diff --git a/assets/textures/skeleton.png b/assets/textures/skeleton.png new file mode 100644 index 00000000..4ec14995 Binary files /dev/null and b/assets/textures/skeleton.png differ diff --git a/src/battle_game/core/bullets/bullets.h b/src/battle_game/core/bullets/bullets.h index 75a59f16..ec965b30 100644 --- a/src/battle_game/core/bullets/bullets.h +++ b/src/battle_game/core/bullets/bullets.h @@ -1,2 +1,4 @@ #pragma once #include "battle_game/core/bullets/cannon_ball.h" +#include "battle_game/core/bullets/skeleton_attack.h" +#include "battle_game/core/bullets/piercing_bullet.h" diff --git a/src/battle_game/core/bullets/piercing_bullet.cpp b/src/battle_game/core/bullets/piercing_bullet.cpp new file mode 100644 index 00000000..0533b017 --- /dev/null +++ b/src/battle_game/core/bullets/piercing_bullet.cpp @@ -0,0 +1,61 @@ +#include "battle_game/core/bullets/piercing_bullet.h" + +#include "battle_game/core/game_core.h" +#include "battle_game/core/particles/particles.h" + +namespace battle_game::bullet { +PiercingBullet::PiercingBullet(GameCore *core, + uint32_t id, + uint32_t unit_id, + uint32_t player_id, + glm::vec2 position, + float rotation, + float damage_scale, + glm::vec2 velocity) + : Bullet(core, id, unit_id, player_id, position, rotation, damage_scale), + velocity_(velocity) { + + touched.resize(game_core_->GetUnits().size()); +} + +void PiercingBullet::Render() { + SetTransformation(position_, rotation_, glm::vec2{0.1f}); + SetColor(game_core_->GetPlayerColor(player_id_)); + SetTexture(BATTLE_GAME_ASSETS_DIR "textures/particle1.png"); + DrawModel(0); +} + +void PiercingBullet::Update() { + position_ += velocity_ * kSecondPerTick; + bool should_die = false; + if (game_core_->IsBlockedByObstacles(position_)) { + should_die = true; + } + + auto &units = game_core_->GetUnits(); + int idx = 0; + for (auto &unit : units) { + if (unit.first == unit_id_) { + continue; + } + if (unit.second->IsHit(position_)) { + if (!touched[idx]) game_core_->PushEventDealDamage(unit.first, id_, damage_scale_ * 10.0f); + // should_die = true; // It doesn't disappear. + touched[idx] = 1; + } else touched[idx] = 0; + ++idx; + } + + if (should_die) { + game_core_->PushEventRemoveBullet(id_); + } +} + +PiercingBullet::~PiercingBullet() { + for (int i = 0; i < 5; i++) { + game_core_->PushEventGenerateParticle( + position_, rotation_, game_core_->RandomInCircle() * 2.0f, 0.2f, + glm::vec4{0.0f, 0.0f, 0.0f, 1.0f}, 3.0f); + } +} +} // namespace battle_game::bullet diff --git a/src/battle_game/core/bullets/piercing_bullet.h b/src/battle_game/core/bullets/piercing_bullet.h new file mode 100644 index 00000000..de336a72 --- /dev/null +++ b/src/battle_game/core/bullets/piercing_bullet.h @@ -0,0 +1,23 @@ +#pragma once +#include "battle_game/core/bullet.h" + +namespace battle_game::bullet { +class PiercingBullet : public Bullet { + public: + PiercingBullet(GameCore *core, + uint32_t id, + uint32_t unit_id, + uint32_t player_id, + glm::vec2 position, + float rotation, + float damage_scale, + glm::vec2 velocity); + ~PiercingBullet() override; + void Render() override; + void Update() override; + + private: + std::vector touched; + glm::vec2 velocity_{}; +}; +} // namespace battle_game::bullet diff --git a/src/battle_game/core/bullets/skeleton_attack.cpp b/src/battle_game/core/bullets/skeleton_attack.cpp new file mode 100644 index 00000000..b2bbd415 --- /dev/null +++ b/src/battle_game/core/bullets/skeleton_attack.cpp @@ -0,0 +1,56 @@ +#include "battle_game/core/bullets/skeleton_attack.h" + +#include "battle_game/core/game_core.h" +#include "battle_game/core/particles/particles.h" + +namespace battle_game::bullet { +SkeletonAttack::SkeletonAttack(GameCore *core, + uint32_t id, + uint32_t unit_id, + uint32_t player_id, + glm::vec2 position, + float rotation, + float damage_scale, + glm::vec2 velocity) + : Bullet(core, id, unit_id, player_id, position, rotation, damage_scale), + velocity_(velocity) { +} + +void