1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
|
#include <yage/yage.h>
#include "bullet.h"
#include "direction.h"
#include "player.h"
#include <memory>
#include <vector>
using std::cout;
int main(int argc, char **argv)
{
yage::Window window;
window.create("Shooter example", 800, 600);
std::vector<std::unique_ptr<Bullet>> bullets;
yage::Shader shader("examples/resources/textureshader.vert",
"examples/resources/textureshader.frag");
std::vector<yage::Texture> male_l = {
yage::ResourceManager::getTexture("examples/resources/fighter_ml.png",
3, 4),
yage::ResourceManager::getTexture("examples/resources/ranger_ml.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/mage_ml.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/healer_ml.png", 3,
4)};
std::vector<yage::Texture> female_l = {
yage::ResourceManager::getTexture("examples/resources/fighter_fl.png",
3, 4),
yage::ResourceManager::getTexture("examples/resources/ranger_fl.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/mage_fl.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/healer_fl.png", 3,
4)};
std::vector<yage::Texture> male_d = {
yage::ResourceManager::getTexture("examples/resources/fighter_md.png",
3, 4),
yage::ResourceManager::getTexture("examples/resources/ranger_md.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/mage_md.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/healer_md.png", 3,
4)};
std::vector<yage::Texture> female_d = {
yage::ResourceManager::getTexture("examples/resources/fighter_fd.png",
3, 4),
yage::ResourceManager::getTexture("examples/resources/ranger_fd.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/mage_fd.png", 3,
4),
yage::ResourceManager::getTexture("examples/resources/healer_fd.png", 3,
4)};
yage::SpriteBatch sp;
yage::Camera camera(800, 600);
int i = 0;
int j = 0;
bool space_pressed = false;
bool c_pressed = false;
shader.use();
shader.setUniform("texture_sampler", 0);
auto textures = male_l;
Player player({400, 300, 48 * 2, 64 * 2}, textures.front());
while (!window.shouldClose()) {
window.pollEvents();
if (window.keyPressed(yage::key::D)) {
player.move(Direction::RIGHT);
}
if (window.keyPressed(yage::key::S)) {
player.move(Direction::DOWN);
}
if (window.keyPressed(yage::key::A)) {
player.move(Direction::LEFT);
}
if (window.keyPressed(yage::key::W)) {
player.move(Direction::UP);
}
if (!window.keyPressed(yage::key::D) &&
!window.keyPressed(yage::key::S) &&
!window.keyPressed(yage::key::A) &&
!window.keyPressed(yage::key::W)) {
player.idle();
}
if (window.keyPressed(yage::key::SPACE) && !space_pressed) {
space_pressed = true;
i = (i + 1) % textures.size();
}
if (!window.keyPressed(yage::key::SPACE)) {
space_pressed = false;
}
if (window.keyPressed(yage::key::C) && !c_pressed) {
c_pressed = true;
j = (j + 1) % 4;
switch (j) {
case 0:
textures = male_l;
break;
case 1:
textures = male_d;
break;
case 2:
textures = female_l;
break;
case 3:
textures = female_d;
break;
}
}
if (!window.keyPressed(yage::key::C)) {
c_pressed = false;
}
if (window.keyPressed(yage::key::RIGHT)) {
bullets.push_back(std::make_unique<Bullet>(
glm::vec4(player.position().x + player.position().z / 2.f,
player.position().y + player.position().w / 2.f, 25,
25),
Direction::RIGHT, 10.f));
player.look(Direction::RIGHT);
} else if (window.keyPressed(yage::key::DOWN)) {
bullets.push_back(std::make_unique<Bullet>(
glm::vec4(player.position().x + player.position().z / 2.f,
player.position().y + player.position().w / 2.f, 25,
25),
Direction::DOWN, 10.f, 2));
player.look(Direction::DOWN);
} else if (window.keyPressed(yage::key::LEFT)) {
bullets.push_back(std::make_unique<Bullet>(
glm::vec4(player.position().x + player.position().z / 2.f,
player.position().y + player.position().w / 2.f, 25,
25),
Direction::LEFT, 10.f, 2));
player.look(Direction::LEFT);
} else if (window.keyPressed(yage::key::UP)) {
bullets.push_back(std::make_unique<Bullet>(
glm::vec4(player.position().x + player.position().z / 2.f,
player.position().y + player.position().w / 2.f, 25,
25),
Direction::UP, 10.f));
player.look(Direction::UP);
}
player.setTexture(textures[i]);
camera.update(shader);
window.clearBuffer();
player.draw(sp);
for (auto &&bullet : bullets) {
bullet->draw(sp);
}
sp.render();
window.swapBuffer();
}
}
|