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main.cpp
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#define _USE_MATH_DEFINES
#include <cmath>
#include <windows.h>
#include <GL/gl.h>
#include "glut.h"
#include "creature.h"
#include "pac.h"
#include "ghost_red.h"
#include "gameboard.h"
#include "scrnsave.h"
#include <iostream>
#include <string>
static const int ghosts_count = 4;
// board game:
GameBoard *board;
// mr. pacman
Pac *pacman;
bool pacFollowed = false;
// ghosts
Ghost *ghosts[ghosts_count];
float ghostsColors[] = { 1.0, 0.0, 0.0, // Blinky
1.0, 0.753, 0.796, // Pinky
0.0, 1.0, 1.0, // Inky
1.0, 0.647, 0.0 // Clyde
};
// basic game information
std::string infoText[] =
{
"Coins left: ",
"Lives: "
};
// zooming - max Z distance and min Z distance
float maxZ = 15;
float minZ = 8;
// Camera up/down maximums:
float camUpDownMax = 0.8;
// Camera left/right maximums:
float camLRMax = 0.8;
// Camera rotation angles:
double theta = 0;
double phi = 0;
// Initial camera looking target
GLdouble centerX = GameBoard::CENTER_X;
GLdouble centerY = GameBoard::CENTER_Y;
GLdouble centerZ = GameBoard::CENTER_Z;
GLdouble centerDistance = 15;
// Camera (i.e. observer) coordinates
GLdouble eyeX = 0;
GLdouble eyeY = 0;
GLdouble eyeZ = 0;
// Lighting:
float lightIntensity = 1;
void init()
{
// ustaw intensywnosc swaitla i kolor
// https://www.youtube.com/watch?v=g_0yV7jZvGg
// https://www.youtube.com/watch?v=gFZqzVQrw84 // swietny opis rodzajow swiatel
// https://www.youtube.com/watch?v=oVwH8KV1xnY // najlepsze
// General OpenGL configirations:
glEnable(GL_DEPTH_TEST); // intialization of 3D rendering
glEnable(GL_COLOR_MATERIAL); // object material properties enabled
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // set material properties which will be assigned by glColor
glEnable(GL_NORMALIZE); // Automatically normalize normals (vectors of surfaces )
glEnable(GL_LIGHTING); // general lighting enabled
glEnable(GL_LIGHT0);
// Create light components
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = { GameBoard::CENTER_X, GameBoard::CENTER_Y, 4.0f, 1.0f };
// Assign created components to GL_LIGHT0
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
//glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0);
//glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.6);
//glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.5);
// Add global ambient light
//GLfloat ambientColor[] = { 0.5, 0.5, 0.5, 1.0 };
//glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambientColor); // ambient lights everywhere with the same amount
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
//glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient );
//glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular );
//glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 10.0 );
glShadeModel(GL_SMOOTH); // smooth shading
glDepthFunc( GL_LESS );
}
void DrawInfo()
{
// buffer for storing coinsCount
static const int buf_length = 4;
static char count_buffer[buf_length];
std::sprintf(count_buffer,"%d",pacman->lives);
std::sprintf(count_buffer + 1,"%d",board->coinsCount); // very unsafe! Be careful!
// updating coins count
// http://stackoverflow.com/questions/18847109/displaying-fixed-location-2d-text-in-a-3d-opengl-world-using-glut
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,500,0,500);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3d(1.0, 1.0, 1.0);
//std::cout << static_cast <char>(board->coinsCount) << std::endl;
// text display functionality
for (int i = 0; i < sizeof(infoText) / sizeof(infoText[0]); i++)
{
glRasterPos2i(10, 500 - 20 - i * 18); // initial position of a raster.
