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@@ -21,12 +21,12 @@
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#include "IngameState.hpp"
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#include "IngameState.hpp"
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#include "Player.hpp"
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#include "Player.hpp"
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-IngameState::IngameState(): State(), _player(), _paused(false), _blurSize(0.f), _frameAlpha(0.f), _wormhole() {}
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+IngameState::IngameState(): State(), _player(), _paused(false), _blurSize(0.f), _frameAlpha(0.f), _wormhole(), _starsCollected(0) {}
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IngameState::~IngameState()
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IngameState::~IngameState()
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{
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{
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Echo::debug("Flushing state");
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Echo::debug("Flushing state");
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- _lightSystem.removeLight(_light);
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+ _lightSystem.removeLight(_player.light());
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_lightSystem.removeLight(_wormhole.light());
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_lightSystem.removeLight(_wormhole.light());
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}
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}
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@@ -50,16 +50,14 @@ void IngameState::init()
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_background.setTexture(_context->assets->loadTexture("data/background/Background.jpg"));
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_background.setTexture(_context->assets->loadTexture("data/background/Background.jpg"));
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_context->assets->loadTexture("data/background/Background.jpg").setRepeated(true);
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_context->assets->loadTexture("data/background/Background.jpg").setRepeated(true);
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- _player.setContext(_context);
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- _player.setTexture(_context->assets->loadTexture(rand() % 10 == 0 ? "data/triangle/Illuminati.png" : "data/triangle/Texture.png"));
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+ bool illuminati = (rand() % 10 == 0);
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+ _player.setIlluminati(illuminati);
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+ _player.setContext(_context);
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+ _player.setTexture(_context->assets->loadTexture(illuminati ? "data/triangle/Illuminati.png" : "data/triangle/Texture.png"));
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_player.setPosition(556.f, 2200.f);
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_player.setPosition(556.f, 2200.f);
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-
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+
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_foreground.create("data/background/Foreground.jpg", "data/background/Foreground_normal.jpg", "data/background/75pxjitter03.png");
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_foreground.create("data/background/Foreground.jpg", "data/background/Foreground_normal.jpg", "data/background/75pxjitter03.png");
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_context->foreground = &_foreground;
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_context->foreground = &_foreground;
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- _spike.create("data/background/Foreground.jpg", "data/background/Foreground_normal.jpg", "data/background/Spikes16px.png");
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- _spike.setResolution(sf::Vector2u(0, 0));
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- _spike.move(sf::Vector2f(1020, 2310));
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- _spike.rotate(332.f);
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_background.setTextureRect(sf::IntRect(0, 0, _foreground.getSize().x, _foreground.getSize().y));
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_background.setTextureRect(sf::IntRect(0, 0, _foreground.getSize().x, _foreground.getSize().y));
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@@ -72,13 +70,6 @@ void IngameState::init()
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_penumbraTexture.loadFromFile("data/light/penumbraTexture.png");
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_penumbraTexture.loadFromFile("data/light/penumbraTexture.png");
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_penumbraTexture.setSmooth(true);
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_penumbraTexture.setSmooth(true);
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- _light = std::make_shared<ltbl::LightPointEmission>();
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- _light->_emissionSprite.setPosition(0.f, 0.f);
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- _light->_emissionSprite.setTexture(_context->assets->loadTexture("data/background/Light.png"));
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- _light->_emissionSprite.setOrigin(sf::Vector2f(_context->assets->loadTexture("data/background/Light.png").getSize() / 2u));
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- _light->_emissionSprite.setColor(sf::Color::White);
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- _light->_localCastCenter = sf::Vector2f(0.0f, 0.0f); // This is where the shadows emanate from relative to the sprite
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-
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_blurV.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-v.frag");
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_blurV.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-v.frag");
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_blurH.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-h.frag");
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_blurH.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-h.frag");
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@@ -86,15 +77,25 @@ void IngameState::init()
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_dotaSound.setBuffer(_context->assets->loadSound("data/audio/Victory.ogg"));
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_dotaSound.setBuffer(_context->assets->loadSound("data/audio/Victory.ogg"));
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_wormhole.load(_context->assets->loadTexture("data/triangle/Wormhole.png"), _context->assets->loadTexture("data/triangle/Wormhole_light.png"));
