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154 lines (123 loc) · 4.93 KB
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BasicLevel.cpp.orig
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154 lines (123 loc) · 4.93 KB
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#include "BasicLevel.hpp"
#include "BoundingBox.hpp"
#include "Load.hpp"
#include "data_path.hpp"
#include "draw_text.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
<<<<<<< HEAD
std::string food_names[] = {"Broccoli", "Potato", "Carrot", "Mushroom"};
=======
//Credit:
// THE HAPPY SONG by Nicolai Heidlas Music https://soundcloud.com/nicolai-heidlas
// Creative Commons — Attribution 3.0 Unported— CC BY 3.0
// http://creativecommons.org/licenses/b...
// Music promoted by Audio Library https://youtu.be/cGuaRsXLScQ
Load< Sound::Sample > basic_bgm(LoadTagDefault, [](){
return new Sound::Sample(data_path("sound_effects/the_happy_song_full.wav"));
});
>>>>>>> e30ccb16efeb3c61085c5f7538b5dba2f619516b
BasicLevel::BasicLevel(GameMode *gm, Scene::Object::ProgramInfo const &texture_program_info,
Scene::Object::ProgramInfo const &depth_program_info) : Level(gm) {
this->texture_program_info = texture_program_info;
this->depth_program_info = depth_program_info;
{ // Add the four pots
for(int i=0; i<4; i++) {
Scene::Object *obj = gm->scene->new_object(gm->scene->new_transform());
obj->programs[Scene::Object::ProgramTypeDefault] = texture_program_info;
obj->programs[Scene::Object::ProgramTypeDefault].textures[0] = *white_tex;
obj->programs[Scene::Object::ProgramTypeShadow] = depth_program_info;
MeshBuffer::Mesh const &mesh = vegetable_meshes->lookup("Pot");
obj->programs[Scene::Object::ProgramTypeDefault].start = mesh.start;
obj->programs[Scene::Object::ProgramTypeDefault].count = mesh.count;
obj->programs[Scene::Object::ProgramTypeShadow].start = mesh.start;
obj->programs[Scene::Object::ProgramTypeShadow].count = mesh.count;
obj->transform->position = glm::vec3(30.f * i - 45.f,-40.f,0.f);
obj->transform->scale = glm::vec3(0.3f,0.3f,0.3f);
obj->transform->rotation = glm::angleAxis(glm::radians(-90.f), glm::vec3(1.f,0.f,0.f));
obj->transform->boundingbox = new BoundingBox(2.0f, 2.0f);
obj->transform->boundingbox->update_origin(obj->transform->position, glm::vec2(0.0f, 1.0f));
gm->pots.push_back(obj);
obj->data = food_names[i];
Scene::Object *food = create_food(food_names[i]);
food->transform->position = obj->transform->position;
food->transform->position.z = 10.f;
}
}
<<<<<<< HEAD
messagetime = 5.f;
=======
this->texture_program_info = texture_program_info;
this->depth_program_info = depth_program_info;
bgm = basic_bgm->play(gm->camera->transform->position, 1.0f, Sound::Loop); // play bgm
}
BasicLevel::~BasicLevel() {
if (this->bgm) this->bgm->stop(); // stop bgm
>>>>>>> e30ccb16efeb3c61085c5f7538b5dba2f619516b
}
Scene::Object *BasicLevel::create_food(std::string veg_name) {
Scene::Object *obj = gm->scene->new_object(gm->scene->new_transform());
obj->programs[Scene::Object::ProgramTypeDefault] = texture_program_info;
obj->programs[Scene::Object::ProgramTypeDefault].textures[0] = *white_tex;
obj->programs[Scene::Object::ProgramTypeShadow] = depth_program_info;
MeshBuffer::Mesh const &mesh = vegetable_meshes->lookup(veg_name);
obj->programs[Scene::Object::ProgramTypeDefault].start = mesh.start;
obj->programs[Scene::Object::ProgramTypeDefault].count = mesh.count;
obj->programs[Scene::Object::ProgramTypeShadow].start = mesh.start;
obj->programs[Scene::Object::ProgramTypeShadow].count = mesh.count;
obj->transform->rotation = glm::angleAxis(glm::radians(-90.f), glm::vec3(1.f,0.f,0.f));
return obj;
}
void BasicLevel::spawn_food() {
uint32_t idx = gm->random_gen() % 4;
Scene::Object *obj = create_food(food_names[idx]);
obj->transform->position = glm::vec3(gm->random_gen() % 150 - 75.f,50.f,0.f);
obj->transform->boundingbox = new BoundingBox(2.0f, 2.0f);
obj->transform->boundingbox->update_origin(obj->transform->position, glm::vec2(0.0f, 1.0f));
obj->data = food_names[idx];
gm->foods.push_back(obj);
}
void BasicLevel::update(float elapsed) {
fruit_timer -= elapsed;
if(fruit_timer < 0.f) {
fruit_timer += 5.f;
spawn_food();
}
messagetime -= elapsed;
}
bool BasicLevel::collision(Scene::Object *o1, Scene::Object *o2) {
if (o1->data == o2->data) {
gm->scores[gm->level]+=10;
fruit_hit++;
if(fruit_hit == 20) {
gm->show_win();
}
} else {
gm->scores[gm->level] -= 10;
if(gm->scores[gm->level] <= 0) {
gm->show_lose();
}
}
return true;
}
void BasicLevel::fall_off(Scene::Object *o) {
gm->scores[gm->level] -= 10;
if(gm->scores[gm->level] <= 0) {
gm->show_lose();
}
}
void BasicLevel::render_pass() {
glDisable(GL_DEPTH_TEST);
if (messagetime > 0.f) {
std::string messages[] = {"GET THE VEGETABLES", "INTO THE", "CORRECT POTS"};
float height = 0.15f;
float ypos = -0.3f;
for(std::string message : messages) {
float width = text_width(message, height);
draw_text(message, glm::vec2( -width/2.f, ypos), height,
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
ypos -= 0.2f;
}
}
glEnable(GL_DEPTH_TEST);
}