fixed projectiles not spawning in correct chunks + collisions now use all rendered chunks
This commit is contained in:
parent
e17ebbffd4
commit
b7973fbbda
BIN
obj/display.o
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obj/display.o
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obj/entities.o
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obj/entities.o
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obj/main.o
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obj/main.o
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obj/move.o
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obj/move.o
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obj/proj.o
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obj/proj.o
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@ -34,6 +34,8 @@ int loc_proj;
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int loc_frag;
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int loc_frag;
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int loc_tex;
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int loc_tex;
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int loc_tex_tr;
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void init_draworder() {
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void init_draworder() {
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drawOrder = malloc(sizeof(int)*6) ;
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drawOrder = malloc(sizeof(int)*6) ;
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}
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}
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@ -79,6 +81,7 @@ double right = 1.0 ;
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mat4 model, view, projection;
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mat4 model, view, projection;
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mat4 scale;
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mat4 scale;
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mat2 texShift;
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float vertices[180];
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float vertices[180];
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// -x ; +x ; -y ; +y ; -z ; +z //
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// -x ; +x ; -y ; +y ; -z ; +z //
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@ -126,7 +129,7 @@ void init_vertices() {
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vertices[175] = 0.5f; vertices[176] = 0.5f; vertices[177] = 0.5f; vertices[178] = 1.0; vertices[179] = 0.0;
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vertices[175] = 0.5f; vertices[176] = 0.5f; vertices[177] = 0.5f; vertices[178] = 1.0; vertices[179] = 0.0;
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}
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}
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz) {
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void gl_renderCube(cube_0* c, double offx, double offy, double offz) {
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glm_mat4_identity(model);
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glm_mat4_identity(model);
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glm_mat4_identity(scale);
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glm_mat4_identity(scale);
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scale[0][0] = (float)(c->w);
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scale[0][0] = (float)(c->w);
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@ -136,12 +139,17 @@ void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsi
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glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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glm_rotate(model, (float)(c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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glm_rotate(model, (float)(c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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glm_mat2_identity(texShift);
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texShift[0][0] = (float)(maxd(maxd(c->w, c->h), c->d)/mind(mind(c->w, c->h), c->d));
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texShift[1][1] = texShift[0][0];
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glUniformMatrix4fv(loc_scale, 1, GL_FALSE, (float*)scale);
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glUniformMatrix4fv(loc_scale, 1, GL_FALSE, (float*)scale);
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glUniformMatrix4fv(loc_model, 1, GL_FALSE, (float*)model);
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glUniformMatrix4fv(loc_model, 1, GL_FALSE, (float*)model);
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glUniformMatrix4fv(loc_view, 1, GL_FALSE, (float*)view);
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glUniformMatrix4fv(loc_view, 1, GL_FALSE, (float*)view);
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glUniformMatrix4fv(loc_proj, 1, GL_FALSE, (float*)projection);
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glUniformMatrix4fv(loc_proj, 1, GL_FALSE, (float*)projection);
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glUniform4f(loc_frag, c->red/255.0f, c->green/255.0f, c->blue/255.0f, 1.0f);
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glUniform4f(loc_frag, c->red/255.0f, c->green/255.0f, c->blue/255.0f, 1.0f);
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glUniformMatrix2fv(loc_tex_tr, 1, GL_FALSE, (float*)texShift);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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@ -166,41 +174,45 @@ void gl_resetTexture() {
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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}
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}
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz) {
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void gl_renderAll(room* rtd, double offx, double offy, double offz) {
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//printf("------------------------\n");
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if(rtd != NULL) {
