Пример #1
0
//===================================================================//
//==================Main Method=====================================//
//==================================================================//
int main()
{

	//===================================================================//
	//==================Things you need to start with====================//
	//==================================================================//
	glfwInit();

	Window testWindow(500, 50, 800, 600, "testWindow");
	glfwMakeContextCurrent(testWindow.getWindow());

	cam.setCenter(glm::vec4(0.0, 10.0, 20.0, 1.0));
	cam.setName("StrategyCam");
	cam.setKeySpeed(2.0);
	cam.setNearFar(0.0001, 100);

	glfwSetKeyCallback(testWindow.getWindow(), key_callback);
	glfwSetScrollCallback(testWindow.getWindow(), mouseScroll_callback);

	glewInit();

	OpenGL3Context context;
	Renderer renderer(context);

	//===================================================================//
	//==================Shaders for your program========================//
	//==================================================================//
	VertexShader vs(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.vert")));
	FragmentShader fs(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.frag")));
	ShaderProgram shader(vs, fs);


	//===================================================================//
	//==================A Graph for the AI-Unit=========================//
	//==================================================================//

	glm::vec3 posFood(10.0, 0.0, -5.0);
	glm::vec3 posSpawn(10.0, 0.0, 60.0);
	Graph<AStarNode, AStarAlgorithm> testGraph;
//	testGraph.setExampleGraph2(posSpawn, posFood, geko.getPosition());

	//===================================================================//
	//==================A Decision-Tree for the AI-Unit==================//
	//==================================================================//

	DecisionTree defaultTree;
	defaultTree.setAntTreeAggressiv();


	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: AI==============================//

	Teapot teaAnt;

	Texture texPlayer((char*)RESOURCES_PATH "/Snake.jpg");
	SoundFileHandler sfh = SoundFileHandler(1000);

	//AStarNode defaultASNode("Default");
	//AI ant_Flick(&defaultTree, &defaultASNode, &aiNode);
	AI ant_Flick;
	//ant_Flick.setAntAfraid();
	/*ant_Flick.setGraph(&testGraph);
	ant_Flick.setPosition(posSpawn);
	ant_Flick.setPosHome(testGraph.searchNode("Spawn"));*/
	//ant_Flick.addFoodNodes(testGraph.searchNode("Food"));

	AntMesh ant;

	Node aiNode("Flick");
	aiNode.addGeometry(&ant);
	aiNode.addTexture(&texPlayer);
//	aiNode.addScale(0.3, 0.3, 0.3);
	//aiNode.addTranslation(ant_Flick.getPosition().x, ant_Flick.getPosition().y, ant_Flick.getPosition().z);
	aiNode.setObject(&ant_Flick);
	//aiNode.setSoundHandler(&sfh);
//	aiNode.setSourceName("Ameise1", RESOURCES_PATH "/Sound/Footsteps.wav");




	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Player===========================//
	Teapot teaPlayer;
	Texture texCV((char*)RESOURCES_PATH "/cv_logo.bmp");

	GekoMesh gekoMesh;
	geko.setExp(0.0);
	geko.setLevelThreshold(100.0);
	geko.setLevel(0);

	Node playerNode("Player");

	playerNode.addGeometry(&gekoMesh);
	playerNode.setObject(&geko);
	playerNode.addTexture(&texCV);
//	playerNode.addScale(0.5, 0.5, 0.5);
//	playerNode.addTranslation(20.0, 0.0, 20.0);

	geko.setSoundHandler(&sfh);
	geko.setSourceName(MOVESOUND, "SpielerFootsteps", RESOURCES_PATH "/Sound/rascheln.wav");
	geko.setSourceName(BACKGROUNDMUSIC, "Hintergrund", RESOURCES_PATH "/Sound/jingle2.wav");
	geko.setSourceName(FIGHTSOUND, "Kampfsound", RESOURCES_PATH "/Sound/Cookies kurz.wav");
	geko.setSourceName(EATSOUND, "Essen", RESOURCES_PATH "/Sound/Munching.wav");
	geko.setSourceName(QUESTSOUND, "Quest", RESOURCES_PATH "/Sound/jingle.wav");
	geko.setSourceName(ITEMSOUND, "Item", RESOURCES_PATH "/Sound/itempickup.wav");
	sfh.disableLooping("Essen");
	sfh.disableLooping("Kampfsound");
	sfh.disableLooping("Quest");
	sfh.disableLooping("Item");
	sfh.generateSource("Feuer",posFood, RESOURCES_PATH "/Sound/Feuer kurz.wav");



	playerNode.setCamera(&cam);

