diff options
-rw-r--r-- | Changelog | 7 | ||||
-rw-r--r-- | assets/items/flashlight_off.png | bin | 0 -> 330 bytes | |||
-rw-r--r-- | assets/playerk.png | bin | 0 -> 375 bytes | |||
-rw-r--r-- | config/items.h | 6 | ||||
-rw-r--r-- | include/common.h | 2 | ||||
-rw-r--r-- | include/world.h | 2 | ||||
-rw-r--r-- | src/gameplay.cpp | 1 | ||||
-rw-r--r-- | src/ui.cpp | 5 | ||||
-rw-r--r-- | src/world.cpp | 19 | ||||
-rw-r--r-- | test.frag | 3 | ||||
-rw-r--r-- | xcf/player.xcf | bin | 0 -> 2357 bytes | |||
-rw-r--r-- | xml/playerSpawnHill1.xml | 2 |
12 files changed, 30 insertions, 17 deletions
@@ -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 Binary files differnew file mode 100644 index 0000000..8f6f204 --- /dev/null +++ b/assets/items/flashlight_off.png diff --git a/assets/playerk.png b/assets/playerk.png Binary files differnew file mode 100644 index 0000000..be98f97 --- /dev/null +++ b/assets/playerk.png 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; @@ -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); @@ -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 Binary files differnew file mode 100644 index 0000000..8815a08 --- /dev/null +++ b/xcf/player.xcf 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" /> |