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if(rtd != NULL) {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[5]);
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glBindTexture(GL_TEXTURE_2D, textures[5]);
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for(int k = 0; k < rtd->map_size; k++) {
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for(int k = 0; k < rtd->map_size; k++) {
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if(is_visible(rtd->map[k], offx, offy, offz)) {
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if(is_visible(rtd->map[k], offx, offy, offz)) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->map[k], offx, offy, offz);
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gl_renderCube(rtd->map[k], offx, offy, offz);
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}
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}
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}
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}
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glBindTexture(GL_TEXTURE_2D, textures[6]);
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glBindTexture(GL_TEXTURE_2D, textures[6]);
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for(int k = 0; k < rtd->tps_size; k++) {
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for(int k = 0; k < rtd->tps_size; k++) {
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if(is_visible(rtd->tps[k]->hitbox, offx, offy, offz)) {
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if(is_visible(rtd->tps[k]->hitbox, offx, offy, offz)) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->tps[k]->hitbox, offx, offy, offz);
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gl_renderCube(rtd->tps[k]->hitbox, offx, offy, offz);
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}
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}
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}
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}
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for(int k = 0; k < rtd->ent_len; k++) {
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for(int k = 0; k < rtd->ent_len; k++) {
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if(is_visible(rtd->ents[k]->pos, offx, offy, offz)) {
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if(is_visible(rtd->ents[k]->pos, offx, offy, offz)) {
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//printf("%d\n", rtd->ents[k]->tex);
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//printf("%d\n", rtd->ents[k]->tex);
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//printf("r %d\n", rtd->ents[k]->entity_type); fflush(stdout);
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if(rtd->ents[k]->entity_type != 9 || rtd->ents[k]->metai1) {
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if(rtd->ents[k]->entity_type != 9 || rtd->ents[k]->metai1) {
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glBindTexture(GL_TEXTURE_2D, textures[rtd->ents[k]->tex]);
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glBindTexture(GL_TEXTURE_2D, textures[rtd->ents[k]->tex]);
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} else {
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} else {
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//printf(">>%d<<\n", rtd->ents[k]->tex2);
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//printf(">>%d<<\n", rtd->ents[k]->tex2);
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glBindTexture(GL_TEXTURE_2D, textures[rtd->ents[k]->tex2]);
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glBindTexture(GL_TEXTURE_2D, textures[rtd->ents[k]->tex2]);
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}
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}
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->ents[k]->pos, offx, offy, offz);
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gl_renderCube(rtd->ents[k]->pos, offx, offy, offz);
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//printf("OK\n"); fflush(stdout);
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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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//printf("+++++++++++++++\n");
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}
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}
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void gl_renderNearbyChunks(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, int render_distance) {
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void gl_renderNearbyChunks(int render_distance) {
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for(int w = -render_distance; w <= render_distance; w++) {
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for(int w = -render_distance; w <= render_distance; w++) {
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for(int h = -render_distance; h <= render_distance; h++) {
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for(int h = -render_distance; h <= render_distance; h++) {
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//printf("(%d %d -> %d)", w, h, hashtbl_find_opt(visited, player_chx+w, player_chy+h)->ent_len);
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//printf("(%d %d -> %d)", w, h, hashtbl_find_opt(visited, player_chx+w, player_chy+h)->ent_len);
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gl_renderAll(shaderProgram, fragmentShader, VAO, VBO, hashtbl_find_opt(visited, player_chx+w, player_chy+h), (2.0*room_width)*w, 0.0, (2.0*room_depth)*h);
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gl_renderAll(hashtbl_find_opt(visited, player_chx+w, player_chy+h), (2.0*room_width)*w, 0.0, (2.0*room_depth)*h);
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}
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}
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}
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}
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//printf("\n\n");
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//printf("\n\n");
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@ -226,6 +238,8 @@ void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsi
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loc_view = glGetUniformLocation(shaderProgram, "view");
