fabsf(dy) > hyst) {
			if (dy > 0.0f)
				g->_target_cam_y += dy - hyst;
			else
				g->_target_cam_y += dy + hyst;
		}

		target_cam_pos.y = g->_target_cam_y;

		update_search(g, to_ivec2(p->centre()));

		g->_cam_pos = lerp(g->_cam_pos, target_cam_pos, 0.2f);

		g->_plr_dmg = 1;

		for(uint32_t i = 0; i < g->_entities.size(); i++) {
			entity* e = g->_entities[i];
			if (!(e->_flags & entity::FLAG_DESTROYED)) {
				if (e->_type == ET_TURRET)
					g->_plr_dmg++;
			}
		}
	}

	set_camera(g->_cam_pos, 15.0f);

	if (g->_player) {
		if (--g->_spawn_time <= 0) {
			if (g->_wave_incoming) {
				g->_spawn_count = 4 + 4 * (int)g->_diff;
				g->_diff_dmg = (int)(2.5f * (1 + g->_diff)) - 1;
			}

			g->_wave_incoming = false;

			vec2 pos(g_game_rand.frand(1.0f, MAP_WIDTH - 1.0f), 2.0f);

			if (bug* e = spawn_entity(&g_game, new bug(), pos)) {
				e->_max_damage = g->_diff_dmg;

				if (g_game_rand.rand(0, 5) == 0) e->_max_damage += g_game_rand.rand(0, g->_diff_dmg);
				if (g_game_rand.rand(0, 15) == 0) e->_max_damage += g_game_rand.rand(0, g->_diff_dmg);
				if (g_game_rand.rand(0, 30) == 0) e->_max_damage += g_game_rand.rand(0, g->_diff_dmg);
			}

			g->_spawn_time = clamp(60 - ((g->_diff * 5) / 4), 10, 60);

			if (--g->_spawn_count <= 0){
				g->_diff += 1 + (g->_diff / 5);
				g->_spawn_time = 600;
				g->_wave_incoming = true;
			}
		}
	}

	tick_entities(g);
	purge_entities(g);
	update_particles(g);

	colour sky0(0.4f, 0.7f, 1.0f, 1.0f);
	colour sky1(0.45f, 0.75f, 1.0f, 1.0f);
	colour sky2(0.3f, 0.6f, 0.9f, 1.0f);
	colour sky3(0.35f, 0.65f, 0.9f, 1.0f);
	
	sky0 *= colour(0.65f, 0.0f);
	sky1 *= colour(0.65f, 0.0f);
	sky2 *= colour(0.35f, 1.0f);
	sky3 *= colour(0.35f, 1.0f);

	float sky_space = 4.5f;
	float sky_top = 4.75f;
	float sky_y = 10.0f;
	float sky_yf = 10.5f;
	float sky_yb = 11.0f;

	for(int j = 0; j < MAP_HEIGHT; j++) {
		colour bk_colour(get_master_colour(j) * colour(0.2f, 1.0f));

		for(int i = 0; i < MAP_WIDTH; i++) {
			int t = g->get_tile(i, j);

			if (t == TT_EMPTY || t == TT_TURRET) {
				int hash = ((i * 7) ^ (j * 3)) + (i + j);
				hash ^= ((hash >> 3) * 9);

				int tile_num = 132 + (hash % 4);

				draw_tile(vec2((float)i, (float)j), vec2(i + 1.0f, j + 1.0f), bk_colour, tile_num, 0);
			}
		}
	}
Example #11
0
File: game.c Project: noox/Raketka
//posun hry o casovy tik
void update_game(float time, int k_up, int k_down, int k_right, int k_left, int k_fire) {
	//pozadi pro koncovy screen hry
	if (playerdead) { 
		move_stars(time);
		move_enemies(time);
		move_bullets(time);
		update_particles(time);
		move_bonuses(time);

		deathtimer-=time;
		if ((deathtimer<=0) && k_fire) { 
			//zacatek nove hry
			finish_game();
			init_game();
		}
	}

	else {
		handle_levels();
		
		//odecteni casu od casovacu bonusu
		shieldtimer-=time;
		canontimer-=time;

		reload+=time;