	// ==============================================================
	// == Items =====================================================
	// ==============================================================
	/*Item cookie(1);
	cookie.setName("Cookie");
	cookie.setTypeId(ItemType::COOKIE);
	Item cookie2(2);
	cookie.setName("Cookie");
	cookie.setTypeId(ItemType::COOKIE);
	Item branch(3);
	branch.setName("Branch");
	branch.setTypeId(ItemType::BRANCH);
*/


	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Tree===========================//

	TreeMesh tree;

	glm::vec3 trees[5] = { glm::vec3(16.0, 0.0, 76.0), glm::vec3(23.0, 0.0, 74.0), glm::vec3(21.5, 0.0, 78.5), glm::vec3(15.0, 0.0, 81.5), glm::vec3(27.5, 0.0, 88.5), };

	StaticObject treeStatic;
	treeStatic.setTree();
//	treeStatic.setObjectType(ObjectType::TREE);
	Node treeNode("Tree");
	treeNode.addGeometry(&tree);
	treeNode.setObject(&treeStatic);

	//treeNode.addScale(10.0, 10.0, 10.0);
	treeNode.addTranslation(trees[0]);

	treeNode.getBoundingSphere()->radius = 3.0;

	StaticObject treeStatic2;
	treeStatic2.setTree();
	Node treeNode2("Tree2");
	treeNode2.addGeometry(&tree);
	treeNode2.setObject(&treeStatic2);
	treeNode2.addTranslation(trees[1]);
	treeNode2.getBoundingSphere()->radius = 3.0;

	StaticObject treeStatic3;
	treeStatic3.setTree();
	Node treeNode3("Tree3");
	treeNode3.addGeometry(&tree);
	treeNode3.setObject(&treeStatic3);
	treeNode3.addTranslation(trees[2]);
	treeNode3.getBoundingSphere()->radius = 3.0;

	StaticObject treeStatic4;
	treeStatic4.setTree();
	Node treeNode4("Tree4");
	treeNode4.addGeometry(&tree);
	treeNode4.setObject(&treeStatic4);
	treeNode4.addTranslation(trees[3]);
	treeNode4.getBoundingSphere()->radius = 3.0;

	StaticObject treeStatic5;
	treeStatic5.setTree();
	Node treeNode5("Tree5");
	treeNode5.addGeometry(&tree);
	treeNode5.setObject(&treeStatic5);
	treeNode5.addTranslation(trees[4]);
	treeNode5.getBoundingSphere()->radius = 3.0;

	//treeStatic.getInventory()->addItem(&cookie, 25);
	//treeStatic.getInventory()->addItem(&branch, 10);

	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Plane===========================//

	Plane terrain;
	Texture terrainTex((char*)RESOURCES_PATH "/Grass.jpg");

	Node terrainNode("Plane");
	terrainNode.addGeometry(&terrain);
	terrainNode.addTexture(&terrainTex);
	terrainNode.addTranslation(0.0, -0.75, 0.0);
	terrainNode.addRotation(90.0f, glm::vec3(1.0, 0.0, 0.0));
	terrainNode.addScale(100.0, 100.0, 100.0);

	//===================================================================//
	//==================Setting up the Level and Scene==================//
	//==================================================================//

	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");

	//==================Add Camera to Scene============================//
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->setActiveCamera("StrategyCam");

	//==================Set Input-Maps and activate one================//
	iH.setAllInputMaps(*(testScene.getScenegraph()->getActiveCamera()));
	iH.changeActiveInputMap("Strategy");

	//==================Add Objects to the Scene=======================//
	//==================Update the Bounding-Sphere 1st time============//
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&aiNode);

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&playerNode);

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&terrainNode);

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode3);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode4);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode5);



	// ==============================================================
	// == Questsystem ====================================================
	// ==============================================================
	//QuestHandler questhandler;

	//testLevel.getQuestHandler()->getGraph()->setExampleGraph();
	Quest questCollect(1);
	questCollect.setActive(true);
	Goal_Collect goalCollect(1);
	Goal_Collect goalCollect3(3);
	questCollect.addGoal(&goalCollect);
	questCollect.addGoal(&goalCollect3);

