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-rw-r--r--Changelog7
-rw-r--r--assets/items/flashlight_off.pngbin0 -> 330 bytes
-rw-r--r--assets/playerk.pngbin0 -> 375 bytes
-rw-r--r--config/items.h6
-rw-r--r--include/common.h2
-rw-r--r--include/world.h2
-rw-r--r--src/gameplay.cpp1
-rw-r--r--src/ui.cpp5
-rw-r--r--src/world.cpp19
-rw-r--r--test.frag3
-rw-r--r--xcf/player.xcfbin0 -> 2357 bytes
-rw-r--r--xml/playerSpawnHill1.xml2
12 files changed, 30 insertions, 17 deletions
diff --git a/Changelog b/Changelog
index e8a016a..02dd436 100644
--- a/Changelog
+++ b/Changelog
@@ -377,7 +377,7 @@
==========
- re-did fullscreen text (importantText)
- - began doxygening headers
+ - began doxygening headersspin a dreidel
- fixed entity name reading
- fixed entity sprites
@@ -387,6 +387,9 @@
- continued to document header files through doxygen
- added border to dialogBox
- fix entity movement handling; npcs stop when you talk to them
+<<<<<<< HEAD
+ - added sword animation?
+=======
- added sword animation?
12/9/2015,
@@ -408,6 +411,7 @@
- imrpoved BGM handling
- continued work on particles, made a fountain
- added sanic
+=======
~ Broke 5000 lines of code/doc, now with some file Doxygen'd
@@ -420,6 +424,7 @@
- fixed fading bugs
- continued fixing general game bugs
- fixed structure spawn issues
+=======
12/15/2015:
===========
diff --git a/assets/items/flashlight_off.png b/assets/items/flashlight_off.png
new file mode 100644
index 0000000..8f6f204
--- /dev/null
+++ b/assets/items/flashlight_off.png
Binary files differ
diff --git a/assets/playerk.png b/assets/playerk.png
new file mode 100644
index 0000000..be98f97
--- /dev/null
+++ b/assets/playerk.png
Binary files differ
diff --git a/config/items.h b/config/items.h
index 9012ff6..ee1024c 100644
--- a/config/items.h
+++ b/config/items.h
@@ -29,10 +29,10 @@ ID PLAYER_BAG
ID FLASHLIGHT
NAME "Flashlight"
TYPE TOOL
- WIDTH HLINE*2
- HEIGHT HLINE*4
+ WIDTH HLINE*4
+ HEIGHT HLINE*8
STACKSIZE 1
- TEX "assets/items/ITEM_TEST.png"
+ TEX "assets/items/flashlight_off.png"
ENI
ID SWORD_WOOD
diff --git a/include/common.h b/include/common.h
index adbd7fa..8552720 100644
--- a/include/common.h
+++ b/include/common.h
@@ -78,7 +78,7 @@ typedef struct{
* The desired width of the game window.
*/
-#define SCREEN_WIDTH 1024
+#define SCREEN_WIDTH 1280
/**
* The desired height of the game window.
diff --git a/include/world.h b/include/world.h
index 5021fbb..0e85462 100644
--- a/include/world.h
+++ b/include/world.h
@@ -167,7 +167,7 @@ public:
* loaded inside the world, with the Entity vector containing pointers to
* the contents of all the others.
*/
-
+
std::vector<NPC *> npc;
std::vector<Structures *> build;
std::vector<Mob *> mob;
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index aede91a..a257ad3 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -32,6 +32,7 @@ typedef struct {
char *file;
} WorldXML;
+
typedef struct {
NPC *npc;
unsigned int index;
diff --git a/src/ui.cpp b/src/ui.cpp
index 6e33692..64ebe92 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -816,9 +816,12 @@ DONE:
case SDLK_RIGHT:
player->inv->sel++;
break;
- case SDLK_f:
+ case SDLK_l:
player->light^=true;
break;
+ case SDLK_f:
+ currentWorld->addLight({player->loc.x + SCREEN_WIDTH/2, player->loc.y},{1.0f,1.0f,1.0f});
+ break;
default:
break;
}
diff --git a/src/world.cpp b/src/world.cpp
index 68d5d2f..e66fb0d 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -669,7 +669,7 @@ LOOP2:
glActiveTexture(GL_TEXTURE0);
bgTex->bindNext();
- GLfloat pointArray[light.size()][2];
+ GLfloat pointArray[light.size() + (int)p->light][2];
for(uint w = 0; w < light.size(); w++){
pointArray[w][0] = light[w].loc.x - offset.x;
pointArray[w][1] = light[w].loc.y;
@@ -680,15 +680,18 @@ LOOP2:
glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0);
glUniform1f(glGetUniformLocation(shaderProgram, "amb"), float(shade+50.0f)/100.0f);
if(p->light){
- glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 1);
- glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2, p->loc.y);
- glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f);
- }else if(!light.size()){
+ //glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 1);
+ //glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2, p->loc.y);
+ //glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f);
+ pointArray[light.size()+1][0] = (float)(p->loc.x + SCREEN_WIDTH/2);
+ pointArray[light.size()+1][1] = (float)(p->loc.y);
+ }
+ if(light.size()+(int)p->light == 0){
glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 0);
}else{
- glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), light.size());
- glUniform2fv(glGetUniformLocation(shaderProgram, "lightLocation"), light.size(), (GLfloat *)&pointArray);
- glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f);
+ glUniform1i (glGetUniformLocation(shaderProgram, "numLight"), light.size()+(int)p->light);
+ glUniform2fv(glGetUniformLocation(shaderProgram, "lightLocation"), light.size()+(int)p->light, (GLfloat *)&pointArray);
+ glUniform3f (glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f);
}
glBegin(GL_QUADS);
diff --git a/test.frag b/test.frag
index 3b11ebb..1c1e77b 100644
--- a/test.frag
+++ b/test.frag
@@ -1,7 +1,8 @@
+#version 130
uniform sampler2D sampler;
uniform int numLight;
-uniform vec2 lightLocation[10];
+uniform vec2 lightLocation[255];
uniform vec3 lightColor;
uniform float amb;
// uniform float lightStrength;
diff --git a/xcf/player.xcf b/xcf/player.xcf
new file mode 100644
index 0000000..8815a08
--- /dev/null
+++ b/xcf/player.xcf
Binary files differ
diff --git a/xml/playerSpawnHill1.xml b/xml/playerSpawnHill1.xml
index f3036a5..5a0e51f 100644
--- a/xml/playerSpawnHill1.xml
+++ b/xml/playerSpawnHill1.xml
@@ -1,7 +1,7 @@
<?xml version="1.0"?>
<World>
<style background="0" bgm="assets/music/embark.wav" />
- <generation type="Random" width="500" />
+ <generation type="Random" width="2000" />
<mob type="1" />