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_wormhole.load(_context->assets->loadTexture("data/triangle/Wormhole.png"), _context->assets->loadTexture("data/triangle/Wormhole_light.png"));
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- _wormhole.setPosition(400.f, 400.f);
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+ _wormhole.setPosition(_foreground.getWormholePosition());
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+
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+ sf::Vector2f starPosition;
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+ while(_foreground.getStarPosition(starPosition))
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+ _star.emplace_back(_context->assets->loadTexture("data/triangle/Star.png"), _context->assets->loadTexture("data/light/Star.png"), starPosition);
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+ _starsCount = _star.size();
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_statsTime.setFont(_context->assets->loadFont("data/ttf/canonical/Ubuntu-L.ttf"));
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_statsTime.setFont(_context->assets->loadFont("data/ttf/canonical/Ubuntu-L.ttf"));
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_statsHull.setFont(_context->assets->loadFont("data/ttf/canonical/Ubuntu-L.ttf"));
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_statsHull.setFont(_context->assets->loadFont("data/ttf/canonical/Ubuntu-L.ttf"));
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+ _statsStars.setFont(_context->assets->loadFont("data/ttf/canonical/Ubuntu-L.ttf"));
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_statsTime.setCharacterSize(30);
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_statsTime.setCharacterSize(30);
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_statsHull.setCharacterSize(30);
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_statsHull.setCharacterSize(30);
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+ _statsStars.setCharacterSize(30);
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// Global window is not initialized yet in this method. If you need _context->window->getSize(), go to refresh() instead.
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// Global window is not initialized yet in this method. If you need _context->window->getSize(), go to refresh() instead.
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+ _music.openFromFile("data/audio/Ossuary 6 - Air.ogg");
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+ _music.setLoop(true);
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+ _music.play();
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_totalTime.restart();
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_totalTime.restart();
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_status = State::Ongoing;
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_status = State::Ongoing;
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}
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}
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@@ -105,6 +106,7 @@ void IngameState::refresh()
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//_background.setTextureRect(sf::IntRect(0, 0, _context->window->getSize().x, _context->window->getSize().y));
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//_background.setTextureRect(sf::IntRect(0, 0, _context->window->getSize().x, _context->window->getSize().y));
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_camera.setSize(static_cast<sf::Vector2f>(_context->window->getSize()));
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_camera.setSize(static_cast<sf::Vector2f>(_context->window->getSize()));
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_camera.setTwilightViewport(_context->window->getSize().x / 2.f - 240.f/* * (bool) _czyWOgóleTwilightViewportMaByć*/, _context->window->getSize().y / 2.f - 240.f);
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_camera.setTwilightViewport(_context->window->getSize().x / 2.f - 240.f/* * (bool) _czyWOgóleTwilightViewportMaByć*/, _context->window->getSize().y / 2.f - 240.f);
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+ //_camera.setTwilightViewport(0, 0);
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_camera.setCenter(_player.getPosition());
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_camera.setCenter(_player.getPosition());
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_foreground.setResolution(res);
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_foreground.setResolution(res);
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@@ -114,14 +116,18 @@ void IngameState::refresh()
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_wasted.setPosition(_context->window->getSize().x / 2.f, _context->window->getSize().y * 1.5f);
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_wasted.setPosition(_context->window->getSize().x / 2.f, _context->window->getSize().y * 1.5f);
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_statsTime.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsTime.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsHull.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsHull.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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+ _statsStars.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_backgroundH.create(_context->window->getSize().x, _context->window->getSize().y);
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_backgroundH.create(_context->window->getSize().x, _context->window->getSize().y);
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_backgroundV.create(_context->window->getSize().x, _context->window->getSize().y);
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_backgroundV.create(_context->window->getSize().x, _context->window->getSize().y);
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_lightSystem.create(sf::FloatRect{{0.f, 0.f}, {0.f, 0.f}}, {_context->window->getSize().x, _context->window->getSize().y}, _penumbraTexture, _unshadowShader, _lightOverShapeShader, _normalsShader);
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_lightSystem.create(sf::FloatRect{{0.f, 0.f}, {0.f, 0.f}}, {_context->window->getSize().x, _context->window->getSize().y}, _penumbraTexture, _unshadowShader, _lightOverShapeShader, _normalsShader);
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_lightSystem.normalsEnabled(true);
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_lightSystem.normalsEnabled(true);
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- _lightSystem.addLight(_light);
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+ _lightSystem.addLight(_player.light());
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_lightSystem.addLight(_wormhole.light());
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_lightSystem.addLight(_wormhole.light());
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+ unsigned k = _star.size();
