aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
-rw-r--r--assets/fountain1.pngbin0 -> 524 bytes
-rw-r--r--assets/house2.pngbin0 -> 747 bytes
-rw-r--r--include/common.h8
-rw-r--r--include/entities.h48
-rw-r--r--include/world.h5
-rw-r--r--main.cpp26
-rw-r--r--src/entities.cpp27
-rw-r--r--src/gameplay.cpp20
-rw-r--r--src/inventory.cpp42
-rw-r--r--src/world.cpp74
10 files changed, 214 insertions, 36 deletions
diff --git a/assets/fountain1.png b/assets/fountain1.png
new file mode 100644
index 0000000..46f7c44
--- /dev/null
+++ b/assets/fountain1.png
Binary files differ
diff --git a/assets/house2.png b/assets/house2.png
new file mode 100644
index 0000000..7404cd9
--- /dev/null
+++ b/assets/house2.png
Binary files differ
diff --git a/include/common.h b/include/common.h
index 095b3e3..31126d7 100644
--- a/include/common.h
+++ b/include/common.h
@@ -54,11 +54,17 @@ typedef struct {
vec2 end;
} Ray;
+typedef struct{
+ float red;
+ float green;
+ float blue;
+} Color;
+
/**
* Define the game's name (displayed in the window title).
*/
-#define GAME_NAME "Independent Study v.0.4 alpha"
+#define GAME_NAME "Independent Study v.0.5 alpha - NOW WITH SOUND!"
/**
* The desired width of the game window.
diff --git a/include/entities.h b/include/entities.h
index dd3adab..141d29a 100644
--- a/include/entities.h
+++ b/include/entities.h
@@ -34,6 +34,50 @@ enum MOB_SUB {
MS_TRIGGER
};
+enum BUILD_SUB{
+ TOWN_HALL = 1,
+ HOUSE,
+ HOUSE2,
+ HOUSE3,
+ HOUSE4,
+ FOUNTAIN
+};
+
+class Particles{
+public:
+ vec2 loc;
+ float width;
+ float height;
+ float velx;
+ float vely;
+ Color color;
+ int duration;
+ bool canMove;
+ Particles(float x, float y, float w, float h, float vx, float vy, Color c, int d){
+ loc.x = (x);
+ loc.y = (y);
+ width = (w);
+ height = (h);
+ velx = vx;
+ vely = vy;
+ color.red = (c.red);
+ color.green = (c.green);
+ color.blue = (c.blue);
+ duration = d;
+ }
+ ~Particles(){}
+ void draw(){
+ glColor3f(color.red,color.green,color.blue);
+ glRectf(loc.x,loc.y,loc.x+width,loc.y+height);
+ }
+ bool kill(float delta){
+ duration -= delta;
+ if(duration <= 0)
+ return true;
+ else return false;
+ }
+};
+
class Entity{
public:
Inventory *inv;
@@ -58,6 +102,7 @@ public:
bool canMove; // Enables movement
bool right,left; // Direction faced by Entity
bool alive;
+ bool hit;
unsigned char ground; // Shows how the Entity is grounded (if it is)
/*
@@ -118,11 +163,12 @@ class Structures : public Entity{
public:
void *inWorld;
void *inside;
+ BUILD_SUB bsubtype;
Structures();
~Structures();
- unsigned int spawn(_TYPE, float, float);
+ unsigned int spawn(_TYPE, BUILD_SUB, float, float);
};
class Mob : public Entity{
diff --git a/include/world.h b/include/world.h
index 1e78cd0..4e02a08 100644
--- a/include/world.h
+++ b/include/world.h
@@ -164,12 +164,15 @@ public:
std::vector<Mob *> mob;
std::vector<Entity *> entity;
std::vector<Object *> object;
+ std::vector<Particles *> particles;