	ExpReward expReward(1);
	expReward.setExp(100);
	questCollect.addReward(&expReward);

	Quest questCollect2(2);
	questCollect2.setActive(true);
	Goal_Collect goalCollect2(2);
	questCollect2.addGoal(&goalCollect2);
	questCollect2.addReward(&expReward);

	goalCollect.setGoalCount(50);
	goalCollect2.setGoalCount(50);
	goalCollect3.setGoalCount(50);

	goalCollect.setItemType(ItemType::BRANCH);
	goalCollect2.setItemType(ItemType::BRANCH);
	goalCollect3.setItemType(ItemType::COOKIE);

	testLevel.getQuestHandler()->addQuest(&questCollect);
	testLevel.getQuestHandler()->addQuest(&questCollect2);

	//===================================================================//
	//==================Setting up the Collision=========================//
	//==================================================================//
	CollisionTest collision;
	collision.collectNodes(testScene.getScenegraph()->getRootNode());

	//===================================================================//
	//==================Setting up the Observers========================//
	//==================================================================//
	ObjectObserver aiObserver(&testLevel);
	SoundObserver soundAIObserver(&testLevel);
	ant_Flick.addObserver(&aiObserver);
	ant_Flick.addObserver(&soundAIObserver);

	ObjectObserver playerObserver(&testLevel);
	SoundObserver soundPlayerObserver(&testLevel);
	geko.addObserver(&playerObserver);
	geko.addObserver(&soundPlayerObserver);

	CollisionObserver colObserver(&testLevel);
	collision.addObserver(&colObserver);
	collision.addObserver(&soundPlayerObserver);

	GravityObserver gravityObserver(&testLevel);
	collision.addObserver(&gravityObserver);

	QuestObserver questObserver(&testLevel);
	questCollect.addObserver(&questObserver);
	questCollect2.addObserver(&questObserver);
	questCollect.addObserver(&soundPlayerObserver);
	questCollect2.addObserver(&soundPlayerObserver);
	
	goalCollect.addObserver(&questObserver);
	goalCollect2.addObserver(&questObserver);
	goalCollect3.addObserver(&questObserver);

	testLevel.getFightSystem()->addObserver(&questObserver);



	//===================================================================//
	//==================Setting up the Gravity===========================//
	//==================================================================//
	Gravity gravity;
	playerNode.addGravity(&gravity);
	aiNode.addGravity(&gravity);

	//===================================================================//
	//==================The Render-Loop==================================//
	//==================================================================//
	float lastTime = glfwGetTime();

	Node* tmp = testLevel.getActiveScene()->getScenegraph()->searchNode("Plane");
	tmp->getNodeName();

	sfh.updateListenerPosition(glm::vec3(10.0, 3.0, -5.0));
	sfh.playSource("Feuer");
	sfh.playSource("Hintergrund");
	sfh.setGain("Hintergrund", 0.5f);
	while (!glfwWindowShouldClose(testWindow.getWindow()))
	{
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
		float currentTime = glfwGetTime();
		float deltaTime = currentTime - lastTime;
		lastTime = currentTime;
		
		mouse_callback(testWindow.getWindow());

		
		//===================================================================//
		//==================Update your Objects per Frame here =============//
		//==================================================================//
		collision.update();

		//ant_Flick.updateState();
		ant_Flick.update();


		//===================================================================//
		//==================Input and update for the Player==================//
		//==================================================================//

		playKey_callback(testWindow.getWindow());
		//geko.update(deltaTime);

		//===================================================================//
		//==================Render your Objects==============================//
		//==================================================================//
		glEnable(GL_DEPTH_TEST);

		shader.bind();
		shader.sendMat4("viewMatrix", cam.getViewMatrix());
		shader.sendMat4("projectionMatrix", cam.getProjectionMatrix());

		testScene.render(shader);
		shader.unbind();


		glfwSwapBuffers(testWindow.getWindow());
		glfwPollEvents();

	}

	glfwDestroyWindow(testWindow.getWindow());
	glfwTerminate();

	
	return 0;

}
Пример #2
0
int main()
{
	Player geko("Geko", glm::vec3(10.0, 10.0, 10.0));


	// Start Konifguration - Window, Context, Camera and Callbacks //
	glfwInit();