		//ovladani raketky (funkce z main.c)
		if (k_left) speedx-=time*1300;
		if (k_right) speedx+=time*1300;
		if (k_up) speedy+=time*1300;
		if (k_down) speedy-=time*1300;

		//strelba mozna jen po specifickem casovem intervalu 
		if (k_fire && ((canontimer>0)?(reload>(0.2/(plevel))):(reload>(0.5/(plevel*0.9))))) { 
			if (canontimer<=0)
				//strelba zavisla na power levelu
				add_bullet(posx, posy+50, 0, 200, plevel, 1, 1);
			else 
				//silenej gun po sebrani zeleneho bonusu
				add_bullet(posx, posy+50, 0.8*speedx+200*DFRAND*DFRAND*DFRAND, 300+speedy+20*DFRAND, 10*plevel, 1, 1); 
			reload=0;
		}
		
		//aplikace rychlosti raketky na pozici
		posx+=speedx*time;
		posy+=speedy*time;

		//aby raketka brzdila stejne pri ruznem frameratu
		speedx*=powf(0.02, time); //powf = exponenciela
		speedy*=powf(0.02, time);

		//okraje hraciho pole pro raketku
		if (posx<-225) {posx=-225; speedx=0;} 
		if (posx>225) {posx=225; speedx=0;}
		if (posy<-335) {posy=-335; speedy=0;}
		if (posy>-100) {posy=-100; speedy=0;}

		move_stars(time);
		move_enemies(time);
		move_bullets(time);
		update_particles(time);
		move_bonuses(time);
	}
}
Example #12
0
void init_particles(particle* system){

/*
* particles will be placed randomly 4 quadrants of 3d space
* q1: x>0, y>0
* q2: x<0, y>0
* q3: x<0, y<0
* q4: x>0, y<0
*
*/

 int i = 0;
 srand(time(NULL));

 // q1 x>0, y>0
 for(; i < NO_OF_PARTICLES/4; i++){
   system[i].position = (__vector float){rand()%INIT_BOUNDING_BOX,
rand()%INIT_BOUNDING_BOX,
(rand()%INIT_BOUNDING_BOX*2)-INIT_BOUNDING_BOX, 0};
   system[i].velocity = VECZERO;
   system[i].acceleration = VECZERO;
 }

 // q2 x<0, y>0
 for(; i < NO_OF_PARTICLES/2; i++){
   system[i].position = (__vector float){-rand()%INIT_BOUNDING_BOX,
rand()%INIT_BOUNDING_BOX,
(rand()%INIT_BOUNDING_BOX*2)-INIT_BOUNDING_BOX, 0};
   system[i].velocity = VECZERO;
   system[i].acceleration = VECZERO;
 }

 // q3 x<0, y<0
 for(; i < 3*NO_OF_PARTICLES/4; i++){

   system[i].position = (__vector float){-rand()%INIT_BOUNDING_BOX,
-rand()%INIT_BOUNDING_BOX,
(rand()%INIT_BOUNDING_BOX*2)-INIT_BOUNDING_BOX, 0};
   system[i].velocity = VECZERO;
   system[i].acceleration = VECZERO;
 }

 // q4 x>0, y<0
 for(; i < NO_OF_PARTICLES; i++){

   system[i].position = (__vector float){rand()%INIT_BOUNDING_BOX,
-rand()%INIT_BOUNDING_BOX,
(rand()%INIT_BOUNDING_BOX*2)-INIT_BOUNDING_BOX, 0};
   system[i].velocity = VECZERO;
   system[i].acceleration = VECZERO;

 }


}

void compute_interaction(particle* i , particle* j){

 __vector float radius, radius_sqr, s_vector, displ, accel, distSqr,
distSixth, invDistCube;

 /*compute acceleration of particle i*/
 radius = vec_sub(j->position,i->position);
 radius_sqr = vec_madd(radius,radius, VECZERO);
 distSqr = vec_add(vec_splat(radius_sqr,0),vec_splat(radius_sqr,1));
 distSqr = vec_add(vec_splat(radius_sqr,2),distSqr);
 distSqr = vec_add(EPS2_VECTOR,distSqr);
 distSixth = vec_madd(distSqr,distSqr,VECZERO);
 distSixth = vec_madd(distSixth,distSqr,VEC3ZERO);
 invDistCube = vec_rsqrte(distSixth);
 s_vector = vec_madd(MASS_VECTOR,invDistCube,VECZERO);
 i->acceleration = vec_madd(radius,s_vector,i->acceleration);

