| author | saiam |
| Sat, 29 Nov 2008 17:29:53 +0000 | |
| changeset 133 | c05e84ccc4b3 |
| parent 127 | 241830182118 |
| child 136 | 3a15a5937f7a |
| permissions | -rw-r--r-- |
| 3 | 1 |
#ifndef GAMESTATE_HH |
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#define GAMESTATE_HH |
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#include "Physics.hh" |
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#include "Input.hh" |
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Drawer lis?tty. Pari metodia gamestateen ja dimensioniin.
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#include <list> |
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#include <stdexcept> |
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#include <cmath> |
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const float KG_PI = 3.14159265; |
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// in cells/kg |
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const uint16_t MAP_WIDTH = 800; |
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const uint16_t MAP_HEIGHT = 600; |
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const float MAP_GRAVITY = 1200.0; |
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Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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const float COLLISION_ELASTICITY = 0.4; |
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237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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const float PLAYER_MASS = 10.0; |
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const float PLAYER_MOVE_FORCE = 5000.0; |
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const float PLAYER_INITIAL_X = 400.0; |
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const float PLAYER_INITIAL_Y = 300.0; |
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Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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const float PLAYER_MIN_SPEED = 10.0; |
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const float CROSSHAIR_ANGLE_SPEED = PI/40; // TODO: Adjust this |
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const float PLAYER_AIM_MIN = -KG_PI/4; // TODO: -- || -- |
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const float PLAYER_AIM_MAX = KG_PI/2; // TODO: -- || -- |
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// forward-declare GameState |
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class GameState; |
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class Player : public PhysicsObject {
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protected: |
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GameState &state; |
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bool visible; |
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public: |
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Player(GameState &state, Vector position, bool visible) : |
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PhysicsObject((PhysicsWorld &) state, PLAYER_MASS, position, Vector(0, 0)), state(state), visible(visible) {
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std::vector<Vector> shape(4); |
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shape[0] = Vector(0,-18); |
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shape[1] = Vector(6,-9); |
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shape[2] = Vector(0,0); |
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shape[3] = Vector(-6,-9); |
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// Initialize the shape of the player (salmiakki shape) |
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setShape(shape); |
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} |
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void debugInfo (); |
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public: |
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virtual void handleMove (PlayerInput_Move input); |
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}; |
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class Shot : public PhysicsObject {
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protected: |
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GameState &state; |
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bool visible; |
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uint32_t birth_tick; |
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uint32_t death_tick; |
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public: |
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Shot(GameState &state, Vector position, bool visible) : |
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PhysicsObject((PhysicsWorld &) state, PLAYER_MASS, position, Vector(0, 0)), state(state), visible(visible) {
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added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
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// Looks kind of dumb, for ammunition to have shape |
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added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
nireco
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std::vector<Vector> shape(4); |
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added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
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shape[0] = Vector(-1, -1); |
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241830182118
added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
nireco
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shape[1] = Vector(-1, 1); |
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added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
nireco
parents:
126
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changeset
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shape[2] = Vector(1, 1); |
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241830182118
added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
nireco
parents:
126
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changeset
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shape[3] = Vector(1, -1); |
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241830182118
added shape to Shot, shouldn't need it, but drawing might need it. Well Shot is not used anywhere at the moment
nireco
parents:
126
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changeset
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setShape(shape); |
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} |
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private: |
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virtual void onCollision(); |
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}; |
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class LocalPlayer : public Player {
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protected: |
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LocalPlayer (GameState &state, Vector pos, bool visible) : Player(state, pos, visible) { }
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}; |
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class RemotePlayer : public Player {
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protected: |
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RemotePlayer (GameState &state, Vector pos, bool visible) : Player(state, pos, visible) { }
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}; |
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changeset
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class GameState : public PhysicsWorld {
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public: |
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std::list<Player*> player_list; |
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// only one local player is supported |
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LocalPlayer *local_player; |
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b70d30e1b0fe
all the network code is now there, although it doesn't quite work
terom
parents:
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diff
changeset
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GameState (void) : PhysicsWorld(Vector(0, MAP_GRAVITY), Vector(MAP_WIDTH, MAP_HEIGHT)), local_player(NULL) {
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all the network code is now there, although it doesn't quite work
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parents:
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changeset
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} |
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/* |
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* This will return NULL if we don't have a local player - yet |
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*/ |
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LocalPlayer *getLocalPlayer (void) {
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return local_player; |
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} |
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void newLocalPlayer (LocalPlayer *player) {
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if (local_player) |
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throw std::logic_error("newLocalPlayer called even though we already have a local player");
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player_list.push_back(player); |
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local_player = player; |
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} |
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void newRemotePlayer (RemotePlayer *player) {
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player_list.push_back(player); |
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} |
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void removePlayer (Player *player) {
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player_list.remove(player); |
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} |
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}; |
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#endif |