Skip to content

sans the skeleton from undertale #189

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 3 commits into
base: main
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file added assets/textures/skeleton.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
2 changes: 2 additions & 0 deletions src/battle_game/core/bullets/bullets.h
Original file line number Diff line number Diff line change
@@ -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"
61 changes: 61 additions & 0 deletions src/battle_game/core/bullets/piercing_bullet.cpp
Original file line number Diff line number Diff line change
@@ -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<particle::Smoke>(
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
23 changes: 23 additions & 0 deletions src/battle_game/core/bullets/piercing_bullet.h
Original file line number Diff line number Diff line change
@@ -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<bool> touched;
glm::vec2 velocity_{};
};
} // namespace battle_game::bullet
56 changes: 56 additions & 0 deletions src/battle_game/core/bullets/skeleton_attack.cpp
Original file line number Diff line number Diff line change
@@ -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<particle::Smoke>(
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
22 changes: 22 additions & 0 deletions src/battle_game/core/bullets/skeleton_attack.h
Original file line number Diff line number Diff line change
@@ -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
2 changes: 2 additions & 0 deletions src/battle_game/core/selectable_units.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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();
}
Expand Down
166 changes: 166 additions & 0 deletions src/battle_game/core/units/piercing_bullet_shooter.cpp
Original file line number Diff line number Diff line change
@@ -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<ObjectVertex> turret_vertices;
std::vector<uint32_t> 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<float>() * 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<bullet::PiercingBullet>(
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
23 changes: 23 additions & 0 deletions src/battle_game/core/units/piercing_bullet_shooter.h
Original file line number Diff line number Diff line change
@@ -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
Loading