diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2015-10-28 11:55:21 -0400 |
---|---|---|
committer | drumsetmonkey <abelleisle@roadrunner.com> | 2015-10-28 11:55:21 -0400 |
commit | 193af27884fc910b4ffa7212ec772894c03e36ee (patch) | |
tree | ce3a10772b3af81815261a11959da6e715eaa96f /main.cpp | |
parent | a3e3f43a51e4a8137dff779f38b358b5b8608e4e (diff) |
Locked camera to world bounds and added basic mountain backdrop
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 101 |
1 files changed, 71 insertions, 30 deletions
@@ -49,7 +49,7 @@ SDL_GLContext mainGLContext = NULL; * */ -static GLuint bgImage, bgTreesFirst; +static GLuint bgImage, bgMtn, bgTreesFirst; /* * gameRunning @@ -142,6 +142,9 @@ extern void initEverything(void); /* * mainLoop is in fact the main loop, which runs 'infinitely' (as long as gameRunning + + + * is set). Each loop updates timing values (tickCount and deltaTime), runs logic() * if MSEC_PER_TICK milliseconds have passed, and then runs render(). * @@ -155,6 +158,12 @@ void logic(void); void render(void); void mainLoop(void); +/* + * This offset is used as the player offset in the world drawing so + * everything can be moved according to the player +*/ +vec2 offset; + /* * millis * @@ -371,7 +380,8 @@ int main(int argc, char *argv[]){ * Load a temporary background image. */ - bgImage=Texture::loadTexture("assets/bg.png"); + bgImage= Texture::loadTexture("assets/bg.png"); + bgMtn= Texture::loadTexture("assets/bgFarMountain.png"); bgTreesFirst = Texture::loadTexture("assets/antree.png"); /* @@ -519,10 +529,24 @@ void render(){ * glLoadIdentity This scales the current matrix back to the origin so the * translations are seen normally on a stack. */ + + /* + * This offset variable is what we use to move the camera and locked + * objects on the screen so they always appear to be in the same relative area + */ + offset = player->loc; + offset.x += player->width/2; + + /* + * If the camera will go off of the left or right of the screen we want to lock it so we can't + * see past the world render + */ + if(player->loc.x - SCREEN_WIDTH/2 < SCREEN_WIDTH*-1.5)offset.x = ((SCREEN_WIDTH*-1.5) + SCREEN_WIDTH/2) + player->width/2; + if(player->loc.x + SCREEN_WIDTH/2 > SCREEN_WIDTH*1.5)offset.x = ((SCREEN_WIDTH*1.5) - SCREEN_WIDTH/2) + player->width/2; glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode - glOrtho(player->loc.x-SCREEN_WIDTH/2,player->loc.x+SCREEN_WIDTH/2,0,SCREEN_HEIGHT,-1,1); + glOrtho((offset.x-SCREEN_WIDTH/2),(offset.x+SCREEN_WIDTH/2),0,SCREEN_HEIGHT,-1,1); glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects glPushMatrix(); //push the matrix to the top of the matrix stack glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode @@ -562,48 +586,65 @@ void render(){ int base = 40 - (int)worldGetYBase(currentWorld); + glBindTexture(GL_TEXTURE_2D, bgMtn); + + glColor4ub(150,150,150,220); + glBegin(GL_QUADS); + glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.85,base); + glTexCoord2i(1,1);glVertex2i( offset.x*.85,base); + glTexCoord2i(1,0);glVertex2i( offset.x*.85,base+1080); + glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.85,base+1080); + glEnd(); + glColor4ub(150,150,150,220); + glBegin(GL_QUADS); + glTexCoord2i(0,1);glVertex2i( offset.x*.85,base); + glTexCoord2i(1,1);glVertex2i(1920+offset.x*.85,base); + glTexCoord2i(1,0);glVertex2i(1920+offset.x*.85,base+1080); + glTexCoord2i(0,0);glVertex2i( offset.x*.85,base+1080); + glEnd(); + glBindTexture(GL_TEXTURE_2D, bgTreesFirst); glPushMatrix(); - glColor4ub(100,100,100,220); + glColor4ub(100,100,100,240); glBegin(GL_QUADS); - glTexCoord2i(0,1);glVertex2i(-1920+player->loc.x*.6,base); - glTexCoord2i(1,1);glVertex2i( player->loc.x*.6,base); - glTexCoord2i(1,0);glVertex2i( player->loc.x*.6,base+1080); - glTexCoord2i(0,0);glVertex2i(-1920+player->loc.x*.6,base+1080); + glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.6,base); + glTexCoord2i(1,1);glVertex2i( offset.x*.6,base); + glTexCoord2i(1,0);glVertex2i( offset.x*.6,base+1080); + glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.6,base+1080); glEnd(); - glColor4ub(100,100,100,220); + glColor4ub(100,100,100,240); glBegin(GL_QUADS); - glTexCoord2i(0,1);glVertex2i( player->loc.x*.6,base); - glTexCoord2i(1,1);glVertex2i(1920+player->loc.x*.6,base); - glTexCoord2i(1,0);glVertex2i(1920+player->loc.x*.6,base+1080); - glTexCoord2i(0,0);glVertex2i( player->loc.x*.6,base+1080); + glTexCoord2i(0,1);glVertex2i( offset.x*.6,base); + glTexCoord2i(1,1);glVertex2i(1920+offset.x*.6,base); + glTexCoord2i(1,0);glVertex2i(1920+offset.x*.6,base+1080); + glTexCoord2i(0,0);glVertex2i( offset.x*.6,base+1080); glEnd(); glPopMatrix(); - glColor4ub(150,150,150,240); + glColor4ub(150,150,150,250); glBegin(GL_QUADS); - glTexCoord2i(0,1);glVertex2i(-1920+player->loc.x*.4,base); - glTexCoord2i(1,1);glVertex2i( player->loc.x*.4,base); - glTexCoord2i(1,0);glVertex2i( player->loc.x*.4,base+1080); - glTexCoord2i(0,0);glVertex2i(-1920+player->loc.x*.4,base+1080); + glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.4,base); + glTexCoord2i(1,1);glVertex2i( offset.x*.4,base); + glTexCoord2i(1,0);glVertex2i( offset.x*.4,base+1080); + glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.4,base+1080); glEnd(); - glColor4ub(150,150,150,240); + glColor4ub(150,150,150,250); glBegin(GL_QUADS); - glTexCoord2i(0,1);glVertex2i( player->loc.x*.4,base); - glTexCoord2i(1,1);glVertex2i(1920+player->loc.x*.4,base); - glTexCoord2i(1,0);glVertex2i(1920+player->loc.x*.4,base+1080); - glTexCoord2i(0,0);glVertex2i( player->loc.x*.4,base+1080); + glTexCoord2i(0,1);glVertex2i( offset.x*.4,base); + glTexCoord2i(1,1);glVertex2i(1920+offset.x*.4,base); + glTexCoord2i(1,0);glVertex2i(1920+offset.x*.4,base+1080); + glTexCoord2i(0,0);glVertex2i( offset.x*.4,base+1080); glEnd(); glColor4ub(255,255,255,255); glBegin(GL_QUADS); - glTexCoord2i(0,1);glVertex2i(-960+player->loc.x*.25,base); - glTexCoord2i(1,1);glVertex2i( 960+player->loc.x*.25,base); - glTexCoord2i(1,0);glVertex2i( 960+player->loc.x*.25,base+1080); - glTexCoord2i(0,0);glVertex2i(-960+player->loc.x*.25,base+1080); + glTexCoord2i(0,1);glVertex2i(-960+offset.x*.25,base); + glTexCoord2i(1,1);glVertex2i( 960+offset.x*.25,base); + glTexCoord2i(1,0);glVertex2i( 960+offset.x*.25,base+1080); + glTexCoord2i(0,0);glVertex2i(-960+offset.x*.25,base+1080); glEnd(); glDisable(GL_TEXTURE_2D); @@ -632,7 +673,7 @@ void render(){ ui::setFontSize(16); - ui::putText(player->loc.x-SCREEN_WIDTH/2, + ui::putText(offset.x-SCREEN_WIDTH/2, SCREEN_HEIGHT-ui::fontSize, "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nQc: %u", fps, @@ -654,9 +695,9 @@ void render(){ glColor3ub(255,255,255); glBegin(GL_TRIANGLES); - glVertex2i(ui::mouse.x ,ui::mouse.y ); + glVertex2i(ui::mouse.x ,ui::mouse.y ); glVertex2i(ui::mouse.x+HLINE*3.5,ui::mouse.y ); - glVertex2i(ui::mouse.x ,ui::mouse.y-HLINE*3.5); + glVertex2i(ui::mouse.x ,ui::mouse.y-HLINE*3.5); glEnd(); /************************** |