OpenGL-实战篇--Breakout--渲染文本--55

学习链接:中文---------英语原文

这一节主要给界面添加一些文字信息,也是这个教程的最后一个章节(后面还有个结语)。

TextRenderer.h:

#pragma once

//放前面:里面包含有glad.h
#include "Shader.h"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <map>
#include "Texture2D.h"

struct Character
{
	GLuint textureID;	// ID handle of the glyph texture
	glm::ivec2 size;	// Size of glyph
	glm::ivec2 bearing; // Offset from baseline to left/top of glyph
	GLuint advance;		// Horizontal offset to advance to next glyph
};


class TextRenderer
{
public:
	//holds a list of pre-compiled characters
	std::map<GLchar, Character> characters;
	//shader used for text rendering
	Shader textShader;
	//constructor
	TextRenderer(GLuint width, GLuint height);
	//pre-compiles a list of characters from the given font
	void Load(std::string font, GLuint fontSize);
	//render a string of text using the precompiled list of characters
	void RenderText(std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color = glm::vec3(1.0f));
private:
	GLuint VAO, VBO;
};

TextRenderer.cpp:

#include "TextRenderer.h"
#include "ResourceManager.h"

#include <ft2build.h>
#include FT_FREETYPE_H

TextRenderer::TextRenderer(GLuint width, GLuint height)
{
	//load and configure shader
	this->textShader = ResourceManager::LoadShader("Breakout/Shaders/text.vs", "Breakout/Shaders/text.fs", nullptr, "text");
	this->textShader.SetMatrix4("projection", glm::ortho(0.0f, static_cast<GLfloat>(width), static_cast<GLfloat>(height), 0.0f), GL_TRUE);
	this->textShader.SetInteger("text", 0);
	//configure VAO/VBO for texture quads
	glGenVertexArrays(1, &this->VAO);
	glGenBuffers(1, &this->VBO);
	glBindVertexArray(this->VAO);
	glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
}

void TextRenderer::Load(std::string font, GLuint fontSize)
{
	//first clear the previously loaded characters
	this->characters.clear();
	//init and load the freetype library
	FT_Library ft;
	if (FT_Init_FreeType(&ft))
		std::cout << "Error::freetype:could not init freetype library" << std::endl;
	//load font as face
	FT_Face face;
	if (FT_New_Face(ft, font.c_str(), 0, &face))
		std::cout << "Error::freetype:could not init freetype library" << std::endl;
	//set size to load glyphs as 
	FT_Set_Pixel_Sizes(face, 0, fontSize);
	//disable byte-alignment restriction
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	//then for the first 128 ascii characters pre-load/compile their characters and store them
	for (GLubyte c = 0; c < 128; c++)
	{
		// Load character glyph 
		if (FT_Load_Char(face, c, FT_LOAD_RENDER))
		{
			std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
			continue;
		}
		// Generate texture
		GLuint texture;
		glGenTextures(1, &texture);
		glBindTexture(GL_TEXTURE_2D, texture);
		glTexImage2D(
			GL_TEXTURE_2D,
			0,
			GL_RED,
			face->glyph->bitmap.width,
			face->glyph->bitmap.rows,
			0,
			GL_RED,
			GL_UNSIGNED_BYTE,
			face->glyph->bitmap.buffer
		);
		// Set texture options
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		// Now store character for later use
		Character character = {
			texture,
			glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
			glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
			face->glyph->advance.x
		};
		characters.insert(std::pair<GLchar, Character>(c, character));
	}

	glBindTexture(GL_TEXTURE_2D, 0);
	// Destroy FreeType once we're finished
	FT_Done_Face(face);
	FT_Done_FreeType(ft);
}

void TextRenderer::RenderText(std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color)
{ 
	// Activate corresponding render state	
	this->textShader.Use();
	this->textShader.SetVector3f("textColor", color);
	glActiveTexture(GL_TEXTURE0);
	glBindVertexArray(this->VAO);

	// Iterate through all characters
	std::string::const_iterator c;
	for (c = text.begin(); c != text.end(); c++)
	{
		Character ch = characters[*c];