for (std::string::iterator j = infoText[i].begin(); j != infoText[i].end(); ++j)
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,*j);
}
if (i == 0)
{ // display coinsCount
for (int j = 1; j < buf_length; j++)
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, count_buffer[j]);
}
}
if (i == 1)
{ // display lives
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, count_buffer[0]);
}
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//added this
glEnable(GL_TEXTURE_2D);
}
// renderowanie grafiki
void display()
{
//std::cout << "render" << std::endl;
float orthoOffset = 2.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// TODO
//glOrtho(-orthoOffset, GameBoard::DIM_X + orthoOffset, -orthoOffset, GameBoard::DIM_Y + orthoOffset, 0.1, 10 );
//gluOrtho2D(-orthoOffset, GameBoard::DIM_X + orthoOffset, -orthoOffset, GameBoard::DIM_Y + orthoOffset );
//glFrustum(-10.25, 10.25, -10.25, 10.25, 1, 1.3);
gluPerspective( 90, 1, 5, 30.0 ); // 4. parametr - ile widzimy
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // czysc bufory
// lighting stuff:
glPushMatrix();
GLfloat lightPos0[] = { pacman->x, pacman->y, 4.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
glPopMatrix();
// camera movement stuff:
// http://gamedev.stackexchange.com/questions/43588/how-to-rotate-camera-centered-around-the-cameras-position
// M_PI /2 - przesuniecie fazowe w celu dobrego wyswietlenia poczatkowego planszy
// implementacja operacji: ROLL (theta) (zla!) oraz PITCH (phi) ('w', 's' jest ok)
if (pacFollowed)
{ // look at pacman
centerX = pacman->x;
centerY = pacman->y;
centerZ = pacman->z;
}
else
{ // look at the middle of the gameboard
centerX = GameBoard::CENTER_X;
centerY = GameBoard::CENTER_Y;
centerZ = GameBoard::CENTER_Z;
}
eyeX = centerX + 5 * sin(theta);
eyeY = centerY + centerDistance * sin(phi) + 5 * sin(theta);
eyeZ = centerZ + centerDistance * cos(phi);
gluLookAt( eyeX, eyeY, eyeZ, centerX, centerY, centerZ, sin(theta), cos(theta), 0 );
// move the pacman
pacman->Move();
// wall check stops movement
pacman->WallCheck();
// coins eating
if (pacman->Consume())
board->coinsCount--;
// ghosts movement algorithms:
// Blinky:
if (ghosts[0]->chase)
{
// Blinky targets packman current tile coordinates while in chase mode
ghosts[0]->targetTileX = pacman->tileX;
ghosts[0]->targetTileY = pacman->tileY;
}
ghosts[0]->Move();
// Pinky:
if (ghosts[1]->chase)
{
// Pinky targets packman current tile + 4 ahead coordinates while in chase mode
ghosts[1]->targetTileX = pacman->getNextTileX(4);
ghosts[1]->targetTileY = pacman->getNextTileY(4);
}
ghosts[1]->Move();
// Inky:
if (ghosts[2]->chase)
{
// Uses pacman +2 next coordinates and blinky's position
ghosts[2]->targetTileX = pacman->getNextTileX(2) + (pacman->getNextTileX(2) - ghosts[0]->tileX);
ghosts[2]->targetTileY = pacman->getNextTileY(2) + (pacman->getNextTileY(2) - ghosts[0]->tileY);
}
ghosts[2]->Move();
// Clyde:
if (ghosts[3]->chase)
{
// If distance from pac > 8 then target him. Else go where Clyde's scatter points is.
int distSquared = abs(ghosts[3]->tileX - pacman->tileX) * abs(ghosts[3]->tileX - pacman->tileX)
+ abs(ghosts[3]->tileY - pacman->tileY) * abs(ghosts[3]->tileY - pacman->tileY);
//std::cout << "Clyde dist to pacman: " << distSquared << std::endl;
if (distSquared >= 64)
{
ghosts[3]->targetTileX = pacman->tileX;
ghosts[3]->targetTileY = pacman->tileY;
}
else
{
ghosts[3]->targetTileX = ghosts[3]->scatterTileX;
ghosts[3]->targetTileY = ghosts[3]->scatterTileY;
}
}
ghosts[3]->Move();
// actual pacman, ghosts and board drawing
board->Draw();
pacman->Draw();
ghosts[0]->Draw(phi); // Blinky
ghosts[1]->Draw(phi); // Pinky
ghosts[2]->Draw(phi); // Inky
ghosts[3]->Draw(phi); // Clyde
// screen information
DrawInfo();
glFlush(); // wyczysc wszystkie bufory. Standard zaleca wywolywanie tej komendy.
