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authorClyne Sullivan <tullivan99@gmail.com>2015-12-17 09:25:22 -0500
committerClyne Sullivan <tullivan99@gmail.com>2015-12-17 09:25:22 -0500
commitd9d66652af66fc824588176e5ce1136ea9965925 (patch)
tree0dd6d54ff2d63cd35e4c34e2e2f267573fb0d655 /src
parent15889a45b8ee37d43e248cec351e9f6882c21ff3 (diff)
indoors, fixed npcs
Diffstat (limited to 'src')
-rw-r--r--src/entities.cpp8
-rw-r--r--src/gameplay.cpp16
-rw-r--r--src/world.cpp38
3 files changed, 38 insertions, 24 deletions
diff --git a/src/entities.cpp b/src/entities.cpp
index ba0f8ef..7cd413c 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -77,7 +77,7 @@ void Entity::spawn(float x, float y){ //spawns the entity you pass to it based o
Player::Player(){ //sets all of the player specific traits on object creation
width = HLINE * 10;
- height = HLINE * 16;
+ height = HLINE * 15;
type = PLAYERT; //set type to player
subtype = 0;
@@ -393,7 +393,7 @@ void Object::interact(void){
* point to have non-normal traits so it could be invisible or invincible...
*/
-unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y){
+unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y, World *oi){
loc.x = x;
loc.y = y;
type = t;
@@ -404,6 +404,8 @@ unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y){
height = 40 * HLINE;
bsubtype = sub;
+ inWorld = oi;
+
/*
* tempN is the amount of entities that will be spawned in the village. Currently the village
* will spawn bewteen 2 and 7 villagers for the starting hut.
@@ -418,7 +420,7 @@ unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y){
* with type NPC.
*/
- currentWorld->addNPC(loc.x + i * HLINE ,100);
+ inWorld->addNPC(loc.x + i * HLINE ,100);
}
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index 35abca4..2361029 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -93,6 +93,8 @@ static World *worldSpawnHill1;
static World *worldSpawnHill2;
static World *worldSpawnHill3;
+static IndoorWorld *worldSpawnHill2_Building1;
+
/*
* initEverything() start
*/
@@ -119,7 +121,7 @@ void initEverything(void){
worldSpawnHill3->addMob(MS_TRIGGER,-500,0,worldSpawnHill3_itemGet);
worldSpawnHill3->addMob(MS_TRIGGER,0,0,worldSpawnHill3_itemSee);
worldSpawnHill3->addObject(TEST_ITEM,false,"",-200,300);
- worldSpawnHill3->addMob(MS_TRIGGER,400,0,worldSpawnHill3_leave);
+ worldSpawnHill3->addMob(MS_TRIGGER,650,0,worldSpawnHill3_leave);
worldSpawnHill3->addHole(800,1000);
worldSpawnHill1->toRight = worldSpawnHill2;
@@ -140,14 +142,18 @@ void initEverything(void){
//playerSpawnHill->addMob(MS_TRIGGER,-1300,0,CUTSCENEEE);*/
- currentWorld = worldSpawnHill1;
- worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
+ worldSpawnHill2_Building1 = new IndoorWorld();
+ worldSpawnHill2_Building1->generate(300);
+ worldSpawnHill2_Building1->setBackground(BG_WOODHOUSE);
+ worldSpawnHill2_Building1->setBGM("assets/music/theme_jazz.wav");
+
+ worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill2_Building1);
player = new Player();
player->spawn(200,100);
-
+
+ currentWorld = worldSpawnHill1;
currentWorld->bgmPlay(NULL);
-
atexit(destroyEverything);
}
diff --git a/src/world.cpp b/src/world.cpp