		GLfloat xpos = x + ch.bearing.x * scale;
		GLfloat ypos = y + (this->characters['H'].bearing.y - ch.bearing.y) * scale;

		GLfloat w = ch.size.x * scale;
		GLfloat h = ch.size.y * scale;
		// Update VBO for each character
		GLfloat vertices[6][4] = {
			{ xpos,     ypos + h,   0.0, 1.0 },
			{ xpos + w, ypos,       1.0, 0.0 },
			{ xpos,     ypos,       0.0, 0.0 },

			{ xpos,     ypos + h,   0.0, 1.0 },
			{ xpos + w, ypos + h,   1.0, 1.0 },
			{ xpos + w, ypos,       1.0, 0.0 }
		};
		// Render glyph texture over quad
		glBindTexture(GL_TEXTURE_2D, ch.textureID);
		// Update content of VBO memory
		glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
		glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		// Render quad
		glDrawArrays(GL_TRIANGLES, 0, 6);
		// Now advance cursors for next glyph
		x += (ch.advance >> 6) * scale; // Bitshift by 6 to get value in pixels (1/64th times 2^6 = 64)
	}
	glBindVertexArray(0);
	glBindTexture(GL_TEXTURE_2D, 0);

}

Game.h:

#pragma once

#include <GLFW/glfw3.h>
#include <vector>
#include "GameObject.h"
#include "GameLevel.h"
#include "PowerUp.h"

// 代表了游戏的当前状态
enum GameState {
    GAME_ACTIVE,
    GAME_MENU,
    GAME_WIN
};

enum Direction
{
    UP,
    RIGHT,
    DOWN,
    LEFT
};

typedef std::tuple<GLboolean, Direction, glm::vec2> Collision;

//player
const glm::vec2 PLAYER_SIZE(100, 20);
const GLfloat PLAYER_VELOCITY(500.0f);

//ball init velocity
const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
//ball radius
const GLfloat BALL_RADIUS = 12.5f;

class Game
{
public:
    GLuint lives;
    GameState state;
    GLboolean keys[1024];
    GLboolean keysProcessed[1024];
    GLuint width, height;
    std::vector<GameLevel> levels;
    GLuint currentLevel;
    std::vector<PowerUp> powerups;

    Game(GLuint w, GLuint h);
    ~Game();

    void Init();

    void ProcessInput(GLfloat dt);
    void Update(GLfloat dt);
    void Render();
    void DoCollisions();

    //Reset
    void ResetLevel();
    void ResetPlayer();

    //powerup
    void SpawnPowerUps(GameObject& block);
    void UpdatePowerUps(GLfloat dt);
};

Game.cpp:

#include "ResourceManager.h"
#include "Game.h"
#include "SpriteRenderer.h"
#include "BallObject.h"
#include "ParticleGenerator.h"
#include "PostProcessor.h"
#include <irrklang/irrKlang.h>
#include "TextRenderer.h"
using namespace irrklang;

SpriteRenderer* renderer;
GameObject* player;
BallObject* ball;
ParticleGenerator* particles;
PostProcessor* effects;
ISoundEngine* soundEngine = createIrrKlangDevice();
TextRenderer* text;
GLfloat shakeTime = 0.0f;

Game::Game(GLuint w, GLuint h) :state(GAME_ACTIVE), keys(), width(w), height(h), lives(3) {}

Game::~Game()
{
	delete renderer;
	delete player;
	delete ball;
	delete particles;
	delete effects;
	delete text;
	soundEngine->drop();
}

void Game::Init()
{
	//load shader
	ResourceManager::LoadShader("Breakout/Shaders/Sprite.vs", "Breakout/Shaders/Sprite.fs", nullptr, "sprite");
	ResourceManager::LoadShader("Breakout/Shaders/Particle.vs", "Breakout/Shaders/Particle.fs", nullptr, "particle");
	ResourceManager::LoadShader("Breakout/Shaders/postprocessor.vs", "Breakout/Shaders/postprocessor.fs", nullptr, "postprocessor");
	//config shader
	glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(this->width), static_cast<GLfloat>(this->height), 0.0f, -1.0f, 1.0f);
	ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
	ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
	ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
	ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
	//load texture
	ResourceManager::LoadTexture("Breakout/Images/background.jpg", GL_FALSE, "background");
	ResourceManager::LoadTexture("Breakout/Images/block.png", GL_FALSE, "block");
	ResourceManager::LoadTexture("Breakout/Images/block_solid.png", GL_FALSE, "block_solid");
	ResourceManager::LoadTexture("Breakout/paddle.png", GL_TRUE, "paddle");//player
	ResourceManager::LoadTexture("Breakout/face.png", GL_TRUE, "ball");//ball
	ResourceManager::LoadTexture("Breakout/particle.png", GL_TRUE, "particle");//particle

