Esempio n. 1
0
File: cr.go Progetto: toophy/vu
// Update is the regular engine callback.
func (cr *crtag) Update(eng vu.Eng, in *vu.Input, s *vu.State) {
	if in.Resized {
		cr.cam.SetPerspective(60, float64(s.W)/float64(s.H), 0.1, 50)
	}
	dt := in.Dt
	for press, _ := range in.Down {
		switch press {
		case vu.K_W:
			cr.cam.Move(0, 0, dt*-cr.run, cr.cam.Lookxz())
		case vu.K_S:
			cr.cam.Move(0, 0, dt*cr.run, cr.cam.Lookxz())
		case vu.K_A:
			cr.cam.AdjustYaw(dt * cr.spin)
		case vu.K_D:
			cr.cam.AdjustYaw(dt * -cr.spin)
		case vu.K_B:
			ball := cr.top.NewPov()
			ball.SetLocation(-2.5+rand.Float64(), 15, -1.5-rand.Float64())
			ball.NewBody(vu.NewSphere(1))
			ball.SetSolid(1, 0.9)
			m := ball.NewModel("gouraud").LoadMesh("sphere").LoadMat("sphere")
			m.SetColour(rand.Float64(), rand.Float64(), rand.Float64())
		case vu.K_Space:
			body := cr.striker.Body()
			body.Push(-2.5, 0, -0.5)
		}
	}
}
Esempio n. 2
0
File: rc.go Progetto: toophy/vu
// makeSphere creates a sphere at the given x, y, z location and with
// the given r, g, b colour.
func (rc *rctag) makeSphere(parent vu.Pov, x, y, z float64, r, g, b float32) vu.Pov {
	sz := 0.5
	sp := parent.NewPov()
	sp.NewBody(vu.NewSphere(sz))
	sp.SetLocation(x, y, z)
	sp.SetScale(sz, sz, sz)
	model := sp.NewModel("solid").LoadMesh("sphere")
	model.SetUniform("kd", r, g, b)
	return sp
}
Esempio n. 3
0
// teleport puts the player back to the starting location, safe from
// any sentinels. The up/down and view direction are also reset to
// their original values in case the player has lost sight of the maze.
func (lvl *level) teleport() {
	if lvl.player.teleport() {
		lvl.body.Dispose(vu.BODY)
		lvl.body.SetLocation(0, 0.5, 10)
		lvl.body.SetRotation(lin.QI)
		lvl.cam.SetLocation(0, 0.5, 10)
		lvl.body.NewBody(vu.NewSphere(0.25))
		lvl.body.SetSolid(1, 0)
		lvl.mp.ani.addAnimation(lvl.newTeleportAnimation())
	}
}
Esempio n. 4
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// Wrap finishes the fade level animation and sets the player position to
// a safe and stable location.
func (f *fadeLevelAnimation) Wrap() {
	g := f.g
	g.lens = &cam{}
	g.cl.setHudVisible(true)
	g.cl.body.NewBody(vu.NewSphere(0.25))
	g.cl.body.SetSolid(1, 0)
	x, _, z := g.cl.cam.Location()
	g.cl.cam.SetLocation(x, 0.5, z)
	g.lens.pitch = 0
	g.cl.cam.SetPitch(g.lens.pitch)
	g.cl.body.SetLocation(x, 0.5, z)
	g.cl.body.SetRotation(lin.QI)

	// set the new game state if appropriate.
	if f.gameState == screenDeactive || f.gameState == screenActive {
		g.activate(f.gameState)
	}
	f.state = 2
}
Esempio n. 5
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// toggleFly is used to flip into and out of flying mode.
func (g *game) toggleFly() {
	g.fly = !g.fly
	if g.fly {
		g.last.lx, g.last.ly, g.last.lz = g.cl.cam.Location()
		g.last.pitch = g.cl.cam.Pitch()
		g.last.yaw = g.cl.cam.Yaw()
		g.cl.body.Dispose(vu.BODY)
		g.dir = g.cl.cam.Lookat()
	} else {
		g.lens.pitch = g.last.pitch
		g.lens.yaw = g.last.yaw
		g.cl.cam.SetPitch(g.last.pitch)
		g.cl.cam.SetYaw(g.last.yaw)
		g.cl.cam.SetLocation(g.last.lx, g.last.ly, g.last.lz)
		g.cl.body.SetLocation(g.last.lx, g.last.ly, g.last.lz)
		g.cl.body.SetRotation(g.cl.cam.Lookat())
		g.cl.body.NewBody(vu.NewSphere(0.25))
		g.cl.body.SetSolid(1, 0)
		g.dir = g.cl.cam.Lookxz()
	}
}
Esempio n. 6
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// activate the current level. Add physics parts to the physics simulation.
func (lvl *level) activate(hm healthMonitor) {
	lvl.player.monitorHealth("game", hm)
	lvl.player.resetEnergy()
	lvl.hd.setLevel(lvl)

	// reset the camera each time, so it is in a known position.
	lvl.cam.SetLocation(4, 0.5, 10)
	lvl.player.resetEnergy()

	// ensure the walls and floor are added to the physics simulation.
	for _, wall := range lvl.walls {
		// set the walls collision shape based on (hand copied from) the .obj file.
		wall.NewBody(vu.NewBox(1, 1, 1))
		wall.SetSolid(0, 0)
	}
	lvl.floor.NewBody(vu.NewBox(100, 25, 100))
	lvl.floor.SetSolid(0, 0.4)
	lvl.floor.SetLocation(0, -25, 0)

	// add a physics body for the camera.
	lvl.body.NewBody(vu.NewSphere(0.25))
	lvl.body.SetSolid(1, 0)
}
Esempio n. 7
0
File: cr.go Progetto: toophy/vu
// getBall creates a visible sphere physics body.
func (cr *crtag) getBall(p vu.Pov) {
	p.NewBody(vu.NewSphere(1))
	p.SetSolid(1, 0.5)
	p.NewModel("gouraud").LoadMesh("sphere").LoadMat("sphere")
}