 /*compute new position & velocity of particle i*/
 displ = vec_madd(i->velocity,TIME_STEP_VECTOR,i->position);
 accel = vec_madd(VECHALF,i->acceleration, VECZERO);
 i->position = vec_madd(accel,TIME_SQUARED, displ);
 i->velocity = vec_madd(i->acceleration,TIME_STEP_VECTOR, i->velocity);

}


void update_particles(particle* system){

 int i, j;

 //Thread 1 ?
 for(i = 0;i<NO_OF_PARTICLES/4;i++){
   for(j = 0;j<NO_OF_PARTICLES;j++){
     compute_interaction(&system[i],&system[j]);
   }
 }

 //Thread 2 ?
 for(i = NO_OF_PARTICLES/4;i<NO_OF_PARTICLES/2;i++){
   for(j = 0;j<NO_OF_PARTICLES;j++){
     compute_interaction(&system[i],&system[j]);
   }
 }

 //Thread 3 ?
 for(i = NO_OF_PARTICLES/2;i<3*NO_OF_PARTICLES/4;i++){
   for(j = 0;j<NO_OF_PARTICLES;j++){
     compute_interaction(&system[i],&system[j]);
   }
 }

 //Thread 4 ?
 for(i = 3*NO_OF_PARTICLES/4;i<NO_OF_PARTICLES;i++){
   for(j = 0;j<NO_OF_PARTICLES;j++){
     compute_interaction(&system[i],&system[j]);
   }
 }

}

__vector int get_quadrant_count(particle* system){
 
  __vector int quad_count = VECINTZERO;
  __vector int quad_mask = VECINTZERO;
 int i;
 for(i = 0; i < NO_OF_PARTICLES ; i++){

         __vector int top2 = (__vector int){1,1,0,0};
         __vector int bottom2 = (__vector int){0,0,1,1};
         __vector int left2 = (__vector int){0,1,0,1};
         __vector int right2 = (__vector int){1,0,1,0};
	 __vector int mask1, mask2;
   
         __vector float vx = vec_splat(system[i].position,0);
         __vector float vy = vec_splat(system[i].position,1);
	 
	 mask1 = vec_sel(right2, left2, vec_cmpgt(vx,VECZERO));
	 mask2 = vec_sel(top2, bottom2, vec_cmpgt(vy,VECZERO));
         quad_mask = vec_and(mask1,mask2);
	 quad_count = vec_add(quad_count,quad_mask);
	 
 }
 return quad_count;
}

void render(particle* system){

 int i = 0;
 for(; i < NO_OF_PARTICLES; i++){

   float *pos = (float*) &system[i].position;
   float *vel = (float*) &system[i].velocity;
   float *acc = (float*) &system[i].acceleration;

   printf("position : %f %f %f ", pos[0], pos[1], pos[2]);
   printf("velocity : %f %f %f ", vel[0], vel[1], vel[2]);
   printf("acceleration : %f %f %f \n", acc[0], acc[1], acc[2]);

 }
}

int main ()
{

 /* create particle system --> array of particles */
 particle particle_system[NO_OF_PARTICLES] __attribute__((aligned(64)));
 
 /* vector that tracks the no. of particles in each quadrant */
 __vector int quad_count;
 int * qc;
 
 /* place particles in 4 quadrants */
 init_particles(particle_system);

 /* run simulation */
 float simulationTime = 0.0;
 int iterations = COMPUTE_ITERATIONS;
 printf("----------------------------------------------");
 printf("----------------------------------------------\n");
 printf("Running Simulation with %d particles & %d iterations with %f seconds time steps\n",
	NO_OF_PARTICLES, COMPUTE_ITERATIONS, TIME_STEP);
 printf("----------------------------------------------");
 printf("----------------------------------------------\n");

 while(iterations > 0){

   /* Compute */
   update_particles(particle_system);