glutSwapBuffers();
}
void reshape(GLsizei w, GLsizei h)
{
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
GLdouble aspect = w /( GLdouble ) h;
// rzutowanie perspektywiczne
gluPerspective( 90, 1, 5, 30.0 );
}
void keyboard(unsigned char key, int x, int y)
{
static float step = 0.1;
static float stepZoom = 1;
// Camera / zooming
switch (key)
{
case 'a':
// left
if (theta < -camLRMax)
return;
theta -= step;
break;
case 'w':
// up
if (phi > camUpDownMax)
return;
phi += step;
break;
case 'd':
// right
if (theta > camLRMax)
return;
theta += step;
break;
case 's':
// down
if (phi < -camUpDownMax)
return;
phi -= step;
break;
case 'r':
// zoom in
if (centerDistance < minZ)
return;
centerDistance -= stepZoom;
//positionz += stepZoom;
break;
case 'f':
// zoom out
if (centerDistance > maxZ)
return;
centerDistance += stepZoom;
//positionz -= stepZoom;
break;
case 'c':
//follow camera mode
pacFollowed = pacFollowed ? false : true;
pacFollowed ? centerDistance = maxZ - 4 : centerDistance = maxZ;
if(!pacFollowed)
{
// reset angles when returning from following mode
phi = 0;
theta = 0;
}
break;
case 't':
break;
case 'g':
break;
}
}
// Mouse handling
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_RIGHT_BUTTON) {
exit(0);
}
}
// Special keys handling (arrows)
void special( int key, int x, int y )
{
switch( key )
{
case GLUT_KEY_LEFT:
pacman->Turn(180);
break;
case GLUT_KEY_RIGHT:
pacman->Turn(0);
break;
case GLUT_KEY_UP:
pacman->Turn(90);
break;
case GLUT_KEY_DOWN:
pacman->Turn(270);
break;
}
// odrysowanie okna
reshape( glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ) );
}
void timer(int v)
{
// maybe some visual effects?
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); // pojedyncze buforowanie oraz bufor glebokosci ustawiamy
glutInitWindowPosition( 100, 10 );
glutInitWindowSize( 1000, 1000 );
glutCreateWindow( "PackMan" ); // zainicjowany kontekst openGL'owy
//glutGameModeString( "800x600:16@60" );
//glutEnterGameMode();
glutSetCursor(GLUT_CURSOR_NONE);
glutDisplayFunc( display );
glutReshapeFunc( reshape ); // trzeba zmienic parametry rzutowania
glutIdleFunc(display); // scena jest caly czas przeliczana w tle
glutTimerFunc(40, timer, 1);
glutSpecialFunc(special);
glutKeyboardFunc(keyboard);
// OpenGL objects initialization:
pacman = new Pac(15,2);
board = new GameBoard();
// Ghosts initial configuration:
for (int i = 0; i < ghosts_count; i++)
{
ghosts[i] = new Ghost(ghostsColors[3*i],ghostsColors[3*i + 1],ghostsColors[3*i + 2], 13 + i, 10, 2);
}
// Blinky:
ghosts[0]->scatterTileX = 0;
ghosts[0]->scatterTileY = GameBoard::DIM_Y + 2;
// Pinky:
ghosts[1]->scatterTileX = GameBoard::DIM_X;
ghosts[1]->scatterTileY = GameBoard::DIM_Y + 2;
// Inky:
ghosts[1]->scatterTileX = 0;
ghosts[1]->scatterTileY = -2;
// Clyde:
ghosts[3]->scatterTileX = 0;
ghosts[3]->scatterTileY = -2;
init();
glutMainLoop(); // w momencie wywolania nasz program zaczyna dzialac. Reaguje od tego momentu na zdarzenia.
return 0;
}