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blockofighter/src/fight.cpp

803 lines
22 KiB
C++

/*
* $Id: fight.cpp,v 1.64 2002/07/22 11:40:26 msell Exp $
*
*
* $Log: fight.cpp,v $
* Revision 1.64 2002/07/22 11:40:26 msell
* Loppukuvaan lattia
*
* Revision 1.63 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.62 2002/07/21 22:50:39 msell
* no message
*
* Revision 1.61 2002/07/21 20:14:28 msell
* no message
*
* Revision 1.60 2002/07/21 15:03:12 msell
* Äänet disabloitu
*
* Revision 1.59 2002/07/19 22:48:09 msell
* Säätöä
*
* Revision 1.58 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.57 2002/07/19 14:05:51 msell
* Damagetextuurit näkyy
*
* Revision 1.56 2002/07/19 12:48:31 jkaarlas
* damagepää
*
* Revision 1.55 2002/07/18 23:05:31 msell
* Partikkelit ja kakkospelaajan liike
*
* Revision 1.54 2002/07/17 22:45:53 msell
* Ääniä vähän
*
* Revision 1.53 2002/07/17 19:06:39 jkaarlas
* skyboxin keskitys
*
* Revision 1.52 2002/07/17 19:02:14 jkaarlas
* skyboxin keskitys
*
* Revision 1.51 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.50 2002/07/16 19:54:38 jkaarlas
* poistettu turhaa roinaa ja lisätty DATAPATH tiedostonimien eteen
*
* Revision 1.49 2002/07/16 17:16:34 msell
* Fontit ja valikot
*
* Revision 1.48 2002/07/16 10:03:42 msell
* Pikkufixi
*
* Revision 1.47 2002/07/16 00:42:43 msell
* Uusia skyboxeja ja areenan säätöä
*
* Revision 1.46 2002/07/15 21:42:58 msell
* Skybox-testi
*
* Revision 1.45 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.44 2002/07/15 15:22:07 msell
* Parantelua
*
* Revision 1.43 2002/07/14 21:40:43 msell
* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
*
* Revision 1.42 2002/07/14 21:22:40 jkaarlas
* skybox ja ukkojen säätö
*
* Revision 1.41 2002/07/10 22:22:53 msell
* Cartoon-rendaus
*
* Revision 1.40 2002/07/10 22:07:23 jkaarlas
* skaalatut ja käännellyt ruumiinosat
*
* Revision 1.39 2002/07/10 17:13:44 msell
* Törmäystarkastelun parantelua
*
* Revision 1.38 2002/07/08 22:53:38 msell
* Säätöä
*
* Revision 1.37 2002/07/08 18:28:47 msell
* Törmäystä ja ukkoja
*
* Revision 1.36 2002/07/07 23:21:11 msell
* Pientä parantelua
*
* Revision 1.35 2002/07/07 23:05:22 msell
* Osien liimaaminen toisiinsa (kesken)
*
* Revision 1.34 2002/07/07 17:53:21 msell
* Legoukon alku
*
* Revision 1.33 2002/07/07 15:29:07 msell
* Törmäyksien parantelua
*
* Revision 1.32 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.31 2002/06/30 16:05:04 msell
* Törmäyksien parantelua, transformaatioita mukana
*
* Revision 1.30 2002/06/27 21:57:06 msell
* glEnd(); lisätty tekstuuritestaukseen
*
* Revision 1.29 2002/06/27 21:46:55 jkaarlas
* lisätty testikoodi transparentille tekstuurille (kommentoitu) vaihdettu tekstuuriquadin koordinaatit oikein päin
*
* Revision 1.28 2002/06/27 14:39:48 msell
* Toimiva maila :)
* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
*
* Revision 1.27 2002/06/27 00:08:04 msell
* Kimmotukset palloille myös pyöritettyihin mesheihin
*
* Revision 1.26 2002/06/26 22:32:20 jkaarlas
* mukana initissä asc-mallin lataus, tosin kommentoituna. samoin yksinkertainen quad, johon voi kokeilla tekstuurin lataamista
*
* Revision 1.25 2002/06/24 14:12:15 msell
* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
*
* Revision 1.24 2002/06/23 20:12:19 msell
* Parempi törmäystarkistus palloista mesheihin
*
* Revision 1.23 2002/06/20 22:50:12 msell
* Meshit
*
* Revision 1.22 2002/06/20 15:31:13 jkaarlas
* turhat tekstuurilataukset pois
*
* Revision 1.21 2002/06/20 00:21:01 jkaarlas
* materiaali- ja tekstuurihommia edistetty
*
* Revision 1.20 2002/06/17 20:49:04 msell
* free -> SDL_FreeSurface
*
* Revision 1.19 2002/06/17 20:34:44 jkaarlas
* kutsuu tekstuurilatausta
*