   /* Display */
   //render(particle_system);

   /* Update Time */
   simulationTime = simulationTime + TIME_STEP;
   printf("----------------------------------");
   printf("Simulation Time: %f |",simulationTime);
   quad_count = get_quadrant_count(particle_system);
   qc = (int*)&quad_count;
   printf(" q1:%d q2:%d q3:%d q4:%d",qc[0], qc[1], qc[2], qc[3]);
   printf("----------------------------------\n");

   iterations --;
 }

 return 0;
}
Example #13
0
void
Racing::loop(float timeStep)
{
	int width, height;
    bool joy_left_turn = false;
    bool joy_right_turn = false;
    double joy_turn_fact = 0.0;
    bool joy_paddling = false;
    bool joy_braking = false;
    bool joy_tricks = false;
    bool joy_charging = false;
    bool airborne;
    pp::Vec3d dir;
    float speed;
    float terrain_weights[NUM_TERRAIN_TYPES];
    int new_terrain = 0;
    int slide_volume;
	unsigned int i;

	if (Benchmark::getMode() == Benchmark::AUTO){
		m_paddling = true;
	}	
	
    dir = players[0].vel;
    speed = dir.normalize();
	
	//set max_speed
	if (speed > players[0].max_speed) players[0].max_speed=int(speed);

	
    airborne = (bool) ( players[0].pos.y > ( find_y_coord(players[0].pos.x, 
						       players[0].pos.z) + 
					  JUMP_MAX_START_HEIGHT ) );

    width = getparam_x_resolution();
    height = getparam_y_resolution();

    fpsCounter.update();

    update_audio();

    clear_rendering_context();

    fogPlane.setup();

    // Joystick

    if ( is_joystick_active() ) {
	float joy_x;
	float joy_y;

	update_joystick();

	joy_x = get_joystick_x_axis();
	joy_y = get_joystick_y_axis();

	if ( joy_x > 0.1 ) {
	    joy_right_turn = true;
	    joy_turn_fact = joy_x;
	} else if ( joy_x < -0.1 ) {
	    joy_left_turn = true;
	    joy_turn_fact = joy_x;
	}

	if ( getparam_joystick_brake_button() >= 0 ) {
	    joy_braking = 
		is_joystick_button_down( getparam_joystick_brake_button() );
	} 
	if ( !joy_braking ) {
	    joy_braking = (bool) ( joy_y > 0.5 );
	}

	if ( getparam_joystick_paddle_button() >= 0 ) {
	    joy_paddling = 
		is_joystick_button_down( getparam_joystick_paddle_button() );
	}
	if ( !joy_paddling ) {
	    joy_paddling = (bool) ( joy_y < -0.5 );
	}

	if ( getparam_joystick_jump_button() >= 0 ) {
	    joy_charging = 
		is_joystick_button_down( getparam_joystick_jump_button() );
	}

	if ( getparam_joystick_trick_button() >= 0 ) {
	    joy_tricks = 
		is_joystick_button_down( getparam_joystick_trick_button() );
	}
    }

    // Update braking 
    players[0].control.is_braking = (bool) ( m_braking || joy_braking );

    if ( airborne ) {
	new_terrain = (1<<4);

	// Tricks
	if ( m_trickModifier || joy_tricks ) {
	    if ( m_leftTurn || joy_left_turn ) {
		players[0].control.barrel_roll_left = true;
	    }
	    if ( m_rightTurn || joy_right_turn ) {
		players[0].control.barrel_roll_right = true;
	    }
	    if ( m_paddling || joy_paddling ) {
		players[0].control.front_flip = true;
	    }
	    if ( players[0].control.is_braking ) {
		players[0].control.back_flip = true;
	    }
	}

		for(i=0;i<num_terrains;i++){
			if ( !terrain_texture[i].sound.empty() && terrain_texture[i].soundactive==true) {
				halt_sound( terrain_texture[i].sound.c_str() );
				terrain_texture[i].soundactive=false;
			}
		}
		