- void addStructure(_TYPE t,float x,float y,World *outside,World *inside);
+ void addStructure(_TYPE t,BUILD_SUB sub,float x,float y,World *outside,World *inside);
+ void addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float y,World *outside,World *inside);
void addMob(int t,float x,float y);
void addMob(int t,float x,float y,void (*hey)(Mob *));
void addNPC(float x,float y);
void addObject(ITEM_ID, bool, const char *, float, float);
+ void addParticle(float, float, float, float, float, float, Color color, int);
void update(Player *p,unsigned int delta);
diff --git a/main.cpp b/main.cpp
index 4e45189..fd91169 100644
--- a/main.cpp
+++ b/main.cpp
@@ -515,7 +515,6 @@ void mainLoop(void){
debugDiv=0;
fps=1000/deltaTime;
-
}else if(!(debugDiv%10)){
debugY = player->loc.y;
}
@@ -839,9 +838,16 @@ void logic(){
*/
if(n->canMove) n->wander((rand() % 120 + 30));
-
- if(player->inv->usingi && player->inv->detectCollision(vec2{n->loc.x, n->loc.y},vec2{n->loc.x+n->width,n->loc.y+n->height})){
- n->alive=false;
+ if(!player->inv->usingi) n->hit = false;
+ if(player->inv->usingi && !n->hit && player->inv->detectCollision(vec2{n->loc.x, n->loc.y},vec2{n->loc.x+n->width,n->loc.y+n->height})){
+ n->health -= 25;
+ n->hit = true;
+ for(int r = 0; r < (rand()%5);r++)
+ currentWorld->addParticle(rand()%HLINE*3 + n->loc.x - .05f,n->loc.y + n->height*.5, HLINE,HLINE, -(rand()%10)*.01,((rand()%4)*.001-.002), {(rand()%75+10)/100.0f,0,0}, 10000);
+ if(n->health <= 0){
+ for(int r = 0; r < (rand()%30)+15;r++)
+ currentWorld->addParticle(rand()%HLINE*3 + n->loc.x - .05f,n->loc.y + n->height*.5, HLINE,HLINE, -(rand()%10)*.01,((rand()%10)*.01-.05), {(rand()%75)+10/100.0f,0,0}, 10000);
+ }
}
/*
* Don't bother handling the NPC if another has already been handled.
@@ -866,9 +872,7 @@ void logic(){
* considered legal. In other words, require the player to be close to
* the NPC in order to interact with it.
*
- * This uses the Pythagorean theorem to check for NPCs within a certain
- * radius (40 HLINEs) of the player's coordinates.
- *
+ * This uses the Pythagorean theorem to check for NPCs within a certain *
*/
if(pow((n->loc.x - player->loc.x),2) + pow((n->loc.y - player->loc.y),2) <= pow(40*HLINE,2)){
@@ -928,7 +932,7 @@ void logic(){
if(ui::mouse.x >= o->loc.x &&
ui::mouse.x <= o->loc.x + o->width &&
ui::mouse.y >= o->loc.y &&
- ui::mouse.y <= o->loc.y + o->width ){
+ ui::mouse.y <= o->loc.y + o->height ){
if(pow((o->loc.x - player->loc.x),2) + pow((o->loc.y - player->loc.y),2) <= pow(40*HLINE,2)){
/*
@@ -948,6 +952,12 @@ void logic(){
}
}
}
+ for(auto &b : currentWorld->build){
+ if(b->bsubtype == FOUNTAIN){
+ for(int r = 0; r < (rand()%20)+10;r++)
+ currentWorld->addParticle(rand()%HLINE*3 + b->loc.x + b->width/2,b->loc.y + b->height, HLINE,HLINE, rand()%2 == 0?-(rand()%7)*.01:(rand()%7)*.01,((4+rand()%6)*.05), {0,0,1.0f}, 2500);
+ }
+ }
/*
* Switch between day and night (SUNNY and DARK) if necessary.