	ResourceManager::LoadTexture("Breakout/tex_speed.png", GL_TRUE, "tex_speed");
	ResourceManager::LoadTexture("Breakout/tex_sticky.png", GL_TRUE, "tex_sticky");
	ResourceManager::LoadTexture("Breakout/tex_pass.png", GL_TRUE, "tex_pass");
	ResourceManager::LoadTexture("Breakout/tex_size.png", GL_TRUE, "tex_size");
	ResourceManager::LoadTexture("Breakout/tex_confuse.png", GL_TRUE, "tex_confuse");
	ResourceManager::LoadTexture("Breakout/tex_chaos.png", GL_TRUE, "tex_chaos");

	//setup render control
	renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
	particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
	effects = new PostProcessor(ResourceManager::GetShader("postprocessor"), this->width, this->height);
	//load levels
	GameLevel one; one.Load("Breakout/Levels/1.lvl", this->width, this->height * 0.5);
	GameLevel two; two.Load("Breakout/Levels/2.lvl", this->width, this->height * 0.5);
	GameLevel three; three.Load("Breakout/Levels/3.lvl", this->width, this->height * 0.5);
	GameLevel four; four.Load("Breakout/Levels/4.lvl", this->width, this->height * 0.5);

	this->levels.push_back(one);
	this->levels.push_back(two);
	this->levels.push_back(three);
	this->levels.push_back(four);
	this->currentLevel = 0;

	//player init
	glm::vec2 playerPos = glm::vec2(this->width / 2 - PLAYER_SIZE.x / 2, this->height - PLAYER_SIZE.y);
	player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));

	//ball init    原点位置是左上角
	glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2 - BALL_RADIUS, -BALL_RADIUS * 2);
	ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("ball"));

	//Audio
	soundEngine->play2D("Breakout/Audios/breakout.mp3", true);

	//Text
	text = new TextRenderer(this->width, this->height);
	text->Load("Fonts/OCRAEXT.TTF", 24);
}

void Game::Update(GLfloat dt)
{
	//update ball
	ball->Move(dt, this->width);

	//collision detection
	this->DoCollisions();

	//particle
	particles->Update(dt, *ball, 2, glm::vec2(ball->radius / 2));

	//update powerups
	this->UpdatePowerUps(dt);

	// Reduce shake time
	if (shakeTime > 0.0f)
	{
		shakeTime -= dt;
		if (shakeTime <= 0.0f)
			effects->shake = GL_FALSE;
	}

	//球是否接触底部边界?
	if (ball->position.y >= this->height)
	{
		--this->lives;

		if (this->lives == 0)
		{
			this->ResetLevel();
			this->state = GAME_MENU;
		}
		this->ResetPlayer();
	}

	if (this->state == GAME_ACTIVE && this->levels[this->currentLevel].IsCompleted())
	{
		this->ResetLevel();
		this->ResetPlayer();
		effects->chaos = GL_TRUE;
		this->state = GAME_WIN;
	}
}

void Game::ProcessInput(GLfloat dt)
{
	if (this->state == GAME_WIN)
	{
		if (this->keys[GLFW_KEY_ENTER])
		{
			this->keysProcessed[GLFW_KEY_ENTER] = GL_TRUE;
			effects->chaos = GL_FALSE;
			this->state = GAME_MENU;
		}
	}