    } else {

	get_surface_type(players[0].pos.x, players[0].pos.z, terrain_weights);
	

    //Play sliding sound
		
		slide_volume = int(MIN( (((pow(players[0].control.turn_fact, 2)*128)) +
			 (players[0].control.is_braking?128:0) +
			 (players[0].control.jumping?128:0) +
			 20) *
			(speed/10), 128 ));
		
		for(i=0;i<num_terrains;i++){
			if ( !terrain_texture[i].sound.empty() ) {
				if (terrain_weights[i] > 0 ){
					set_sound_volume(terrain_texture[i].sound.c_str(), int(slide_volume * terrain_weights[i]));
					if (terrain_texture[i].soundactive==false){
						play_sound(terrain_texture[i].sound.c_str() , -1 );
						terrain_texture[i].soundactive=true;
					}
				} else if (terrain_texture[i].soundactive==true){
					halt_sound( terrain_texture[i].sound.c_str() );
					terrain_texture[i].soundactive=false;
				}
			}
		}
		
			
    }

    // Jumping

    calcJumpAmt( timeStep );

    if ( ( m_charging || joy_charging ) && 
	 !players[0].control.jump_charging && !players[0].control.jumping ) 
    {
		players[0].control.jump_charging = true;
		m_chargeStartTime = gameMgr->time;
    }

    if ( ( !m_charging && !joy_charging ) && players[0].control.jump_charging ) {
		players[0].control.jump_charging = false;
		players[0].control.begin_jump = true;
    }

 
    // Turning 

    if ( ( m_leftTurn || joy_left_turn )  ^ (m_rightTurn || joy_right_turn ) ) {
	bool turning_left = (bool) ( m_leftTurn || joy_left_turn );

	if ( joy_left_turn || joy_right_turn ) {
	    players[0].control.turn_fact = joy_turn_fact;
	} else {
	    players[0].control.turn_fact = (turning_left?-1:1);
	}

	players[0].control.turn_animation += (turning_left?-1:1) *
	    0.15 * timeStep / 0.05;
	players[0].control.turn_animation = 
	    MIN(1.0, MAX(-1.0, players[0].control.turn_animation));
    } else {
	players[0].control.turn_fact = 0;

	// Decay turn animation
	if ( timeStep < ROLL_DECAY_TIME_CONSTANT ) {
	    players[0].control.turn_animation *= 
		1.0 - timeStep/ROLL_DECAY_TIME_CONSTANT;
	} else {
	    players[0].control.turn_animation = 0.0;
	}
    }

    
    
    //Paddling
    if ( ( m_paddling || joy_paddling ) && players[0].control.is_paddling == false ) {
		players[0].control.is_paddling = true;
		players[0].control.paddle_time = gameMgr->time;
    }

    
   	//Play flying sound

    if (new_terrain & (1<<4)) {
		set_sound_volume("flying_sound", int(MIN(128, speed*2)));
		if (!(m_lastTerrain & (1<<4))) {
	 	   play_sound( "flying_sound", -1 );
		}
	    } else {
		if (m_lastTerrain & (1<<4)) {
		    halt_sound( "flying_sound" );
		}
	}

  	m_lastTerrain = new_terrain; 

	//Tricks
    if ( players[0].control.barrel_roll_left || players[0].control.barrel_roll_right ) {
	players[0].control.barrel_roll_factor += 
		( players[0].control.barrel_roll_left ? -1 : 1 ) * 0.15 * timeStep / 0.05;
	if ( (players[0].control.barrel_roll_factor  > 1) ||
	     (players[0].control.barrel_roll_factor  < -1) ) {
	    players[0].control.barrel_roll_factor = 0;
	    players[0].control.barrel_roll_left = players[0].control.barrel_roll_right = false;
	}
    }
    if ( players[0].control.front_flip || players[0].control.back_flip ) {
	players[0].control.flip_factor += 
		( players[0].control.back_flip ? -1 : 1 ) * 0.15 * timeStep / 0.05;
	if ( (players[0].control.flip_factor  > 1) ||
	     (players[0].control.flip_factor  < -1) ) {
	    players[0].control.flip_factor = 0;
	    players[0].control.front_flip = players[0].control.back_flip = false;
	}
    }

    update_player_pos( players[0], timeStep );
	 