	Window testWindow(500, 50, 800, 600, "testWindow");
	glfwMakeContextCurrent(testWindow.getWindow());

	cam.setKeySpeed(2.0);
	cam.setNearFar(0.01, 100);

	//Callback for Camera and Player
	glfwSetKeyCallback(testWindow.getWindow(), key_callback);

	glewInit();

	// Shader  and Renderer Initialization //
	//Shader for Objects
	VertexShader vs(loadShaderSource(SHADERS_PATH + std::string("/Vertex-Shaders/TextureShader3D.vert")));
	FragmentShader fs(loadShaderSource(SHADERS_PATH + std::string("/Fragment-Shaders/TextureShader3D.frag")));
	ShaderProgram shader(vs, fs);

	//Shader for a Skybox
	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	//Renderer with context
	OpenGL3Context context;
	Renderer renderer(context);

	//Level and Scene
	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");

	//Add Camera to scenegraph
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->getCamera("PlayerViewCam");
	testScene.getScenegraph()->setActiveCamera("PlayerViewCam");

	//Set all InputMaps and set one InputMap active
	iH.setAllInputMaps(*(testScene.getScenegraph()->getActiveCamera()));
	iH.changeActiveInputMap("Object");
	iH.getActiveInputMap()->update(geko);

	// ==============================================================
	// == Object (ant, afraid) ======================================
	// ==============================================================
	Teapot teaAnt;
	Texture texCV((char*)RESOURCES_PATH "/cv_logo.bmp");
	//AntMesh antMesh;
	//Node aiNodeFlick("Flick");

	//aiNodeFlick.addGeometry(&teaAnt);
	//aiNodeFlick.addTexture(&texCV);

	//testScene.getScenegraph()->getRootNode()->addChildrenNode(&aiNodeFlick);

	//AI ant_Flick;
	//ant_Flick.setAntAfraid();
	//aiNodeFlick.ssetObject(&ant_Flick);

	// ==============================================================
	// == Object (ant, aggressiv) ===================================
	// ==============================================================
	AntMesh antMesh;
	//Node aiNodeFlack("Flack");

	//aiNodeFlack.addGeometry(&teaAnt);
	//aiNodeFlack.addGeometry(&antMesh);
	//aiNodeFlack.addTexture(&texCV);

	//testScene.getScenegraph()->getRootNode()->addChildrenNode(&aiNodeFlack);

	//AI ant_Flack;
	//ant_Flack.setAntAggressiv();
	//aiNodeFlack.setObject(&ant_Flack);

	// ==============================================================
	// == Object (Tree) =============================================
	// ==============================================================

	Texture texBrick((char*)RESOURCES_PATH "/brick.bmp");
	//TreeMesh treeMesh;
	Teapot teaTree;
	TreeMesh treeMesh;

	Node treeNode("CookieTree");
	StaticObject tree;
	tree.setTree();

	treeNode.setObject(&tree);
	treeNode.addTexture(&texCV);
	treeNode.addGeometry(&treeMesh);
	glm::vec3 posFood(10.0, 0.0, -5.0);
	treeNode.addTranslation(posFood);
	treeNode.getBoundingSphere()->radius = 2.0;

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode);

	// ==============================================================
	// == Player ====================================================
	// ==============================================================

	Teapot teaPlayer;
	GekoMesh gekomesh;
	//	Texture texBrick((char*)RESOURCES_PATH "/brick.bmp");

	Node playerNode("Player");
	playerNode.addTexture(&texBrick);
	playerNode.setObject(&geko);
	//playerNode.addGeometry(&teaPlayer);
	playerNode.addGeometry(&gekomesh);
	playerNode.setCamera(&cam);
	geko.setPosition(glm::vec3(10.0, 0.0, 10.0));

	//Add the node to the Scene
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&playerNode);

	// ==============================================================
	// == Questsystem ====================================================
	// ==============================================================
	//QuestHandler questhandler;

	Quest questCollect(1);
	questCollect.setActive(true);
	Goal_Collect goalCollect(1);
	Goal_Collect goalCollect3(3);
	questCollect.addGoal(&goalCollect);
	questCollect.addGoal(&goalCollect3);

