booster fonctionnel

manque la distribution booster sur la map
This commit is contained in:
Frederic Leger 2023-12-16 14:38:01 -05:00
parent 2364fb9c1f
commit f2c5f8b636
4 changed files with 19 additions and 20 deletions

View File

@ -35,7 +35,7 @@
#define TIME_SPEED_BOOST 10 //secondes #define TIME_SPEED_BOOST 10 //secondes
#define TIME_DAMAGE_BOOST 10 //secondes #define TIME_DAMAGE_BOOST 10 //secondes
#define TIME_INVINCIBLE_BOOST 4 //secondes #define TIME_INVINCIBLE_BOOST 4 //secondes
#define STRENGTH_SPEED_BOOST 10 //Pourcentage #define STRENGTH_SPEED_BOOST 1000 //Pourcentage
#define BULLET_TIME .1 #define BULLET_TIME .1
typedef uint8_t BlockType; typedef uint8_t BlockType;

View File

@ -198,7 +198,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
else isStep = false; else isStep = false;
m_POV = m_position.y; m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
TakeBooster(booster_table); TakeBooster(booster_table, elapsedTime);
RemoveBooster(elapsedTime); RemoveBooster(elapsedTime);
return snd; return snd;
} }
@ -212,20 +212,22 @@ void Player::ApplyTransformation(Transformation& transformation, bool rel, bool
if (rel) transformation.ApplyTranslation(-GetPOV()); if (rel) transformation.ApplyTranslation(-GetPOV());
} }
void Player::TakeBooster(Booster booster_table[]) void Player::TakeBooster(Booster booster_table[], float elapsedtime)
{ {
Vector3f playerpos = GetPosition();
for (int i = 0; i < sizeof(booster_table); i++) for (int i = 0; i < sizeof(booster_table); i++)
{ {
Vector3f pos = booster_table[i].GetPosition(); Vector3f pos = booster_table[i].GetPosition();
if (abs((m_position.x + m_position.y + m_position.z) - (pos.x + pos.y +pos.z)) <= 0.5f && booster_table[i].GetAvailability() == true) if (abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f && booster_table[i].GetAvailability() == true)
{ {
GetBooster(booster_table[i].GetType()); GetBooster(booster_table[i].GetType(), elapsedtime);
booster_table[i].SetAvailability(false); booster_table[i].SetAvailability(false);
break;
} }
} }
} }
void Player::GetBooster(BOOST_TYPE boosttype) void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime)
{ {
if (boosttype == BTYPE_SPEED) if (boosttype == BTYPE_SPEED)
{ {
@ -234,7 +236,7 @@ void Player::GetBooster(BOOST_TYPE boosttype)
} }
if (boosttype == BTYPE_HEAL) if (boosttype == BTYPE_HEAL)
{ {
m_hp = 100; m_hp = 1.0f;
} }
if (boosttype == BTYPE_DAMAGE) if (boosttype == BTYPE_DAMAGE)
{ {
@ -252,19 +254,17 @@ void Player::RemoveBooster(float elapsedtime)
if (boostspeed) if (boostspeed)
{ {
timeboostspeed += elapsedtime; timeboostspeed += elapsedtime;
if (timeboostspeed >= TIME_SPEED_BOOST) if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true)
boostspeed = false; boostspeed = false;
} }
if (boostdamage) if (boostdamage)
{ {
timeboostdamage += elapsedtime; if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true)
if (timeboostdamage >= TIME_DAMAGE_BOOST)
boostdamage = false; boostdamage = false;
} }
if (boostinvincible) if (boostinvincible)
{ {
timeboostinvincible += elapsedtime; if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true)
if (timeboostinvincible >= TIME_INVINCIBLE_BOOST)
boostinvincible = false; boostinvincible = false;
} }
} }

View File

@ -22,8 +22,8 @@ public:
void TurnTopBottom(float value, float sensitivity); void TurnTopBottom(float value, float sensitivity);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]); Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]);
void TakeBooster(Booster booster_table[]); void TakeBooster(Booster booster_table[], float elapsedTime);
void GetBooster(BOOST_TYPE boosttype); void GetBooster(BOOST_TYPE boosttype, float elapsedTime);
void RemoveBooster(float elapsedtime); void RemoveBooster(float elapsedtime);
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const; void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
@ -72,9 +72,9 @@ protected:
float m_hp; float m_hp;
bool m_airborne; bool m_airborne;
bool boostspeed; bool boostspeed = false;
bool boostdamage; bool boostdamage = false;
bool boostinvincible; bool boostinvincible = false;
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now); Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
}; };

View File

@ -1304,6 +1304,8 @@ void Engine::Render(float elapsedTime) {
} }
if (m_gamestate == GameState::PAUSE) { if (m_gamestate == GameState::PAUSE) {
booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED);
booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
@ -1325,8 +1327,6 @@ void Engine::Render(float elapsedTime) {
static float pollTime = 0; static float pollTime = 0;
static float bulletTime = 0; static float bulletTime = 0;
static BlockType bloc = 1; static BlockType bloc = 1;
booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED);
booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL);
if (elapsedTime > 0.1f) return; if (elapsedTime > 0.1f) return;
@ -1429,7 +1429,6 @@ void Engine::Render(float elapsedTime) {
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
for (Booster booster : booster_table) { for (Booster booster : booster_table) {
glClear(GL_STENCIL_BUFFER_BIT);
m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster); m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster);
} }
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);