diff --git a/src/entities.cpp b/src/entities.cpp
index 5c00cc7..9d0ea9b 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -10,6 +10,8 @@ extern Player *player;
extern const char *itemName;
+extern
+
void getRandomName(Entity *e){
int tempNum,max=0;
char *bufs;
@@ -57,6 +59,7 @@ void Entity::spawn(float x, float y){ //spawns the entity you pass to it based o
near = false;
canMove = true;
ground = false;
+ hit = false;
ticksToUse = 0;
@@ -116,12 +119,12 @@ NPC::~NPC(){
}
Structures::Structures(){ //sets the structure type
- health = maxHealth = 1;
+ health = maxHealth = 25;
alive = false;
near = false;
- tex = new Texturec(1,"assets/house1.png");
+ tex = new Texturec(3,"assets/house1.png", "assets/house2.png", "assets/fountain1.png");
inWorld = NULL;
name = NULL;
@@ -211,6 +214,7 @@ void Entity::draw(void){ //draws the entities
static int texState = 0;
static bool up = true;
if(loops % (int)((float)4/(float)speed) == 0){
+ //currentWorld->addParticle(loc.x,loc.y-HLINE,HLINE,HLINE,0,0,{0.0f,.17f,0.0f},1000);
if(up){
if(++texState==2)up=false;
tex->bindNext();
@@ -241,6 +245,19 @@ void Entity::draw(void){ //draws the entities
break;
}
break;
+ case STRUCTURET:
+ for(auto &strt : currentWorld->build){
+ if(this == strt){
+ if(strt->bsubtype == HOUSE){
+ tex->bind(0);
+ }else if(strt->bsubtype == HOUSE2){
+ tex->bind(1);
+ }else if(strt->bsubtype == FOUNTAIN){
+ tex->bind(2);
+ }
+ }
+ }
+ break;
default:
tex->bind(0);
break;
@@ -319,7 +336,8 @@ const char *randomDialog[] = {
"Did you know this game has over 4000 lines of code? I didn\'t. I didn't even know I was in a game until now...",
"HELP MY CAPS LOCK IS STUCK",
"You know, if anyone ever asked me who I wanted to be when I grow up, I would say Abby Ross.",
- "I want to have the wallpaper in our house changed. It doesn\'t really fit the environment."
+ "I want to have the wallpaper in our house changed. It doesn\'t really fit the environment.",
+ "Frig."
};
void NPC::interact(){ //have the npc's interact back to the player
@@ -368,7 +386,7 @@ void Object::interact(void){
* point to have non-normal traits so it could be invisible or invincible...
*/
-unsigned int Structures::spawn(_TYPE t, float x, float y){
+unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y){
loc.x = x;
loc.y = y;
type = t;
@@ -377,6 +395,7 @@ unsigned int Structures::spawn(_TYPE t, float x, float y){
width = 50 * HLINE;
height = 40 * HLINE;
+ bsubtype = sub;
/*
* tempN is the amount of entities that will be spawned in the village. Currently the village
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index 74414d7..59320af 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -103,7 +103,7 @@ void initEverything(void){
worldSpawnHill2->setBackground(BG_FOREST);
worldSpawnHill2->setBGM("assets/music/embark.wav");
worldSpawnHill2->addMob(MS_TRIGGER,-400,0,worldSpawnHill2_infoSprint);
-
+
worldSpawnHill3 = new World();
worldSpawnHill3->generateFunc(1000,gen_worldSpawnHill3);
worldSpawnHill3->setBackground(BG_FOREST);
@@ -116,11 +116,25 @@ void initEverything(void){
worldSpawnHill1->toRight = worldSpawnHill2;
worldSpawnHill2->toLeft = worldSpawnHill1;
-
worldSpawnHill2->toRight = worldSpawnHill3;
worldSpawnHill3->toLeft = worldSpawnHill2;
-
+
+ /*
+ * Spawn some entities.