index d542f2a..7f9b1c0 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -555,7 +555,6 @@ LOOP2:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //for the s direction
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //for the t direction
glBegin(GL_QUADS);
- std::cout<<shade<<std::endl;
for(i=is;i<(unsigned)ie-GEN_INC;i++){
cline[i].y+=(yoff-DRAW_Y_OFFSET); // Add the y offset
if(!cline[i].y){
@@ -904,16 +903,17 @@ LOOOOP:
goto LOOOOP;
}
}
-void World::addStructure(_TYPE t,BUILD_SUB sub, float x,float y,World *outside,World *inside){
+void World::addStructure(_TYPE t,BUILD_SUB sub, float x,float y,World *inside){
build.push_back(new Structures());
- build.back()->spawn(t,sub,x,y);
- build.back()->inWorld=outside;
- build.back()->inside=(void *)inside;
+ build.back()->spawn(t,sub,x,y,this);
+ build.back()->inWorld=this;
+ build.back()->inside = (World *)inside;
+ ((IndoorWorld *)inside)->outside = this;
entity.push_back(build.back());
}
-void World::addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float y,World *outside,World *inside){
+void World::addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float y,World *outside){
std::cout << npcMin << ", " << npcMax << std::endl;
int xwasd;
for(int i = 0; i < bCount; i++){
@@ -922,7 +922,7 @@ void World::addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float
for(auto &bu : build){
if(xwasd > bu->loc.x && xwasd < bu->loc.x+bu->width)goto HERE;
}
- addStructure(t,HOUSE,xwasd,y,outside,inside);
+ addStructure(t,HOUSE,xwasd,y,outside);
}
}
void World::addMob(int t,float x,float y){
@@ -1095,7 +1095,8 @@ void IndoorWorld::generate(unsigned int width){ // Generates a flat area of wid
void IndoorWorld::draw(Player *p){
unsigned int i,ie;
- int j,x,v_offset;
+ //int j,x,v_offset;
+ int x;
/*
* Draw the background.
@@ -1104,15 +1105,17 @@ void IndoorWorld::draw(Player *p){
glEnable(GL_TEXTURE_2D);
bgTex->bind(0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //for the s direction
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //for the t direction
glColor4ub(255,255,255,255);
glBegin(GL_QUADS);
- for(j = x_start - SCREEN_WIDTH / 2;j < -x_start + SCREEN_WIDTH / 2; j += 512){
- glTexCoord2i(1,1);glVertex2i(j ,0);
- glTexCoord2i(0,1);glVertex2i(j+512,0);
- glTexCoord2i(0,0);glVertex2i(j+512,512);
- glTexCoord2i(1,0);glVertex2i(j ,512);
- }
+ //for(j = x_start - SCREEN_WIDTH / 2;j < -x_start + SCREEN_WIDTH / 2; j += 512){
+ glTexCoord2i(0,1); glVertex2i( x_start - SCREEN_WIDTH / 2,0);
+ glTexCoord2i((-x_start*2+SCREEN_WIDTH)/512,1);glVertex2i(-x_start + SCREEN_WIDTH / 2,0);
+ glTexCoord2i((-x_start*2+SCREEN_WIDTH)/512,0);glVertex2i(-x_start + SCREEN_WIDTH / 2,SCREEN_HEIGHT);
+ glTexCoord2i(0,0); glVertex2i( x_start - SCREEN_WIDTH / 2,SCREEN_HEIGHT);
+ //}
glEnd();
glDisable(GL_TEXTURE_2D);
@@ -1121,13 +1124,16 @@ void IndoorWorld::draw(Player *p){
* Calculate the starting and ending points to draw the ground from.
*/
- v_offset = (p->loc.x - x_start) / HLINE;
+ /*v_offset = (p->loc.x - x_start) / HLINE;
j = v_offset - (SCREEN_WIDTH / 2 / HLINE) - GEN_INC;
if(j < 0)j = 0;
i = j;
ie = v_offset + (SCREEN_WIDTH / 2 / HLINE) - GEN_INC;
- if(ie > lineCount)ie = lineCount;
+ if(ie > lineCount)ie = lineCount;*/
+
+ i = 0;
+ ie = lineCount;
/*
* Draw the ground.