SkeletonAttack::Render() { + SetTransformation(position_, rotation_, glm::vec2{0.1f}); + SetColor(game_core_->GetPlayerColor(player_id_)); + SetTexture(BATTLE_GAME_ASSETS_DIR "textures/skeleton.png"); + DrawModel(0); +} + +void SkeletonAttack::Update() { + position_ += velocity_ * kSecondPerTick; + bool should_die = false; + if (game_core_->IsBlockedByObstacles(position_)) { + should_die = true; + } + + auto &units = game_core_->GetUnits(); + for (auto &unit : units) { + if (unit.first == unit_id_) { + continue; + } + if (unit.second->IsHit(position_)) { + game_core_->PushEventDealDamage(unit.first, id_, damage_scale_); + // should_die = true; // The Skeleton won't disappear. + } + } + + if (should_die) { + game_core_->PushEventRemoveBullet(id_); + } +} + +SkeletonAttack::~SkeletonAttack() { + for (int i = 0; i < 5; i++) { + game_core_->PushEventGenerateParticle( + position_, rotation_, game_core_->RandomInCircle() * 2.0f, 0.2f, + glm::vec4{0.0f, 0.0f, 0.0f, 1.0f}, 3.0f); + } +} +} // namespace battle_game::bullet diff --git a/src/battle_game/core/bullets/skeleton_attack.h b/src/battle_game/core/bullets/skeleton_attack.h new file mode 100644 index 00000000..97b36f3d --- /dev/null +++ b/src/battle_game/core/bullets/skeleton_attack.h @@ -0,0 +1,22 @@ +#pragma once +#include "battle_game/core/bullet.h" + +namespace battle_game::bullet { +class SkeletonAttack : public Bullet { + public: + SkeletonAttack(GameCore *core, + uint32_t id, + uint32_t unit_id, + uint32_t player_id, + glm::vec2 position, + float rotation, + float damage_scale, + glm::vec2 velocity); + ~SkeletonAttack() override; + void Render() override; + void Update() override; + + private: + glm::vec2 velocity_{}; +}; +} // namespace battle_game::bullet diff --git a/src/battle_game/core/selectable_units.cpp b/src/battle_game/core/selectable_units.cpp index d3c63f15..aa85abd0 100644 --- a/src/battle_game/core/selectable_units.cpp +++ b/src/battle_game/core/selectable_units.cpp @@ -22,6 +22,8 @@ void GameCore::GeneratePrimaryUnitList() { * TODO: Add Your Unit Here! * */ ADD_SELECTABLE_UNIT(unit::Tank); + ADD_SELECTABLE_UNIT(unit::SansTheSkeleton); + ADD_SELECTABLE_UNIT(unit::PiercingBulletShooter) unit.reset(); } diff --git a/src/battle_game/core/units/piercing_bullet_shooter.cpp b/src/battle_game/core/units/piercing_bullet_shooter.cpp new file mode 100644 index 00000000..93ee7cb1 --- /dev/null +++ b/src/battle_game/core/units/piercing_bullet_shooter.cpp @@ -0,0 +1,166 @@ +#include "piercing_bullet_shooter.h" + +#include "battle_game/core/bullets/bullets.h" +#include "battle_game/core/game_core.h" +#include "battle_game/graphics/graphics.h" + +namespace battle_game::unit { + +namespace { +uint32_t tank_body_model_index = 0xffffffffu; +uint32_t tank_turret_model_index = 0xffffffffu; +} // namespace + +PiercingBulletShooter::PiercingBulletShooter(GameCore *game_core, uint32_t id, uint32_t player_id) + : Unit(game_core, id, player_id) { + if (!~tank_body_model_index) { + auto mgr = AssetsManager::GetInstance(); + { + /* Tank Body */ + tank_body_model_index = mgr->RegisterModel( + { + {{-0.8f, 0.8f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + {{-0.8f, -1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + {{0.8f, 0.8f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + {{0.8f, -1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + // distinguish front and back + {{0.6f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + {{-0.6f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, + }, + {0, 1, 2, 1, 2, 3, 0, 2, 5, 2, 4, 5}); + } + + { + /* Tank Turret */ + std::vector turret_vertices; + std::vector turret_indices; + const int precision = 60; + const float inv_precision = 1.0f / float(precision); + for (int i = 0; i < precision; i++) { + auto theta = (float(i) + 0.5f) * inv_precision; + theta *= glm::pi() * 2.0f; + auto sin_theta = std::sin(theta); + auto cos_theta = std::cos(theta); + turret_vertices.push_back({{sin_theta * 0.5f, cos_theta * 0.5f}, + {0.0f, 0.0f}, + {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_indices.push_back(i); + turret_indices.push_back((i + 1) % precision); + turret_indices.push_back(precision); + } + turret_vertices.push_back( + {{0.0f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{-0.1f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{0.1f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{-0.1f, 1.2f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{0.1f, 1.2f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_indices.push_back(precision + 1 + 0); + turret_indices.push_back(precision + 1 + 1); + turret_indices.push_back(precision + 1 + 2); + turret_indices.push_back(precision + 1 + 1); + turret_indices.push_back(precision + 1 + 2); + turret_indices.push_back(precision + 1 + 3); + tank_turret_model_index = + mgr->RegisterModel(turret_vertices, turret_indices); + } + } +} + +void PiercingBulletShooter::Render() { + battle_game::SetTransformation(position_, rotation_); + battle_game::SetTexture(0); + battle_game::SetColor(game_core_->GetPlayerColor(player_id_)); + battle_game::DrawModel(tank_body_model_index); + battle_game::SetRotation(turret_rotation_); + battle_game::DrawModel(tank_turret_model_index); +} + +void PiercingBulletShooter::Update() { + TankMove(3.0f, glm::radians(180.0f)); + TurretRotate(); + Fire(); +} + +void PiercingBulletShooter::TankMove(float move_speed, float rotate_angular_speed) { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + glm::vec2 offset{0.0f}; + if (input_data.key_down[GLFW_KEY_W]) { + offset.y += 1.0f; + } + if (input_data.key_down[GLFW_KEY_S]) { + offset.y -= 1.0f; + } + float speed = move_speed * GetSpeedScale(); + offset *= kSecondPerTick * speed; + auto new_position = + position_ + glm::vec2{glm::rotate(glm::mat4{1.0f}, rotation_, + glm::vec3{0.0f, 0.0f, 1.0f}) * + glm::vec4{offset, 0.0f, 0.0f}}; + if (!game_core_->IsBlockedByObstacles(new_position)) { + game_core_->PushEventMoveUnit(id_, new_position); + } + float rotation_offset = 0.0f; + if (input_data.key_down[GLFW_KEY_A]) { + rotation_offset += 1.0f; + } + if (input_data.key_down[GLFW_KEY_D]) { + rotation_offset -= 1.0f; + } + rotation_offset *= kSecondPerTick * rotate_angular_speed * GetSpeedScale(); + game_core_->PushEventRotateUnit(id_, rotation_ + rotation_offset); + } +} + +void PiercingBulletShooter::TurretRotate() { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + auto diff = input_data.mouse_cursor_position - position_; + if (glm::length(diff) < 1e-4) { + turret_rotation_ = rotation_; + } else { + turret_rotation_ = std::atan2(diff.y, diff.x) - glm::radians(90.0f); + } + } +} + +void PiercingBulletShooter::Fire() { + if (fire_count_down_ == 0) { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + if (input_data.mouse_button_down[GLFW_MOUSE_BUTTON_LEFT]) { + auto velocity = Rotate(glm::vec2{0.0f, 20.0f}, turret_rotation_); + GenerateBullet( + position_ + Rotate({0.0f, 1.2f}, turret_rotation_), + turret_rotation_, GetDamageScale(), velocity); + fire_count_down_ = kTickPerSecond; // Fire interval 1 second. + } + } + } + if (fire_count_down_) { + fire_count_down_--; + } +} + +bool PiercingBulletShooter::IsHit(glm::vec2 position) const { + position = WorldToLocal(position); + return position.x > -0.8f && position.x < 0.8f && position.y > -1.0f && + position.y < 1.0f && position.x + position.y < 1.6f && + position.y - position.x < 1.6f; +} + +const char *PiercingBulletShooter::UnitName() const { + return "Piercing Bullet Shooter"; +} + +const char *PiercingBulletShooter::Author() const { + return "Minus Modulo"; +} +} // namespace battle_game::unit diff --git a/src/battle_game/core/units/piercing_bullet_shooter.h b/src/battle_game/core/units/piercing_bullet_shooter.h new file mode 100644 index 00000000..59c82b30 --- /dev/null +++ b/src/battle_game/core/units/piercing_bullet_shooter.h @@ -0,0 +1,23 @@ +#pragma once +#include "battle_game/core/unit.h" + +namespace battle_game::unit { +class PiercingBulletShooter : public Unit { + public: + PiercingBulletShooter(GameCore *game_core, uint32_t id, uint32_t player_id); + void Render() override; + void Update() override; + [[nodiscard]] bool IsHit(glm::vec2 position) const override; + + protected: + void TankMove(float move_speed, float rotate_angular_speed); + void TurretRotate(); + void Fire(); + [[nodiscard]] const char *UnitName() const override; + [[nodiscard]] const char *Author() const override; + + float turret_rotation_{0.0f}; + uint32_t fire_count_down_{0}; + uint32_t mine_count_down_{0}; +}; +} // namespace battle_game::unit diff --git a/src/battle_game/core/units/sans_the_skeleton.cpp b/src/battle_game/core/units/sans_the_skeleton.cpp new file mode 100644 index 00000000..8be1b794 --- /dev/null +++ b/src/battle_game/core/units/sans_the_skeleton.cpp @@ -0,0 +1,172 @@ +#include "tiny_tank.h" + +#include "battle_game/core/bullets/bullets.h" +#include "battle_game/core/game_core.h" +#include "battle_game/graphics/graphics.h" + +namespace battle_game::unit { + +namespace { +uint32_t sans_body_model_index = 0xffffffffu; +uint32_t sans_turret_model_index = 0xffffffffu; +} // namespace + +float SansTheSkeleton::BasicMaxHealth() const { // In game undertale, sans has extremely low HP + return 1.0f; +} + +SansTheSkeleton::SansTheSkeleton(GameCore *game_core, uint32_t id, uint32_t player_id) + : Unit(game_core, id, player_id) { + HideLifeBar(); // We don't need it since we only have 1 HP. + if (!~sans_body_model_index) { + auto mgr = AssetsManager::GetInstance(); + { + /* Sans Body */ + sans_body_model_index = mgr->RegisterModel( + { + {{-0.8f, 0.8f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, // I make this thing blue to fit sans' appearance. + {{-0.8f, -1.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, + {{0.8f, 0.8f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, + {{0.8f, -1.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, + // distinguish front and back + {{0.6f, 1.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, + {{-0.6f, 1.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 0.5f, 1.0f}}, + }, + {0, 1, 2, 1, 2, 3, 0, 2, 5, 2, 4, 5}); + } + + { + /* Sans Turret */ + std::vector turret_vertices; + std::vector turret_indices; + const int precision = 60; + const float inv_precision = 1.0f / float(precision); + for (int i = 0; i < precision; i++) { + auto theta = (float(i) + 0.5f) * inv_precision; + theta *= glm::pi() * 2.0f; + auto sin_theta = std::sin(theta); + auto cos_theta = std::cos(theta); + turret_vertices.push_back({{sin_theta * 0.5f, cos_theta * 0.5f}, + {0.0f, 0.0f}, + {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_indices.push_back(i); + turret_indices.push_back((i + 1) % precision); + turret_indices.push_back(precision); + } + turret_vertices.push_back( + {{0.0f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{-0.1f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{0.1f, 0.0f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{-0.1f, 1.2f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_vertices.push_back( + {{0.1f, 1.2f}, {0.0f, 0.0f}, {0.7f, 0.7f, 0.7f, 1.0f}}); + turret_indices.push_back(precision + 1 + 0); + turret_indices.push_back(precision + 1 + 1); + turret_indices.push_back(precision + 1 + 2); + turret_indices.push_back(precision + 1 + 1); + turret_indices.push_back(precision + 1 + 2); + turret_indices.push_back(precision + 1 + 3); + sans_turret_model_index = + mgr->RegisterModel(turret_vertices, turret_indices); + } + } +} + +void SansTheSkeleton::Render() { + battle_game::SetTransformation(position_, rotation_); + battle_game::SetTexture(0); + battle_game::SetColor(game_core_->GetPlayerColor(player_id_)); + battle_game::DrawModel(sans_body_model_index); + battle_game::SetRotation(turret_rotation_); + battle_game::DrawModel(sans_turret_model_index); +} + +void