+ */
+
+ //playerSpawnHill->addMob(MS_TRIGGER,player->loc.x,0,story);
+
+ //worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
+ //playerSpawnHill->addStructure(STRUCTURET,FOUNTAIN,(rand()%120*HLINE)+100*HLINE,100,test,iw);
+ //playerSpawnHill->addStructure(STRUCTURET,HOUSE2,(rand()%120*HLINE)+300*HLINE,100,test,iw);
+
+ //playerSpawnHill->addVillage(5,1,4,STRUCTURET,rand()%500+120,(float)200,playerSpawnHill,iw);
+ //playerSpawnHill->addMob(MS_TRIGGER,-1300,0,CUTSCENEEE);*/
+
+
currentWorld = worldSpawnHill1;
+ worldSpawnHill2->addStructure(STRUCTURET,FOUNTAIN,(rand()%120*HLINE)+100*HLINE,100,worldSpawnHill2,worldSpawnHill2);
player = new Player();
player->spawn(200,100);
diff --git a/src/inventory.cpp b/src/inventory.cpp
index 8d8f958..5ae97b4 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -7,7 +7,7 @@
extern Player *player;
extern GLuint invUI;
static float hangle = 0.0f;
-static bool up = true;
+static bool swing = false;
static float xc,yc;
static vec2 itemLoc;
Mix_Chunk* swordSwing;
@@ -26,7 +26,7 @@ void initInventorySprites(void){
}
swordSwing = Mix_LoadWAV("assets/sounds/shortSwing.wav");
- Mix_Volume(2,75);
+ Mix_Volume(2,100);
}
char *getItemTexturePath(ITEM_ID id){
@@ -278,13 +278,13 @@ void itemDraw(Player *p,ITEM_ID id,ITEM_TYPE type){
if(hangle < 15){
hangle=15.0f;
p->inv->usingi = false;
- up = false;
+ //swing=false;
}
}else{
if(hangle > -15){
hangle=-15.0f;
p->inv->usingi = false;
- up = false;
+ //swing=false;
}
}
break;
@@ -310,19 +310,35 @@ void itemDraw(Player *p,ITEM_ID id,ITEM_TYPE type){
}
int Inventory::useItem(void){
+ static bool up = false;
ITEM_TYPE type = item[inv[sel].id].type;
if(!invHover){
switch(type){
case SWORD:
- if(!player->left){
- if(hangle==-15){up=true;Mix_PlayChannel(2,swordSwing,0);}
- if(up)hangle-=15;
- if(hangle<=-90)hangle=-14;
- }else{
- if(hangle==15){up=true;Mix_PlayChannel(2,swordSwing,0);}
- if(up)hangle+=15;
- if(hangle>=90)hangle=14;
- }
+ if(swing){
+ if(!player->left){
+ if(hangle==-15){up=true;Mix_PlayChannel(2,swordSwing,0);}
+ if(up)hangle-=.75*deltaTime;
+ if(hangle<=-90)hangle=-14;
+ }else{
+ if(hangle==15){up=true;Mix_PlayChannel(2,swordSwing,0);}
+ if(up)hangle+=.75*deltaTime;
+ if(hangle>=90)hangle=14;
+ /*
+ if(hangle<90&&!up)hangle+=.75*deltaTime;
+ if(hangle>=90&&!up)up=true;
+ if(up)hangle-=.75*deltaTime;
+ if(up&&hangle<=15){
+ up=false;
+ swing=false;
+ hangle=15;
+ return 0;
+ }*/
+ }
+ }else if(!swing){
+ swing=true;
+ Mix_PlayChannel(2,swordSwing,0);
+ }
break;
default:
break;
diff --git a/src/world.cpp b/src/world.cpp
index 3f35e21..c1c306e 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -106,7 +106,14 @@ void World::deleteEntities(void){
delete object.back();
object.pop_back();
}
- while(!entity.empty()) entity.pop_back();
+ while(!entity.empty()){
+ entity.pop_back();
+ }
+
+ while(!particles.empty()){
+ delete particles.back();
+ particles.pop_back();
+ }//particles.clear();
}
World::~World(void){
@@ -296,6 +303,28 @@ void World::update(Player *p,unsigned int delta){
else if(e->vel.x > 0)e->left = false;
}
}
+ uint oh = 0;
+ for(auto &pa : particles){
+ if(pa->kill(deltaTime)){
+ delete pa;
+ particles.erase(particles.begin()+oh);
+ }else if(pa->canMove){
+ pa->loc.y += pa->vely * deltaTime;
+ pa->loc.x += pa->velx * deltaTime;
+
+ for(auto &b : build){
+ if(b->bsubtype==FOUNTAIN){
+ if(pa->loc.x >= b->loc.x && pa->loc.x <= b->loc.x+b->width){
+ if(pa->loc.y <= b->loc.y + b->height*.25){
+ delete pa;
+ particles.erase(particles.begin()+oh);
+ }
+ }
+ }
+ }
+ }
+ oh++;
+ }oh=0;
if(ui::dialogImportant){
Mix_FadeOutMusic(2000);
@@ -592,7 +621,7 @@ LOOP2:
/*
* Draw non-structure entities.
