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219 changes: 219 additions & 0 deletions src/battle_game/core/units/snaky_tank.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,219 @@
#include "battle_game/core/bullets/bullets.h"
#include "battle_game/core/game_core.h"
#include "battle_game/graphics/graphics.h"
#include "snaky_tank.h"
namespace battle_game {

void DrawCircle(const glm::vec2 &position,
float radius) {
// ������ɫ
SetColor(glm::vec4{1.0f});

// ���ñ任����
SetTransformation(position, 0.0f);

// ����Բ��
const int segments = 100;
std::vector<glm::vec2> vertices;
for (int i = 0; i < segments; ++i) {
float theta = 2.0f * glm::pi<float>() * float(i) / float(segments);
float x = radius * cosf(theta);
float y = radius * sinf(theta);
vertices.emplace_back(x, y);
}

// ��������
for (int i = 0; i < segments; ++i) {
int next = (i + 1) % segments;
//DrawLine(vertices[i], vertices[next]);
}
}

} // namespace battle_game

namespace battle_game::unit {

namespace {
uint32_t tank_body_model_index = 0xffffffffu;
uint32_t tank_turret_model_index = 0xffffffffu;
} // namespace

Snaky::Snaky(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 Snaky::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);
if (shield_active_) {
// Render shield effect
battle_game::SetColor({0.0f, 0.5f, 1.0f, 0.5f});
battle_game::DrawCircle(position_, 1.5f);
}
}
void Snaky::UpdateShield() {
if (shield_duration_ > 0) {
shield_duration_--;
if (shield_duration_ == 0) {
shield_active_ = false;
}
}
}
void Snaky::ActivateShield(uint32_t duration) {
auto player = game_core_->GetPlayer(player_id_);
auto &input_data = player->GetInputData();
if (input_data.key_down[GLFW_KEY_G]) {
shield_active_ = true;
shield_duration_ = duration;
}
}

void Snaky::Update() {
TankMove(3.0f, glm::radians(180.0f));
TurretRotate();
Fire();
UpdateShield();
ActivateShield(2); // Shield duration 2 seconds.
}

void Snaky::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 Snaky::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 Snaky::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::CannonBall>(
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 Snaky::IsHit(glm::vec2 position) const {
if (shield_active_) {
return false; // Shield is active, no hit detected
}
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 *Snaky::UnitName() const {
return "Snaky";
}

const char *Snaky::Author() const {
return "ayhnencac";
}
} // namespace battle_game::unit
30 changes: 30 additions & 0 deletions src/battle_game/core/units/snaky_tank.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
#pragma once
#include "battle_game/core/unit.h"

namespace battle_game::unit {
class Snaky : public Unit {
public:
Snaky(GameCore *game_core, uint32_t id, uint32_t player_id);
void Render() override;
void Update() override;
void UpdateShield();
void ActivateShield(uint32_t duration);
[[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};

private:
bool shield_active_{false};
uint32_t shield_duration_{0};
};
} // namespace battle_game::unit