* Revision 1.18 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.17 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.16 2002/06/15 22:56:37 msell
* Säätöä
*
* Revision 1.15 2002/06/15 17:18:37 msell
* Toimiva törmäystarkastus kiinteille laatikoille
*
* Revision 1.14 2002/06/14 19:01:09 msell
* Säätämistä ja testailua
*
* Revision 1.13 2002/06/14 00:26:17 msell
* 100 kimpoilevaa palloa ja vähän vaimennusta
*
* Revision 1.12 2002/06/14 00:05:05 msell
* Törmäyssimulaatio kunnossa toivon mukaan
*
* Revision 1.11 2002/06/11 23:11:45 msell
* Törmäystarkistusta
*
* Revision 1.10 2002/06/07 21:16:51 msell
* Fysiikkaenginen alkua
*
* Revision 1.9 2002/06/05 23:55:46 msell
* Pallo
*
* Revision 1.8 2002/06/05 18:39:04 msell
* Jotain pientä
*
* Revision 1.7 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
*
* Revision 1.6 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.5 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.4 2002/05/19 13:40:19 msell
* Säätöä
*
* Revision 1.3 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.2 2002/05/17 23:13:30 msell
* Valot
*
* Revision 1.1 2002/05/16 18:42:07 msell
* Vektorifunctioita ja kamera
*
*
*
* $Date: 2002/07/22 11:40:26 $
*
*/
#include "main.h"
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "particle.h"
#include "font.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "run.h"
#include "glapi.h"
Camera camera;
Light light1, light2, light3, light4;
World *arenaworld;
Sound *fightmusic;
Sound *hitsound1, *hitsound2, *hitsound3, *hitsound4;
Sound *softhitsound1, *softhitsound2;
Sound *jumpsound;
Sound *fallsound1, *fallsound2;
Sound *fightsound;
Sound *victorysound;
Legoman *man1, *man2;
int points1, points2;
#define ARENASIZE 10
#define ARENAHEIGHT 10
bool fightinitialized = false;
void initFight(void){
if (!fightinitialized){
initCollisions();
addCollisionLink(COLLISIONGROUP_ARENA, COLLISIONGROUP_PARTICLE);
//addCollisionLink(COLLISIONGROUP_PARTICLE, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN1);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_ARENA);
//addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2HAND);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2HAND);
//Sound* backgroundsong = new Sound("mixdown.mp3");
Sound* backgroundsong = new Sound(BGSONG, true);
camera.setPosition(-5, 8, 18);
arenaworld = new World();
//arenalight.setEnabled(true);
/*arenalight.setPosition(0, 10, 0);
Object *lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(0, 10, 0);
arenaworld->addChild(lamp);*/
}
light1.setColor(1, 1, 1);
light1.setSpecular(1, 1, 1);
light1.setPosition(-ARENASIZE+0.5, 5, -ARENASIZE+0.5);
light1.setAttenuation(0.2, 0.0, 0.02);
light2.setColor(1, 1, 1);
light2.setSpecular(1, 1, 1);
light2.setPosition(ARENASIZE-0.5, 5, -ARENASIZE+0.5);
light2.setAttenuation(0.2, 0.0, 0.02);
light3.setColor(1, 1, 1);
light3.setSpecular(1, 1, 1);
light3.setPosition(-ARENASIZE+0.5, 5, ARENASIZE-0.5);
light3.setAttenuation(0.2, 0.0, 0.02);
light4.setColor(1, 1, 1);
light4.setSpecular(1, 1, 1);
light4.setPosition(ARENASIZE-0.5, 5, ARENASIZE-0.5);
light4.setAttenuation(0.2, 0.0, 0.02);
if (!fightinitialized){
Object *lamp;
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
arenaworld->addChild(lamp);
//Floor
BasicBlock *floorblock;
floorblock = new BasicBlock(ARENASIZE*2, 3, ARENASIZE*2);
floorblock->setPosition(0, -BLOCKHEIGHT*3/2.0, 0);
floorblock->setColor(0, 1, 0);
floorblock->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaworld->addChild(floorblock);
//Corners
BasicBlock *arenacorner;
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
//arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
arenaworld->addChild(arenacorner);
//"Ropes"