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loc_view = glGetUniformLocation(shaderProgram, "view");
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loc_proj = glGetUniformLocation(shaderProgram, "projection");
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loc_proj = glGetUniformLocation(shaderProgram, "projection");
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loc_tex_tr = glGetUniformLocation(fragmentShader, "translation");
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loc_frag = glGetUniformLocation(fragmentShader, "u_color");
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loc_frag = glGetUniformLocation(fragmentShader, "u_color");
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}
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}
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@ -1,9 +1,8 @@
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#ifndef DISPLAY_H
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#define DISPLAY_H
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void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz);
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void gl_renderCube(cube_0* c, double offx, double offy, double offz);
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void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz);
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void gl_renderNearbyChunks(int render_distance);
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void gl_renderNearbyChunks(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, int render_distance);
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void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
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void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
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void init_vertices();
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void init_vertices();
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@ -44,6 +44,7 @@ bool is_colliding_with_tp(cube_0* cb) {
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// ------------------------------------------------------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------------------------------------------------------ //
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static double choffx, choffz;
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void update_entity(entity* ent, float dtime) {
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void update_entity(entity* ent, float dtime) {
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(*ent->updatePos)(ent->pos->x, ent->pos->y, ent->pos->z, ent->pos->w, ent->pos->h, ent->pos->d, ent->pos->hz_angle, ent->pos->vt_angle, dtime, ent, ent->pos);
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(*ent->updatePos)(ent->pos->x, ent->pos->y, ent->pos->z, ent->pos->w, ent->pos->h, ent->pos->d, ent->pos->hz_angle, ent->pos->vt_angle, dtime, ent, ent->pos);
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}
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}
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@ -62,6 +63,8 @@ void update_entities(float dtime, room* rtd) {
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void update_nearby_entities(float dtime, int render_distance) {
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void update_nearby_entities(float dtime, int render_distance) {
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for(int w = -render_distance; w <= render_distance; w++) {
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for(int w = -render_distance; w <= render_distance; w++) {
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for(int h = -render_distance; h <= render_distance; h++) {
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for(int h = -render_distance; h <= render_distance; h++) {
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choffx = 2*room_width*w;
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choffz = 2*room_depth*h;
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update_entities(dtime, hashtbl_find_opt(visited, player_chx+w, player_chy+h));
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update_entities(dtime, hashtbl_find_opt(visited, player_chx+w, player_chy+h));
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}
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}
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}
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}
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@ -76,14 +79,14 @@ void speen(double x, double y, double z, double w, double h, double d, double hz
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void speen2(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
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void speen2(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
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ret->hz_angle += ((double)dtime)*2.5;
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ret->hz_angle += ((double)dtime)*2.5;
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if((int)(5.0*ret->hz_angle) != (int)(5.0*(ret->hz_angle - ((double)dtime)*22.5))) {
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if((int)(5.0*ret->hz_angle) != (int)(5.0*(ret->hz_angle - ((double)dtime)*22.5))) {
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double dx = (x+w/2 - camx);
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double dx = (x+w/2 - (camx-choffx));
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double dy = (y+h/2 - camy);
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double dy = (y+h/2 - (camy));
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double dz = (z+d/2 - camz);
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double dz = (z+d/2 - (camz-choffz));
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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dx = 110.0*dx/total;
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dx = 110.0*dx/total;
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dy = 110.0*dy/total;
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dy = 110.0*dy/total;
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dz = 110.0*dz/total;
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dz = 110.0*dz/total;