	//Track Marks
    add_track_mark( players[0] );


    update_view( players[0], timeStep );

    setup_view_frustum( players[0], NEAR_CLIP_DIST, 
			getparam_forward_clip_distance() );

    draw_sky(players[0].view.pos);

    draw_fog_plane();

    set_course_clipping( true );
    set_course_eye_point( players[0].view.pos );
    setup_course_lighting();
    render_course();
	
	
	//Draw snow
	update_snow( timeStep, false, players[0].view.pos );
	draw_snow(players[0].view.pos);
	
    draw_trees();
	
    if ( getparam_draw_particles() ) {
	update_particles( timeStep );
	draw_particles( players[0] );
    }

    ModelHndl->draw_tux();
    draw_tux_shadow();

    HUD1.draw(players[0]);
	
	
    reshape( width, height );

    winsys_swap_buffers();

    gameMgr->time += timeStep;
	if (airborne) gameMgr->airbornetime += timeStep;
		
	if(Benchmark::getMode() == Benchmark::PAUSED){
		set_game_mode(PAUSED);
	}
}
Example #14
0
ENTRYPOINT void draw_providence(ModeInfo * mi) 
{
  providencestruct *mp;
  
  Display    *display = MI_DISPLAY(mi);
  Window      window = MI_WINDOW(mi);
  
  if(!providence)
    return;
  mp = &providence[MI_SCREEN(mi)];
  
  MI_IS_DRAWN(mi) = True;
  
  if(!mp->glx_context)
    return;
  
  glXMakeCurrent(display, window, *(mp->glx_context));
  
  /* setup twoside lighting */
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient2);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, mp->position0);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);

  glEnable(GL_NORMALIZE);
  glFrontFace(GL_CCW);
/*   glDisable(GL_CULL_FACE); */
  glEnable(GL_CULL_FACE);
  glCullFace(GL_BACK);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  glShadeModel(GL_SMOOTH);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();
  glRotatef(current_device_rotation(), 0, 0, 1);

  /* modify camera */
  if(fabs(mp->camera_velocity) > EPSILON) {
    mp->camera_z = max(min(mp->camera_z + 0.1*mp->camera_velocity, -4.0), -12.0);
    mp->camera_velocity = 0.95*mp->camera_velocity;
  }
  
  /* rotate providence */
  glTranslatef(0.0, 0.0, mp->camera_z + sin(mp->theta/4.0));
  glRotatef(10.0+20.0*sin(mp->theta/2.0), 1.0, 0.0, 0.0);
  gltrackball_rotate(mp->trackball);
  glRotatef(mp->theta * 180.0 / Pi, 0.0, -1.0, 0.0);

# ifdef HAVE_MOBILE	/* Keep it the same relative size when rotated. */
  {
    GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
    int o = (int) current_device_rotation();
    if (o != 0 && o != 180 && o != -180)
      glScalef (1/h, 1/h, 1/h);
  }
# endif

  /* draw providence */
  draw_providence_strip(mi);
  glPopMatrix();
  
  if(MI_IS_FPS(mi)) do_fps (mi);
  glFlush();
  
  glXSwapBuffers(display, window);

  /* update */
  mp->currenttime += 1.0 / FPS;
  mp->theta = mp->currenttime / 2.0 * mp->theta_scale;
  update_particles(mp);
}
Example #15
0
void racing_loop( scalar_t time_step )
{
    int width, height;
    player_data_t *plyr = get_player_data( local_player() );
    bool_t joy_left_turn = False;
    bool_t joy_right_turn = False;
    scalar_t joy_turn_fact = 0.0;
    bool_t joy_paddling = False;
    bool_t joy_braking = False;
    bool_t joy_tricks = False;
    bool_t joy_charging = False;
    bool_t airborne;
    vector_t dir;
    scalar_t speed;
    scalar_t terrain_weights[NumTerrains];
    int new_terrain = 0;
    int slide_volume;


    dir = plyr->vel;
    speed = normalize_vector(&dir);

    airborne = (bool_t) ( plyr->pos.y > ( find_y_coord(plyr->pos.x, 
						       plyr->pos.z) + 
					  JUMP_MAX_START_HEIGHT ) );

    width = getparam_x_resolution();
    height = getparam_y_resolution();

    check_gl_error();

    new_frame_for_fps_calc();

    update_audio();

    clear_rendering_context();

    setup_fog();