MeshObject *arenaline;
Mesh *linegeometry;
MultiAppearance *lineappearance;
BasicBlockAppearance *line;
int geometryheight = BLOCKHEIGHT*ARENAHEIGHT;
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(-ARENASIZE+0.5, geometryheight/2, 0);
arenaworld->addChild(arenaline);
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE*2);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(ARENASIZE-0.5, geometryheight/2, 0);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight/2, -ARENASIZE+0.5);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT*2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE*2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT*3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight/2, ARENASIZE-0.5);
arenaworld->addChild(arenaline);
float movement[3];
man1 = new Legoman(PLAYER1);
man1->insertToWorld(arenaworld);
vectorSet(movement, -4, 0, 0);
man1->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2 = new Legoman(PLAYER2);
man2->insertToWorld(arenaworld);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man2->lockPart(LEFTLEG | RIGHTLEG);
man1->addOpponent(man2);
man2->addOpponent(man1);
initBloods(arenaworld);
hitsound1 = new Sound(DATAPATH"hit1.wav");
softhitsound1 = new Sound(DATAPATH"hitsoft1.wav");
softhitsound2 = new Sound(DATAPATH"hitsoft2.wav");
jumpsound = new Sound(DATAPATH"jump.wav");
fallsound1 = new Sound(DATAPATH"fall1.wav");
fallsound2 = new Sound(DATAPATH"fall2.wav");
fightsound = new Sound(DATAPATH"fight.wav");
victorysound = new Sound(DATAPATH"victory.wav");
fightmusic = new Sound(DATAPATH"fight.mp3", true);
}
float cameraTarget[3] = {0, 6, 0};
camera.setTarget(cameraTarget);
arenaworld->prepare();
points1 = 0;
points2 = 0;
winner = man1;
}
#define MAXSCORE 3
int trophycounter = -1;
void resetFight(void){
float movement[3];
man1->heal();
man2->heal();
vectorSet(movement, -4, 0, 0);
man1->move(movement);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2->lockPart(LEFTLEG | RIGHTLEG);
}
int startcounter, endcounter;
float fightfade;
bool dead;
Legoman *winner;
void gameOver(Legoman *loser){
endcounter = 0;
dead = true;
winner = loser->getOpponent();
}
void startFight(void){
resetFight();
fightmusic->setVolume(0);
fightmusic->play();
fightmusic->fadeIn(300);
startcounter = 0;
trophycounter = -1;
fightfade = 1;
dead = false;
points1 = 0;
points2 = 0;
}
SDLKey player1left = SDLK_LEFT;
SDLKey player1right = SDLK_RIGHT;
SDLKey player1forward = SDLK_UP;
SDLKey player1backward = SDLK_DOWN;
SDLKey player1jump = SDLK_RSHIFT;
SDLKey player1hit = SDLK_RCTRL;
SDLKey player2left = SDLK_a;
SDLKey player2right = SDLK_d;
SDLKey player2forward = SDLK_w;
SDLKey player2backward = SDLK_s;
SDLKey player2jump = SDLK_LSHIFT;
SDLKey player2hit = SDLK_LCTRL;
void stopGame(void){
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
void endGame(void){
trophycounter = 0;
}
void endGame2(void){
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(ENDMODE);
winner->heal();
endRestart();
}
#define READY 250
#define FIGHT 500
#define VICTORY 300
#define VICTORYEND 700
#define ENDFADE 780
#define STARTOVER 800
#define TROPHYFADE 400
void calculateFight(int framecount){
fightfade = -1;
if (startcounter < 200){
fightfade = (200-startcounter)/200.0;
}
if (startcounter == FIGHT - 30){
fightsound->play();
}
startcounter++;
if (endcounter == VICTORY){
victorysound->play();
if (winner == man1) points1++;
if (winner == man2) points2++;
}
if (endcounter >= ENDFADE && endcounter <= STARTOVER){
fightfade = (endcounter - ENDFADE)/(STARTOVER-ENDFADE);
}
if (endcounter == STARTOVER){
if (points1 == MAXSCORE || points2 == MAXSCORE){
endGame();
} else{
startcounter = 0;
resetFight();
dead = false;
endcounter = 0;
