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Copy pathgameobject.cpp
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147 lines (143 loc) · 4.06 KB
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#include <gameobject.h>
#include <graphics.h>
#include <input.h>
GameObjectManager* GameObjects;
VertexData* temp_proj = NULL;
GameObject::GameObject(){
GameObjects->push(this);
}
GameObject::~GameObject(){
Graphics->remove(render_object);
delete render_object;
}
Projectile::Projectile(glm::vec3 speed) : speed(speed){
render_object = new RenderObject(Graphics->get_vertex_data(GRAPHICS_RESOURCE_BOMB), &transform);
transform.set_rotation(glm::vec3(-90.0f, 0.0f, 0.0f));
Graphics->push(render_object);
render_object->set_color(1.0f,0.2f,0.2f,1.0f);
}
void Projectile::update(){
transform.translate(speed);
//transform.rotate(speed);
glm::vec3 pos = transform.get_position();
if (pos.x < -10.0f || pos.x > 10.0f){
//speed.x = 0;
//speed.y = 0;
GameObjects->remove(this);
return;
//delete this;
//return;
}
if (pos.y < -10.0f || pos.y > 10.0f){
//speed.y = 0;
GameObjects->remove(this);
return;
//delete this;
//return;
}
}
Player::Player(){
render_object = new RenderObject(Graphics->get_vertex_data(GRAPHICS_RESOURCE_STAR_DESTROYER), &transform);
Graphics->push(render_object);
render_object->set_color(0.5f,0.5f,1.0f,0.5f);
transform.set_rotation(glm::vec3(-90.0f, 0.0f, 0.0f));
}
void Player::update(){
int axis_x, axis_y;
if (Input.keys[GLFW_KEY_D] == Input.keys[GLFW_KEY_A]){
axis_x = 0;
}
else {
axis_x = Input.keys[GLFW_KEY_D] ? 1 : -1;
}
if (Input.keys[GLFW_KEY_W] == Input.keys[GLFW_KEY_S]){
axis_y = 0;
}
else {
axis_y = Input.keys[GLFW_KEY_W] ? 1 : -1;
}
transform.translate(glm::vec3(axis_x * 0.05f, axis_y * 0.05f, 0.0f));
if (!r_unpressed && !Input.keys[GLFW_KEY_R]){
r_unpressed = true;
}
if (r_unpressed && Input.keys[GLFW_KEY_R]){
Projectile* proj = new Projectile(glm::vec3(0.05f, 0.05f, 0.0f));
proj->transform.set_position(transform.get_position());
GameObjects->push(proj);
proj = new Projectile(glm::vec3(-0.05f, -0.05f, 0.0f));
proj->transform.set_position(transform.get_position());
GameObjects->push(proj);
proj = new Projectile(glm::vec3(-0.05f, 0.05f, 0.0f));
proj->transform.set_position(transform.get_position());
GameObjects->push(proj);
proj = new Projectile(glm::vec3(0.05f, -0.05f, 0.0f));
proj->transform.set_position(transform.get_position());
GameObjects->push(proj);
r_unpressed = false;
}
}
GameObjectManager::GameObjectManager(){
objects.reserve(objects_vector_reserve);
}
void GameObjectManager::generate_id_index(unsigned long* id, unsigned long* index){
std::cout << "\n" << objects.size() << "\n";
for (unsigned long i = 1; i < objects.size(); ++i){
if (objects[i-1]->id + 1 < objects[i]->id){ //if there is a free space
*id = objects[i-1]->id + 1;
*index = i;
return;
}
}
*id = objects.size() + 1;
*index = objects.size();
std::cout << "Generated id " << *id << " index " << *index << "\n";
}
unsigned long GameObjectManager::index_by_id(unsigned long id){
if (id == 0){
std::cout << "index_by_id Invalid id: 0\n";
return objects.size();
}
unsigned long r = objects.size() - 1, l = 0, m;
while (r >= l){
m = (l + r) / 2;
if (objects[m]->id == id){
return m;
}
else if (objects[m]->id > id){
r = m - 1;
}
else if (objects[m]->id < id){
l = m + 1;
}
}
std::cout << "Couldn't find index by id\n";
return objects.size() - 1;
}
void GameObjectManager::update(){
unsigned int i = 0;
for (; i < objects.size(); ++i){
objects[i]->update();
}
std::cout << i << " objects updated\n";
}
void GameObjectManager::push(GameObject* object){
if (object->id != 0){
std::cout << "GameObject was already pushed\n";
return;
}
if (objects.size() + 1 > objects_vector_reserve){
std::cout << "Over " << objects_vector_reserve << "game objects\n";
objects_vector_reserve *= 2;
objects.reserve(objects_vector_reserve);
}
unsigned long id, index;
generate_id_index(&id, &index);
object->id = id;
objects.insert(objects.begin() + index, object);
}
void GameObjectManager::remove(GameObject* object){
if (object->id == 0){
std::cout << "GameObjectManager::remove: object wasnt pushed yet\n";
}
objects.erase(objects.begin() + index_by_id(object->id));
}