	if (this->state == GAME_MENU)
	{
		if (this->keys[GLFW_KEY_ENTER] && !this->keysProcessed[GLFW_KEY_ENTER])
		{
			this->state = GAME_ACTIVE;
			this->keysProcessed[GLFW_KEY_ENTER] = GL_TRUE;
		}
		if (this->keys[GLFW_KEY_W] && !this->keysProcessed[GLFW_KEY_W])
		{
			this->currentLevel = (this->currentLevel + 1) % 4;
			this->keysProcessed[GLFW_KEY_W] = GL_TRUE;			
		}
		if (this->keys[GLFW_KEY_S] && !this->keysProcessed[GLFW_KEY_S])
		{
			if (this->currentLevel > 0)
				--this->currentLevel;
			else
				this->currentLevel = 3;
			this->keysProcessed[GLFW_KEY_S] = GL_TRUE;			
		}
	}	

	if (this->state == GAME_ACTIVE)
	{
		GLfloat velocity = PLAYER_VELOCITY * dt;
		//移动挡板
		if (this->keys[GLFW_KEY_A])
		{
			if (player->position.x >= 0)
			{
				player->position.x -= velocity;

				if (ball->stuck)
					ball->position.x -= velocity;
			}
		}
		if (this->keys[GLFW_KEY_D])
		{
			if (player->position.x <= this->width - player->size.x)
			{
				player->position.x += velocity;
				if (ball->stuck)
					ball->position.x += velocity;
			}
		}
		if (this->keys[GLFW_KEY_SPACE])
			ball->stuck = GL_FALSE;
	}
}

void Game::Render()
{
	if (this->state == GAME_ACTIVE || this->state == GAME_MENU || this->state == GAME_WIN)
	{
		effects->BeginRender();

		//绘制背景
		renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0, 0), glm::vec2(this->width, this->height), 0.0f);

		//绘制关卡
		this->levels[this->currentLevel].Draw(*renderer);

		//绘制玩家挡板
		player->Draw(*renderer);

		//绘制道具
		for (PowerUp& powerup : this->powerups)
		{
			if (!powerup.destroyed)
				powerup.Draw(*renderer);
		}

		//绘制粒子
		particles->Draw();

		//绘制球
		ball->Draw(*renderer);

		effects->EndRender();

		effects->Render(glfwGetTime());

		std::stringstream ss;
		ss << this->lives;
		text->RenderText("Lives:" + ss.str(), 5.0f, 5.0f, 1.0f);
	}

	if (this->state == GAME_MENU)
	{
		text->RenderText("Press ENTER to start", 250.0f, height / 2, 1.0f);
		text->RenderText("Press W or S to select level", 245.0f, height / 2 + 20.0f, 0.75f);
	}

	if (this->state == GAME_WIN)
	{
		text->RenderText("You WON!!!", 320.0, height / 2 - 20.0, 1.0, glm::vec3(0.0, 1.0, 0.0));
		text->RenderText("Press ENTER to retry or ESC to quit", 130.0, height / 2, 1.0, glm::vec3(1.0, 1.0, 0.0));
	}
}

Direction VectorDirection(glm::vec2 target)
{
	glm::vec2 compass[] =
	{
		glm::vec2(0.0f,1.0f),
		glm::vec2(1.0f,0.0f),
		glm::vec2(0.0f,-1.0f),
		glm::vec2(-1.0f,0.0f),
	};

	GLfloat max = 0.0f;
	GLuint bestMatch = -1;
	for (GLuint i = 0; i < 4; i++)
	{
		GLfloat dot = glm::dot(glm::normalize(target), compass[i]);
		if (dot > max)
		{
			max = dot;
			bestMatch = i;
		}
	}
	return (Direction)bestMatch;
}

//碰撞检测::AABB
GLboolean CheckCollision(GameObject& one, GameObject& two) // AABB - AABB collision
{
	// x轴方向碰撞?
	bool collisionX = one.position.x + one.size.x >= two.position.x &&
		two.position.x + two.size.x >= one.position.x;
	// y轴方向碰撞?
	bool collisionY = one.position.y + one.size.y >= two.position.y &&
		two.position.y + two.size.y >= one.position.y;
	// 只有两个轴向都有碰撞时才碰撞
	return collisionX && collisionY;
}