SansTheSkeleton::Update() { + SansMove(3.0f, glm::radians(180.0f)); + TurretRotate(); + Fire(); +} + +void SansTheSkeleton::SansMove(float move_speed, float rotate_angular_speed) { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + glm::vec2 offset{0.0f}; + if (input_data.key_down[GLFW_KEY_W]) { + offset.y += 1.0f; + } + if (input_data.key_down[GLFW_KEY_S]) { + offset.y -= 1.0f; + } + float speed = move_speed * GetSpeedScale(); + offset *= kSecondPerTick * speed; + auto new_position = + position_ + glm::vec2{glm::rotate(glm::mat4{1.0f}, rotation_, + glm::vec3{0.0f, 0.0f, 1.0f}) * + glm::vec4{offset, 0.0f, 0.0f}}; + if (!game_core_->IsBlockedByObstacles(new_position)) { + game_core_->PushEventMoveUnit(id_, new_position); + } + float rotation_offset = 0.0f; + if (input_data.key_down[GLFW_KEY_A]) { + rotation_offset += 1.0f; + } + if (input_data.key_down[GLFW_KEY_D]) { + rotation_offset -= 1.0f; + } + rotation_offset *= kSecondPerTick * rotate_angular_speed * GetSpeedScale(); + game_core_->PushEventRotateUnit(id_, rotation_ + rotation_offset); + } +} + +void SansTheSkeleton::TurretRotate() { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + auto diff = input_data.mouse_cursor_position - position_; + if (glm::length(diff) < 1e-4) { + turret_rotation_ = rotation_; + } else { + turret_rotation_ = std::atan2(diff.y, diff.x) - glm::radians(90.0f); + } + } +} + +void SansTheSkeleton::Fire() { + if (fire_count_down_ == 0) { + auto player = game_core_->GetPlayer(player_id_); + if (player) { + auto &input_data = player->GetInputData(); + if (input_data.mouse_button_down[GLFW_MOUSE_BUTTON_LEFT]) { + auto velocity = Rotate(glm::vec2{0.0f, 20.0f}, turret_rotation_); + GenerateBullet( + position_ + Rotate({0.0f, 1.2f}, turret_rotation_), + turret_rotation_, GetDamageScale(), velocity); + fire_count_down_ = kTickPerSecond; // Fire interval 1 second. + } + } + } + if (fire_count_down_) { + fire_count_down_--; + } +} + +bool SansTheSkeleton::IsHit(glm::vec2 position) const { + position = WorldToLocal(position); + bool hit = position.x > -0.8f && position.x < 0.8f && position.y > -1.0f && + position.y < 1.0f && position.x + position.y < 1.6f && + position.y - position.x < 1.6f; + return hit && game_core_->RandomFloat() <= 0.05f; // each shoot will have 5% of chance to kill sans. +} + +const char *SansTheSkeleton::UnitName() const { + return "sans the skeleton"; +} + +const char *SansTheSkeleton::Author() const { + return "Minus Modulo"; +} +} // namespace battle_game::unit diff --git a/src/battle_game/core/units/sans_the_skeleton.h b/src/battle_game/core/units/sans_the_skeleton.h new file mode 100644 index 00000000..1bdf3780 --- /dev/null +++ b/src/battle_game/core/units/sans_the_skeleton.h @@ -0,0 +1,24 @@ +#pragma once +#include "battle_game/core/unit.h" + +namespace battle_game::unit { +class SansTheSkeleton : public Unit { + public: + float BasicMaxHealth() const override; + SansTheSkeleton(GameCore *game_core, uint32_t id, uint32_t player_id); + void Render() override; + void Update() override; + [[nodiscard]] bool IsHit(glm::vec2 position) const override; + + protected: + void SansMove(float move_speed, float rotate_angular_speed); + void TurretRotate(); + void Fire(); + [[nodiscard]] const char *UnitName() const override; + [[nodiscard]] const char *Author() const override; + + float turret_rotation_{0.0f}; + uint32_t fire_count_down_{0}; + uint32_t mine_count_down_{0}; +}; +} // namespace battle_game::unit diff --git a/src/battle_game/graphics/model.cpp b/src/battle_game/graphics/model.cpp index 364f5b55..5d306e56 100644 --- a/src/battle_game/graphics/model.cpp +++ b/src/battle_game/graphics/model.cpp @@ -5,4 +5,4 @@ Model::Model(const std::vector &vertices, const std::vector &indices) : vertices_(vertices), indices_(indices) { } -} // namespace battle_game +} // namespace battle_game 随意做一些改动。