feat: implement basic tower placement

This commit is contained in:
2021-09-19 13:43:45 +02:00
parent bcde4278ab
commit 52a143769e
17 changed files with 318 additions and 52 deletions

View File

@@ -3,13 +3,15 @@
#include "render/Renderer.h"
#include "../render/gui/imgui/imgui.h"
#include "window/Display.h"
#include "game/client/TowersInfo.h"
#include "game/client/ClientGame.h"
#include <iostream>
namespace td {
namespace render {
void WorldRenderer::loadModels(){
void WorldRenderer::loadModels() {
std::cout << "World Created !\n";
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::loadWorldModel(m_World)));
m_MobVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::loadMobModel()));
@@ -17,103 +19,147 @@ void WorldRenderer::loadModels(){
std::cout << "Vertex Count : " << m_WorldVao->getVertexCount() << std::endl;
}
WorldRenderer::WorldRenderer(game::World* world, Renderer* renderer) : m_Renderer(renderer), m_World(world) {
WorldRenderer::WorldRenderer(game::World* world, client::ClientGame* client) : m_Client(client), m_Renderer(m_Client->getRenderer()), m_World(world) {
}
void WorldRenderer::updateCursorPos(){
ImGuiIO& io = ImGui::GetIO();
float mouseX = io.MousePos.x;
float mouseY = io.MousePos.y;
m_CursorPos = m_Renderer->getCursorWorldPos({mouseX, mouseY}, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
void WorldRenderer::updateCursorPos() {
m_CursorPos = getCursorWorldPos();
}
void WorldRenderer::update(){
if(m_WorldVao == nullptr)
void WorldRenderer::update() {
if (m_WorldVao == nullptr)
return;
ImGuiIO& io = ImGui::GetIO();
if(io.MouseDown[0] && !ImGui::IsAnyItemActive()){
if (io.MouseDown[0] && !ImGui::IsAnyItemActive()) {
ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
const float relativeX = mouseDelta.x / (float) Display::getWindowWidth() * 2;
const float relativeY = mouseDelta.y / (float) Display::getWindowHeight() * 2;
const float relativeX = mouseDelta.x / (float)Display::getWindowWidth() * 2;
const float relativeY = mouseDelta.y / (float)Display::getWindowHeight() * 2;
moveCam(relativeX, relativeY, Display::getAspectRatio());
}
if(io.MouseWheel != 0){
if (io.MouseWheel != 0) {
changeZoom(io.MouseWheel);
}
updateCursorPos();
if (ImGui::IsMouseClicked(0)) {
if (!m_TowerPlacePopupOpened) {
m_HoldCursorPos = { io.MousePos.x, io.MousePos.y };
} else {
m_TowerPlacePopupOpened = false;
}
}
}
void WorldRenderer::renderWorld() const{
void WorldRenderer::renderWorld() const {
m_Renderer->renderVAO(*m_WorldVao);
}
void WorldRenderer::renderMobs() const{
for(game::MobPtr mob : m_World->getMobList()){
void WorldRenderer::renderMobs() const {
for (game::MobPtr mob : m_World->getMobList()) {
Renderer::Model model;
model.vao = m_MobVao.get();
model.positon = {mob->getX(), mob->getY()};
model.positon = { mob->getX(), mob->getY() };
m_Renderer->renderModel(model);
}
}
void WorldRenderer::renderTowers() const{
void WorldRenderer::renderTowers() const {
Renderer::Model tileSelectModel;
tileSelectModel.vao = m_SelectTileVao.get();
tileSelectModel.positon = {(int) m_CursorPos.x, (int) m_CursorPos.y};
tileSelectModel.positon = { (int)m_CursorPos.x, (int)m_CursorPos.y };
m_Renderer->renderModel(tileSelectModel);
}
void WorldRenderer::renderTileSelect() const{
void WorldRenderer::renderTileSelect() const {
}
void WorldRenderer::render() const{
if(m_WorldVao == nullptr)
void WorldRenderer::render() {
if (m_WorldVao == nullptr)
return;
renderWorld();
renderMobs();
renderTowers();
renderTileSelect();
detectClick();
renderPopups();
}
WorldRenderer::~WorldRenderer(){
WorldRenderer::~WorldRenderer() {
}
void WorldRenderer::moveCam(float relativeX, float relativeY, float aspectRatio){
if(m_WorldVao == nullptr)
void WorldRenderer::moveCam(float relativeX, float relativeY, float aspectRatio) {
if (m_WorldVao == nullptr)
return;
float movementX = -relativeX / m_Zoom * aspectRatio;
float movementY = relativeY / m_Zoom;
m_Renderer->setCamMovement({movementX, movementY});
m_Renderer->setCamMovement({ movementX, movementY });
}
void WorldRenderer::changeZoom(float zoomStep){
if(m_WorldVao == nullptr)
void WorldRenderer::changeZoom(float zoomStep) {
if (m_WorldVao == nullptr)
return;
static float sensibility = 1.5f;
if (zoomStep < 0){
if (zoomStep < 0) {
m_Zoom /= -zoomStep * sensibility;
}
else{
} else {
m_Zoom *= zoomStep * sensibility;
}
m_Renderer->setZoom(m_Zoom);
m_Renderer->setCamMovement({});
}
void WorldRenderer::click(int mouseX, int mouseY){
if(m_WorldVao == nullptr)
return;
void WorldRenderer::click() {
if (m_Client->CanPlaceLittleTower(getClickWorldPos())) {
ImGui::OpenPopup("TowerPlace");
m_TowerPlacePopupOpened = true;
}
}
void WorldRenderer::setCamPos(float camX, float camY){
m_CamPos = {camX, camY};
void WorldRenderer::setCamPos(float camX, float camY) {
m_CamPos = { camX, camY };
m_Renderer->setCamPos(m_CamPos);
}
void WorldRenderer::renderPopups() const {
if (ImGui::BeginPopup("TowerPlace")) {
for (int i = 0; i < (int)game::TowerType::TowerCount; i++) {
game::TowerType towerType = game::TowerType(i);
const game::TowerInfo& towerInfo = game::getTowerInfo(towerType);
if (!towerInfo.isBigTower() || (towerInfo.isBigTower() && m_Client->CanPlaceBigTower(getClickWorldPos()))) {
if (ImGui::Button(game::getTowerInfo(towerType).getName().c_str())) {
m_Client->PlaceTower(towerType, getClickWorldPos());
ImGui::CloseCurrentPopup();
break;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip(game::getTowerInfo(towerType).getDescription().c_str());
}
}
}
ImGui::EndPopup();
}
}
void WorldRenderer::detectClick() {
ImGuiIO& io = ImGui::GetIO();
if (ImGui::IsMouseReleased(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemFocused()) {
glm::vec2 cursorPos = { io.MousePos.x, io.MousePos.y };
if (cursorPos == m_HoldCursorPos) {
click();
}
}
}
glm::vec2 WorldRenderer::getCursorWorldPos() const {
ImGuiIO& io = ImGui::GetIO();
return m_Renderer->getCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
}
glm::vec2 WorldRenderer::getClickWorldPos() const{
return m_Renderer->getCursorWorldPos(m_HoldCursorPos, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
}
} // namespace render
} // namespace td

View File

@@ -305,8 +305,8 @@ void tick(){
void render(){
tick();
client->render();
beginFrame();
client->render();
if (client->isConnected())
renderGame();
else