	Quest questCollect2(2);
	questCollect2.setActive(true);
	Goal_Collect goalCollect2(2);
	questCollect2.addGoal(&goalCollect2);

	goalCollect.setGoalCount(50);
	goalCollect2.setGoalCount(50);
	goalCollect3.setGoalCount(50);

	goalCollect.setItemType(ItemType::BRANCH);
	goalCollect2.setItemType(ItemType::BRANCH);
	goalCollect3.setItemType(ItemType::COOKIE);

	testLevel.getQuestHandler()->addQuest(&questCollect);
	testLevel.getQuestHandler()->addQuest(&questCollect2);
	/*questhandler.addQuest(&questCollect);
	questhandler.addQuest(&questCollect2);*/

	//std::cout << "GRÖßE DES QUESTHANDLERS : " << questhandler.getQuests().size() << std::endl;


	// ==============================================================
	// == Collision, FightSystem=====================================
	// ==============================================================

	// Bounding Box creation for the objects and collision test //
	CollisionTest collision;


	FightSystem fight;

	//===================================================================//
	//==================Setting up the Observers========================//
	//==================================================================//
	ObjectObserver aiObserver(&testLevel);
	//ant_Flick.addObserver(&aiObserver);
	//ant_Flack.addObserver(&aiObserver);

	ObjectObserver playerObserver(&testLevel);
	geko.addObserver(&playerObserver);

	CollisionObserver colObserver(&testLevel);
	collision.addObserver(&colObserver);

	GravityObserver gravityObserver(&testLevel);
	collision.addObserver(&gravityObserver);

	SoundObserver soundObserver(&testLevel);

	// ==============================================================
	// == Object (Anthome) ==========================================
	// ==============================================================

	//TreeMesh treeMesh;
	AntHomeMesh homeMesh;

	Node homeNode("AntHome");
	StaticObject home;
	//home.setTree();

	homeNode.setObject(&home);
	homeNode.addTexture(&texBrick);
	homeNode.addGeometry(&homeMesh);
	glm::vec3 posHome(1.0, 0.0, 1.0);
	homeNode.addTranslation(posHome);
	homeNode.getBoundingSphere()->radius = 0.5;

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&homeNode);

	glm::vec3 posFood2(10.0, 0.0, -5.0);
	glm::vec3 posSpawn(3.0, 0.0, 3.0);
	glm::vec3 posDefaultPlayer(0.0, 0.0, 0.0);

	DecisionTree *aggressivedecisionTree = new DecisionTree();
	aggressivedecisionTree->setAntTreeAggressiv();

	DecisionTree *afraidDecisionTree = new DecisionTree();
	afraidDecisionTree->setAntTreeAfraid();

	Graph<AStarNode, AStarAlgorithm>* antAggressiveGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAggressiveGraph->setExampleAntAfraid(posSpawn, posFood2, posDefaultPlayer);

	Graph<AStarNode, AStarAlgorithm>* antAfraidGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAfraidGraph->setExampleAntAfraid(posSpawn, posFood, posDefaultPlayer);

	//AntHome antHome(posSpawn, antMesh, &texCV, &texCV, aggressivedecisionTree, antAggressiveGraph, afraidDecisionTree, antAfraidGraph);
	////antHome.generateGuards(5, &aiObserver);
	//antHome.generateWorkers(1, &aiObserver);
	SoundFileHandler sfh(1000);
	AntHome antHome(posSpawn, &sfh, antMesh, &soundObserver, &playerObserver, &texCV, &texCV, aggressivedecisionTree, antAggressiveGraph, afraidDecisionTree, antAfraidGraph);
	antHome.generateWorkers(5, testScene.getScenegraph()->getRootNode());
	antHome.addAntsToSceneGraph(testScene.getScenegraph()->getRootNode());


	collision.collectNodes(testScene.getScenegraph()->getRootNode());
	float lastTime = glfwGetTime();
	int i = 0;
	while (!glfwWindowShouldClose(testWindow.getWindow()))
	{
		i++;
		if (i == 30){
			i++;
		}
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		float currentTime = glfwGetTime();
		float deltaTime = currentTime - lastTime;
		lastTime = currentTime;
		collision.update();

		antHome.updateAnts();
		antHome.printPosWorkers();

		/*	ant_Flick.update();
		ant_Flack.update();*/

		geko.update();
		geko.setDeltaTime(currentTime);

		renderer.renderScene(testScene, testWindow);

	}

	glfwDestroyWindow(testWindow.getWindow());
	glfwTerminate();

	return 0;
}