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appendProj(x+w/2, y+h/2, z+d/2, 0.1, 0.1, 0.1, -dx, -dy, -dz, 0.0, 0.0, 0.0, 255, 0, 0, 10, 3.0);
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appendProj(x+w/2+choffx, y+h/2, z+d/2+choffz, 0.1, 0.1, 0.1, -dx, -dy, -dz, 0.0, 0.0, 0.0, 255, 0, 0, 10, 3.0);
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}
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}
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}
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}
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@ -214,9 +217,9 @@ void translatePlayerLine(float dtime, int* hp, int* dmg, entity* ent, cube_0* re
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}
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}
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void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
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void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
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double dx = (x+w/2 - camx);
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double dx = (x+w/2 - (camx-choffx));
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double dy = (y+h/2 - camy);
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double dy = (y+h/2 - (camy));
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double dz = (z+d/2 - camz);
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double dz = (z+d/2 - (camz-choffz));
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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dx = 11.0*dx/total;
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dx = 11.0*dx/total;
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dy = 11.0*dy/total;
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dy = 11.0*dy/total;
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11
src/main.c
11
src/main.c
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@ -278,12 +278,13 @@ const char *vertexShaderSource = "#version 330 core\n"
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// Fragment Shader Source
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// Fragment Shader Source
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const char *fragmentShaderSource = "#version 330 core\n"
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const char *fragmentShaderSource = "#version 330 core\n"
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"uniform vec4 u_color;\n"
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"uniform vec4 u_color;\n"
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"uniform mat2 translation;\n"
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"out vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"in vec2 texCoord;\n"
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"in vec2 texCoord;\n"
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex0;\n"
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"void main() {\n"
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"void main() {\n"
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// " FragColor = u_color;\n"
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// " FragColor = u_color;\n"
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" FragColor = texture(tex0, texCoord) * u_color;\n"
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" FragColor = texture(tex0, translation * texCoord) * u_color;\n"
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"}\0";
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"}\0";
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const char *vertexShaderSourceR = "#version 330 core\n"
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const char *vertexShaderSourceR = "#version 330 core\n"
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@ -546,9 +547,13 @@ int main_alt() {
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// draw the map
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// draw the map
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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//printf("1\n"); fflush(stdout);
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gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
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gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderNearbyChunks(shaderProgram, shaderProgram, VAO, VBO, 1);
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//printf("2\n"); fflush(stdout);
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gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
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gl_renderNearbyChunks(1);
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//printf("3\n"); fflush(stdout);
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gl_renderProj();
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//printf("4\n"); fflush(stdout);
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// draw data
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// draw data
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glUseProgram(shaderProgramR);
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glUseProgram(shaderProgramR);
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55
src/move.c
55
src/move.c
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@ -209,15 +209,6 @@ void updateF(cube_0* cb, double dtime) {
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}
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}
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bool is_colliding(float dtime) {
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bool is_colliding(float dtime) {
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for(int k = 0; k < current_room->map_size; k++) {
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double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->map[k]);
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if(dist <= min_dist) {
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if(updateForces) {
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updateF(current_room->map[k], (double)dtime);
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}
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return true;