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+ for(unsigned i = 0; i < k; ++i)
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+ _lightSystem.addLight(_star[i].light());
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}
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}
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void IngameState::coreThink(const sf::Event& event)
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void IngameState::coreThink(const sf::Event& event)
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@@ -163,11 +169,12 @@ void IngameState::coreUpdate(sf::Time delta)
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|| (_wasted.getPosition().y < -_context->window->getSize().y / 2.f
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|| (_wasted.getPosition().y < -_context->window->getSize().y / 2.f
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&& _marioSound.getStatus() == sf::Sound::Status::Stopped && !_player.hasWon()))
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&& _marioSound.getStatus() == sf::Sound::Status::Stopped && !_player.hasWon()))
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{
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{
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- _wasted.move(0.f, -250.f * delta.asSeconds());
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+ _wasted.move(0.f, -400.f * delta.asSeconds() * (_context->window->getSize().y / 1080.f));
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if(_player.hasWon())
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if(_player.hasWon())
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{
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{
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_statsTime.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsTime.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsHull.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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_statsHull.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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+ _statsStars.setPosition(_wasted.getPosition().x, _wasted.getPosition().y + 100.f);
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}
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}
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}
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}
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}
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}
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@@ -181,7 +188,6 @@ void IngameState::coreUpdate(sf::Time delta)
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const sf::Vector2f pos = _player.getPosition();
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const sf::Vector2f pos = _player.getPosition();
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_player.update(delta);
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_player.update(delta);
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_camera.move(_player.getPosition() - pos);
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_camera.move(_player.getPosition() - pos);
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- _light->_emissionSprite.setPosition(_player.getPosition());
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_foreground.setPosition(_camera.getCenter() - _camera.getSize() / 2.f);
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_foreground.setPosition(_camera.getCenter() - _camera.getSize() / 2.f);
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if(_player.checkCollision(_foreground)) /// True if the target died.
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if(_player.checkCollision(_foreground)) /// True if the target died.
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@@ -189,6 +195,7 @@ void IngameState::coreUpdate(sf::Time delta)
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_paused = true;
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_paused = true;
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_wasted.setTexture(_context->assets->loadTexture("data/background/Wasted.png"));
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_wasted.setTexture(_context->assets->loadTexture("data/background/Wasted.png"));
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_wasted.setOrigin(sf::Vector2f(_context->assets->loadTexture("data/background/Wasted.png").getSize() / 2u));
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_wasted.setOrigin(sf::Vector2f(_context->assets->loadTexture("data/background/Wasted.png").getSize() / 2u));
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+ _music.stop();
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_marioSound.play();
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_marioSound.play();
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}
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}
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else if(_player.isDead() && _player.hasWon())
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else if(_player.isDead() && _player.hasWon())
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@@ -205,8 +212,14 @@ void IngameState::coreUpdate(sf::Time delta)
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oss.clear();
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oss.clear();
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oss << "Hull: " << int(_player.getHullLeft()) << "%";
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oss << "Hull: " << int(_player.getHullLeft()) << "%";
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_statsHull.setString(oss.str());
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_statsHull.setString(oss.str());
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- _statsTime.setOrigin(_statsTime.getLocalBounds().width / 2.f, _statsTime.getLocalBounds().height / 2.f - 30.f);
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- _statsHull.setOrigin(_statsTime.getLocalBounds().width / 2.f, _statsTime.getLocalBounds().height + _statsHull.getLocalBounds().height / 2.f);
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+ oss.str(std::string());
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+ oss.clear();
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+ oss << "Stars: " << _starsCollected << '/' << _starsCount;
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+ _statsStars.setString(oss.str());
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+ _statsTime.setOrigin(_statsTime.getLocalBounds().width / 2.f, _statsTime.getLocalBounds().height / 2.f + 60.f);
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+ _statsHull.setOrigin(_statsTime.getLocalBounds().width / 2.f, _statsTime.getLocalBounds().height / 2.f - _statsHull.getLocalBounds().height + 30.f);
