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-rw-r--r--src/entities.cpp27
-rw-r--r--src/gameplay.cpp20
-rw-r--r--src/inventory.cpp42
-rw-r--r--src/world.cpp74
4 files changed, 138 insertions, 25 deletions
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);
}*/