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}
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}
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for(int w = -1; w <= 1; w++) {
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for(int w = -1; w <= 1; w++) {
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for(int h = -1; h <= 1; h++) {
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for(int h = -1; h <= 1; h++) {
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room* vstd = hashtbl_find_opt(visited, player_chx+w, player_chy+h);
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room* vstd = hashtbl_find_opt(visited, player_chx+w, player_chy+h);
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@ -231,53 +222,55 @@ bool is_colliding(float dtime) {
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return true;
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return true;
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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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for(int k = 0; k < vstd->tps_size; k++) {
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}
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double dist = distance_pt_cube_0_3d_infinite(camx-2*room_width*w, camy, camz-2*room_depth*h, vstd->tps[k]->hitbox);
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for(int k = 0; k < current_room->tps_size; k++) {
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double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->tps[k]->hitbox);
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if(dist <= min_dist) {
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if(dist <= min_dist) {
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if(updateForces) {
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if(updateForces) {
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updateF(current_room->tps[k]->hitbox, (double)dtime);
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updateF(vstd->tps[k]->hitbox, (double)dtime);
|
||||||
}
|
}
|
||||||
int old_chx = player_chx;
|
int old_chx = player_chx;
|
||||||
int old_chy = player_chy;
|
int old_chy = player_chy;
|
||||||
player_chx = current_room->tps[k]->dest_chx;
|
player_chx = vstd->tps[k]->dest_chx;
|
||||||
player_chy = current_room->tps[k]->dest_chy;
|
player_chy = vstd->tps[k]->dest_chy;
|
||||||
current_room = hashtbl_find_opt(visited, player_chx, player_chy);
|
vstd = hashtbl_find_opt(visited, player_chx, player_chy);
|
||||||
set_player_coords(old_chx, old_chy);
|
set_player_coords(old_chx, old_chy);
|
||||||
resetProj();
|
resetProj();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for(int k = 0; k < current_room->ent_len; k++) {
|
|
||||||
//printf("%d -> %d\n", k, current_room->ents[k]->entity_type);
|
for(int k = 0; k < vstd->ent_len; k++) {
|
||||||
if(current_room->ents[k]->entity_type != 9 || /* entityType == 9 */current_room->ents[k]->metai1) {
|
//printf("%d -> %d\n", k, vstd->ents[k]->entity_type);
|
||||||
double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->ents[k]->pos);
|
if(vstd->ents[k]->entity_type != 9 || /* entityType == 9 */vstd->ents[k]->metai1) {
|
||||||
|
double dist = distance_pt_cube_0_3d_infinite(camx-2*room_width*w, camy, camz-2*room_depth*h, vstd->ents[k]->pos);
|
||||||
//printf("%lf vs %lf\n", dist, min_dist);
|
//printf("%lf vs %lf\n", dist, min_dist);
|
||||||
if(dist <= min_dist) {
|
if(dist <= min_dist) {
|
||||||
bool exists = true;
|
bool exists = true;
|
||||||
if(current_room->ents[k]->onHit != NULL) {
|
if(vstd->ents[k]->onHit != NULL) {
|
||||||
(*current_room->ents[k]->onHit)(dtime, current_room->ents[k]->hitpoints, ¤t_room->ents[k]->damage, current_room->ents[k], &(*(current_room->ents[k]->pos)));
|
(*vstd->ents[k]->onHit)(dtime, vstd->ents[k]->hitpoints, &vstd->ents[k]->damage, vstd->ents[k], &(*(vstd->ents[k]->pos)));
|
||||||
if(*(current_room->ents[k]->hitpoints) <= 0) {
|
if(*(vstd->ents[k]->hitpoints) <= 0) {
|
||||||
if(current_room->ents[k]->onDeath != NULL) {
|
if(vstd->ents[k]->onDeath != NULL) {
|
||||||
(*current_room->ents[k]->onDeath)(dtime);
|
(*vstd->ents[k]->onDeath)(dtime);
|
||||||
}
|
}
|
||||||
remove_entity(current_room->ents, ¤t_room->ent_memlen, ¤t_room->ent_len, k);
|
remove_entity(vstd->ents, &vstd->ent_memlen, &vstd->ent_len, k);
|
||||||
is_clipping = false;
|
is_clipping = false;
|
||||||
exists = false;
|
exists = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(exists && updateForces && current_room->ents[k]->entity_type != 0) {
|
if(exists && updateForces && vstd->ents[k]->entity_type != 0) {
|
||||||
updateF(current_room->ents[k]->pos, (double)dtime);
|
updateF(vstd->ents[k]->pos, (double)dtime);
|
||||||
}
|
}
|
||||||
if(exists && (current_room->ents[k]->entity_type == 9 || current_room->ents[k]->entity_type == 4 || current_room->ents[k]->entity_type == 5)) {
|
if(exists && (vstd->ents[k]->entity_type == 9 || vstd->ents[k]->entity_type == 4 || vstd->ents[k]->entity_type == 5)) {
|
||||||
is_clipping = false;
|
is_clipping = false;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -78,10 +78,10 @@ void removeProj(int k) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
|
void gl_renderProj() {
|
||||||
gl_resetTexture();
|
gl_resetTexture();
|
||||||
for(int k = 0; k < bullets_id; k++) {
|
for(int k = 0; k < bullets_id; k++) {
|
||||||
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, bullets[k].pos, 0.0, 0.0, 0.0);
|
gl_renderCube(bullets[k].pos, 0.0, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -15,7 +15,7 @@ void free_proj();
|
||||||
void resetProj();
|
void resetProj();
|
||||||
void appendProj(double x, double y, double z, double w, double h, double d, double vx, double vy, double vz, double ax, double ay, double az, int red, int green, int blue, int dmg, double ttl);
|
void appendProj(double x, double y, double z, double w, double h, double d, double vx, double vy, double vz, double ax, double ay, double az, int red, int green, int blue, int dmg, double ttl);
|
||||||
void removeProj(int k);
|
void removeProj(int k);
|
||||||
void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
|
void gl_renderProj();
|
||||||
void updateProj(float dtime);
|
void updateProj(float dtime);
|
||||||
|
|
||||||
#endif
|
#endif
|
Loading…
Reference in New Issue