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+ _statsStars.setOrigin(_statsTime.getLocalBounds().width / 2.f, _statsTime.getLocalBounds().height / 2.f - _statsHull.getLocalBounds().height - _statsStars.getLocalBounds().height);
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+ _music.stop();
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_dotaSound.play();
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_dotaSound.play();
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}
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}
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@@ -228,6 +241,30 @@ void IngameState::coreUpdate(sf::Time delta)
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else
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else
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_player.setScale(1.f, 1.f);
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_player.setScale(1.f, 1.f);
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}
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}
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+
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+ for(unsigned i = 0; i < _star.size(); ++i)
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+ {
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+ if(_star[i].gravity(_player.getPosition(), delta))
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+ {
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+ _lightSystem.removeLight(_star[i].light());
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+ _star.erase(_star.begin() + i);
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+ _starsCollected++;
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+ }
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+ }
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+
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+ {
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+ const double degree = 3.14159265358 / 180.;
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+ static float offset = 0.f;
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+ static bool direction = false;
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+ sf::Vector2f movement;
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+ movement.x = std::sin((direction ? 152.f : 332.f) * degree) * (direction ? 1500.f : 100.f) * seconds;
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+ movement.y = -std::cos((direction ? 152.f : 332.f) * degree) * (direction ? 1500.f : 100.f) * seconds;
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+ offset += movement.y;
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+ if(offset < -256.f)
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+ direction = true;
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+ if(offset >= 0.f)
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+ direction = false;
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+ }
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}
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}
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void IngameState::coreRender(const bool shaders)
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void IngameState::coreRender(const bool shaders)
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{
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{
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@@ -259,6 +296,7 @@ void IngameState::coreRender(const bool shaders)
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_context->window->draw(_wasted);
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_context->window->draw(_wasted);
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_context->window->draw(_statsTime);
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_context->window->draw(_statsTime);
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_context->window->draw(_statsHull);
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_context->window->draw(_statsHull);
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+ _context->window->draw(_statsStars);
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}
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}
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else
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else
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{
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{
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@@ -267,19 +305,17 @@ void IngameState::coreRender(const bool shaders)
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_foreground.renderNormals(true);
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_foreground.renderNormals(true);
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- _spike.renderNormals(true);
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_lightSystem.normalsTargetSetView(*_camera.getView());
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_lightSystem.normalsTargetSetView(*_camera.getView());
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_lightSystem.normalsTargetClear();
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_lightSystem.normalsTargetClear();
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- _lightSystem.normalsTargetDraw(_spike);
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_lightSystem.normalsTargetDraw(_foreground);
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_lightSystem.normalsTargetDraw(_foreground);
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_lightSystem.normalsTargetDisplay();
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_lightSystem.normalsTargetDisplay();
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_lightSystem.render(*_camera.getView(), _unshadowShader, _lightOverShapeShader, _normalsShader);
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_lightSystem.render(*_camera.getView(), _unshadowShader, _lightOverShapeShader, _normalsShader);
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_foreground.renderNormals(false);
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_foreground.renderNormals(false);
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- _spike.renderNormals(false);
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- _context->window->draw(_spike);
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_context->window->draw(_foreground);
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_context->window->draw(_foreground);
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+ for(unsigned i = 0; i < _star.size(); ++i)
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+ _context->window->draw(_star[i]);
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_context->window->draw(_wormhole);
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_context->window->draw(_wormhole);
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_context->window->draw(_player);
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_context->window->draw(_player);
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