*/
-
+ for(auto &part : particles){part->draw();}
for(auto &n : current->npc){
n->loc.y+=(yoff-DRAW_Y_OFFSET);
n->draw();
@@ -610,6 +639,7 @@ LOOP2:
o->loc.y-=(yoff-DRAW_Y_OFFSET);
}
}
+
/*
* If we're drawing the closest/last world, handle and draw the player.
@@ -842,23 +872,52 @@ void World::detect(Player *p){
*/
LOOOOP:
+ static int what = 0;
for(auto &e : hey->entity)
hey->singleDetect(e);
+ for(auto &part : particles){
+ int l;
+ unsigned int i;
+ l=(part->loc.x + part->width / 2 - x_start) / HLINE;
+ if(l < 0) l=0;
+ i = l;
+ if(i > lineCount-1) i=lineCount-1;
+ if(part->loc.y < line[i].y){
+ part->loc.y = line[i].y;
+ part->vely = 0;
+ part->velx = 0;
+ part->canMove = false;
+ }else{
+ if(part->vely > -2)part->vely-=.003 * deltaTime;
+ }
+ what++;
+ }what=0;
if(hey->infront){
hey = hey->infront;
goto LOOOOP;
}
}
-
-void World::addStructure(_TYPE t,float x,float y,World *outside,World *inside){
+void World::addStructure(_TYPE t,BUILD_SUB sub, float x,float y,World *outside,World *inside){
build.push_back(new Structures());
- build.back()->spawn(t,x,y);
+ build.back()->spawn(t,sub,x,y);
build.back()->inWorld=outside;
build.back()->inside=(void *)inside;
entity.push_back(build.back());
}
+void World::addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float y,World *outside,World *inside){
+ std::cout << npcMin << ", " << npcMax << std::endl;
+ int xwasd;
+ for(int i = 0; i < bCount; i++){
+ xwasd = (rand()%(int)x+1000*HLINE);
+ HERE:
+ for(auto &bu : build){
+ if(xwasd > bu->loc.x && xwasd < bu->loc.x+bu->width)goto HERE;
+ }
+ addStructure(t,HOUSE,xwasd,y,outside,inside);
+ }
+}
void World::addMob(int t,float x,float y){
mob.push_back(new Mob(t));
mob.back()->spawn(x,y);
@@ -888,6 +947,11 @@ void World::addObject(ITEM_ID i, bool q, const char *p, float x, float y){
entity.push_back(object.back());
}
+void World::addParticle(float x, float y, float w, float h, float vx, float vy, Color color, int d){
+ particles.push_back(new Particles(x,y,w,h,vx,vy,color,d));
+ particles.back()->canMove = true;
+}
+
/*void World::removeObject(Object i){
object.delete[](i);
}*/