}
}
if (dead) endcounter++;
if (trophycounter != -1){
fightfade = (float)trophycounter/TROPHYFADE;
trophycounter++;
if (trophycounter == TROPHYFADE) endGame2();
}
/*if (framecount % 10 == 0){
float pos[3] = {0, 5, 0};
float vel[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
createBlood(pos, vel);
}*/
//arenalight.setPosition(sin(framecount*0.01)*6, 3, cos(framecount*0.01)*4);
//light2.setPosition(sin(framecount*0.017)*6, 2, cos(framecount*0.027)*5);
//light3.setPosition(sin(framecount*0.023)*3, 4, cos(framecount*0.013)*3);
camera.setPosition(sin(framecount*0.0005)*20, sin(framecount*0.0013)*5+15, cos(framecount*0.0005)*20);
//camera.setPosition(8, 5, 5);
float upmovement[3] = {0, 0.001, 0};
man1->move(upmovement);
man2->move(upmovement);
man1->update();
man2->update();
if (startcounter >= FIGHT){
if (man1->isAlive()){
if (keys[player1left]) man1->turn(5);
if (keys[player1right]) man1->turn(-5);
if (keys[player1forward]) man1->walk(0.03);
if (keys[player1backward]) man1->walk(-0.03);
if (keys[player1jump]) man1->jump();
if (keys[player1hit]) man1->hit();
}
if (man2->isAlive()){
if (keys[player2left]) man2->turn(5);
if (keys[player2right]) man2->turn(-5);
if (keys[player2forward]) man2->walk(0.03);
if (keys[player2backward]) man2->walk(-0.03);
if (keys[player2jump]) man2->jump();
if (keys[player2hit]) man2->hit();
}
}
if (keys[SDLK_ESCAPE]){
stopGame();
}
arenaworld->move();
}
void drawDamageMeters(void){
enable2D();
glEnable(GL_BLEND);
glPushMatrix();
glTranslatef(0.925, 0.22-0.025, 0);
glScalef(0.08*3/4, 0.08, 0.1);
man1->drawVisuals();
glPopMatrix();
glPushMatrix();
glTranslatef(0.075, 0.22-0.025, 0);
glScalef(0.08*3/4, 0.08, 0.1);
man2->drawVisuals();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
char pointstring[5];
sprintf(pointstring, "%i", points1);
print(0.75, 0.05, pointstring, 0.15);
sprintf(pointstring, "%i", points2);
print(0.15, 0.05, pointstring, 0.15);
disable2D();
}
void drawFight(int framecount){
glLoadIdentity();
camera.glUpdate();
//float position[3];
//camera.getPosition((float*)position);
//createSkyBox(position[0], position[1], position[2], 50, 20, 50);
createSkyBox(0, 10, 0, 50, 20, 50);
light1.setEnabled(true);
light2.setEnabled(true);
light3.setEnabled(true);
light4.setEnabled(true);
updateLights();
arenaworld->draw();
drawDamageMeters();
flaretexture->enable();
light1.createFlare();
light2.createFlare();
light3.createFlare();
light4.createFlare();
flaretexture->disable();
enable2D();
if (fightfade != -1){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, fightfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
if (startcounter >= READY && startcounter < FIGHT){
float size = 0.2 - (startcounter - READY)*0.0001;
float alpha = 1 - (float)(startcounter - READY)/(FIGHT - READY);
float x = 0.5 - size*1.5;
float y = 0.5 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(alpha, 0, 0, alpha);
print(x, y, "Ready", size);
}
if (startcounter >= FIGHT && startcounter < FIGHT+200){
float size = 0.2 + (startcounter - FIGHT)*0.0005;
float alpha = 1 - (float)(startcounter - FIGHT)/200;
float x = 0.5 - size*1.4;
float y = 0.5 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, alpha, 0, alpha);
print(x, y, "Fight!", size);
}
if (dead){
if (endcounter >= VICTORY && endcounter < VICTORYEND){
float size = 0.18 + (endcounter - VICTORY)*0.0001;
float alpha = (float)(endcounter - VICTORY)/(VICTORYEND-VICTORY);
alpha = 1-4*(alpha-0.5)*(alpha-0.5);
alpha = pow(alpha, 0.5);
float x = 0.5 - size*1.9;
float y = 0.3 - size*0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, alpha, alpha);
print(x, y, "Victory!", size);
}
}
disable2D();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}