    /*
     * Joystick
     */
    if ( is_joystick_active() ) {
	scalar_t joy_x;
	scalar_t joy_y;

	update_joystick();

	joy_x = get_joystick_x_axis();
	joy_y = get_joystick_y_axis();

	if ( joy_x > 0.1 ) {
	    joy_right_turn = True;
	    joy_turn_fact = joy_x;
	} else if ( joy_x < -0.1 ) {
	    joy_left_turn = True;
	    joy_turn_fact = joy_x;
	}

	if ( getparam_joystick_brake_button() >= 0 ) {
	    joy_braking = 
		is_joystick_button_down( getparam_joystick_brake_button() );
	} 
	if ( !joy_braking ) {
	    joy_braking = (bool_t) ( joy_y > 0.5 );
	}

	if ( getparam_joystick_paddle_button() >= 0 ) {
	    joy_paddling = 
		is_joystick_button_down( getparam_joystick_paddle_button() );
	}
	if ( !joy_paddling ) {
	    joy_paddling = (bool_t) ( joy_y < -0.5 );
	}

	if ( getparam_joystick_jump_button() >= 0 ) {
	    joy_charging = 
		is_joystick_button_down( getparam_joystick_jump_button() );
	}

	if ( getparam_joystick_trick_button() >= 0 ) {
	    joy_tricks = 
		is_joystick_button_down( getparam_joystick_trick_button() );
	}
    }

    /* Update braking */
    plyr->control.is_braking = (bool_t) ( braking || joy_braking );

    if ( airborne ) {
	new_terrain = (1<<NumTerrains);

	/*
	 * Tricks
	 */
	if ( trick_modifier || joy_tricks ) {
	    if ( left_turn || joy_left_turn ) {
		plyr->control.barrel_roll_left = True;
	    }
	    if ( right_turn || joy_right_turn ) {
		plyr->control.barrel_roll_right = True;
	    }
	    if ( paddling || joy_paddling ) {
		plyr->control.front_flip = True;
	    }
	    if ( plyr->control.is_braking ) {
		plyr->control.back_flip = True;
	    }
	}


    } else {

	get_surface_type(plyr->pos.x, plyr->pos.z, terrain_weights);
	if (terrain_weights[Snow] > 0) {
	    new_terrain |= (1<<Snow);
	}
	if (terrain_weights[Rock] > 0) {
	    new_terrain |= (1<<Rock);
	} 
	if (terrain_weights[Ice] > 0) {
	    new_terrain |= (1<<Ice);
	}

    }

    /*
     * Jumping
     */
    calc_jump_amt( time_step );

    if ( ( charging || joy_charging ) && 
	 !plyr->control.jump_charging && !plyr->control.jumping ) 
    {
	plyr->control.jump_charging = True;
	charge_start_time = g_game.time;
    }

    if ( ( !charging && !joy_charging ) && plyr->control.jump_charging ) {
	plyr->control.jump_charging = False;
	plyr->control.begin_jump = True;
    }


    /* 
     * Turning 
     */
    if ( ( left_turn || joy_left_turn )  ^ (right_turn || joy_right_turn ) ) {
	bool_t turning_left = (bool_t) ( left_turn || joy_left_turn );

	if ( joy_left_turn || joy_right_turn ) {
	    plyr->control.turn_fact = joy_turn_fact;
	} else {
	    plyr->control.turn_fact = (turning_left?-1:1);
	}

	plyr->control.turn_animation += (turning_left?-1:1) *
	    0.15 * time_step / 0.05;
	plyr->control.turn_animation = 
	    min(1.0, max(-1.0, plyr->control.turn_animation));
    } else {
	plyr->control.turn_fact = 0;

	/* Decay turn animation */
	if ( time_step < ROLL_DECAY_TIME_CONSTANT ) {
	    plyr->control.turn_animation *= 
		1.0 - time_step/ROLL_DECAY_TIME_CONSTANT;
	} else {
	    plyr->control.turn_animation = 0.0;
	}
    }

    
    /*
     * Paddling
     */
    if ( ( paddling || joy_paddling ) && plyr->control.is_paddling == False ) {
	plyr->control.is_paddling = True;
	plyr->control.paddle_time = g_game.time;
    }

    /*
     * Play flying sound
     */
    if (new_terrain & (1<<NumTerrains)) {
	set_sound_volume("flying_sound", min(128, speed*2));
	if (!(last_terrain & (1<<NumTerrains))) {
	    play_sound( "flying_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<NumTerrains)) {
	    halt_sound( "flying_sound" );
	}
    }

    /*
     * Play sliding sound
     */
    slide_volume = min( (((pow(plyr->control.turn_fact, 2)*128)) +
			 (plyr->control.is_braking?128:0) +
			 (plyr->control.jumping?128:0) +
			 20) *
			(speed/10), 128 );
    if (new_terrain & (1<<Snow)) {
	set_sound_volume("snow_sound", slide_volume * terrain_weights[Snow]);
	if (!(last_terrain & (1<<Snow))) {
	    play_sound( "snow_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Snow)) {
	    halt_sound( "snow_sound" );
	}
    }
    if (new_terrain & (1<<Rock)) {
	set_sound_volume("rock_sound", 128*pow((speed/2), 2) * 
			 terrain_weights[Rock]);
	if (!(last_terrain & (1<<Rock))) {
	    play_sound( "rock_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Rock)) {
	    halt_sound( "rock_sound" );
	}
    }
    if (new_terrain & (1<<Ice)) {
	set_sound_volume("ice_sound", slide_volume * terrain_weights[Ice]);
	if (!(last_terrain & (1<<Ice))) {
	    play_sound( "ice_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Ice)) {
	    halt_sound( "ice_sound" );
	}
    }
    last_terrain = new_terrain; 


    /*
     * Tricks
     */
    if ( plyr->control.barrel_roll_left || plyr->control.barrel_roll_right ) {
	plyr->control.barrel_roll_factor += 
		( plyr->control.barrel_roll_left ? -1 : 1 ) * 0.15 * time_step / 0.05;
	if ( (plyr->control.barrel_roll_factor  > 1) ||
	     (plyr->control.barrel_roll_factor  < -1) ) {
	    plyr->control.barrel_roll_factor = 0;
	    plyr->control.barrel_roll_left = plyr->control.barrel_roll_right = False;
	}
    }
    if ( plyr->control.front_flip || plyr->control.back_flip ) {
	plyr->control.flip_factor += 
		( plyr->control.back_flip ? -1 : 1 ) * 0.15 * time_step / 0.05;
	if ( (plyr->control.flip_factor  > 1) ||
	     (plyr->control.flip_factor  < -1) ) {
	    plyr->control.flip_factor = 0;
	    plyr->control.front_flip = plyr->control.back_flip = False;
	}
    }

    update_player_pos( plyr, time_step );
	
    /* 
     * Track Marks
     */
    add_track_mark( plyr );


    update_view( plyr, time_step );

    setup_view_frustum( plyr, NEAR_CLIP_DIST, 
			getparam_forward_clip_distance() );

    draw_sky(plyr->view.pos);

    draw_fog_plane();

    set_course_clipping( True );
    set_course_eye_point( plyr->view.pos );
    setup_course_lighting();
    render_course();
    draw_trees();

    if ( getparam_draw_particles() ) {
	update_particles( time_step );
	draw_particles( plyr );
    }

    draw_tux();
    draw_tux_shadow();

    draw_hud( plyr );

    reshape( width, height );

    winsys_swap_buffers();

    g_game.time += time_step;
} 
Example #16
0
	void particleHandler::update(){
		create_particles();
		update_particles();
		reap_particles();
	}