//碰撞检测:方形和圆形
Collision CheckCollision(BallObject& one, GameObject& two) // AABB - Circle collision
{
	//获取圆的中心
	glm::vec2 center(one.position + one.radius);
	//计算AABB的信息(中心,半边长)
	glm::vec2 aabb_half_extents(two.size.x / 2, two.size.y / 2);
	glm::vec2 aabb_center(two.position.x + aabb_half_extents.x, two.position.y + aabb_half_extents.y);
	//获取两个中心的差矢量
	glm::vec2 difference = center - aabb_center;
	glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
	//AABB_center 加上clampled这样就得到了碰撞箱上距离最近点closest
	glm::vec2 closest = aabb_center + clamped;
	//获得圆心center和最近点closest的矢量,并判断是否length<=radius
	difference = closest - center;
	if (glm::length(difference) < one.radius)
		return std::make_tuple(GL_TRUE, VectorDirection(difference), difference);
	else
		return std::make_tuple(GL_FALSE, UP, glm::vec2(0, 0));
}

void ActivatePowerUp(PowerUp& powerup)
{
	// 根据道具类型发动道具
	if (powerup.type == "speed")
	{
		ball->velocity *= 1.2;
	}
	else if (powerup.type == "sticky")
	{
		ball->sticky = GL_TRUE;
		player->color = glm::vec3(1.0f, 0.5f, 1.0f);
	}
	else if (powerup.type == "pass-through")
	{
		ball->passThrough = GL_TRUE;
		ball->color = glm::vec3(1.0f, 0.5f, 0.5f);
	}
	else if (powerup.type == "pad-size-increase")
	{
		player->size.x += 50;
	}
	else if (powerup.type == "confuse")
	{
		if (!effects->chaos)
			effects->confuse = GL_TRUE; // 只在chaos未激活时生效,chaos同理
	}
	else if (powerup.type == "chaos")
	{
		if (!effects->confuse)
			effects->chaos = GL_TRUE;
	}
}

void Game::DoCollisions()
{
	for (GameObject& box : this->levels[this->currentLevel].bricks)
	{
		if (!box.destroyed)
		{
			Collision collision = CheckCollision(*ball, box);
			if (std::get<0>(collision))
			{
				if (!box.isSoild)
				{
					box.destroyed = GL_TRUE;
					this->SpawnPowerUps(box);
					soundEngine->play2D("Breakout/Audios/bleep.mp3", GL_FALSE);
				}
				else
				{
					shakeTime = 0.05f;
					effects->shake = true;
					soundEngine->play2D("Breakout/Audios/solid.wav", GL_FALSE);
				}

				//碰撞处理
				Direction dir = std::get<1>(collision);
				glm::vec2 diff_vector = std::get<2>(collision);
				if (!(ball->passThrough && !box.isSoild))
				{
					if (dir == LEFT || dir == RIGHT)
					{
						ball->velocity.x = -ball->velocity.x;//反转水平速度
						//重定位
						GLfloat penetration = ball->radius - std::abs(diff_vector.x);
						if (dir == LEFT)
							ball->position.x += penetration;//球右移
						else
							ball->position.x -= penetration;//球左移
					}
					else//垂直方形碰撞
					{
						ball->velocity.y = -ball->velocity.y;//反转垂直速度
						//重定位
						GLfloat penetration = ball->radius - std::abs(diff_vector.y);
						if (dir == UP)
							ball->position.y -= penetration;//球上移
						else
							ball->position.y += penetration;//球下移						
					}
				}
			}

			for (PowerUp& powerup : this->powerups)
			{
				if (!powerup.destroyed)
				{
					if (powerup.position.y >= this->height)
					{
						powerup.destroyed = GL_TRUE;
					}
					if (CheckCollision(*player, powerup))
					{
						ActivatePowerUp(powerup);
						powerup.destroyed = GL_TRUE;
						powerup.activated = GL_TRUE;
						soundEngine->play2D("Breakout/Audios/powerup.wav", GL_FALSE);
					}
				}
			}

			//玩家--球碰撞
			Collision result = CheckCollision(*ball, *player);
			if (!ball->stuck && std::get<0>(result))
			{
				//检查碰到了挡板的哪个位置,并根据碰撞到哪个位置改变速度
				GLfloat centerBoard = player->position.x + player->size.x / 2;
				GLfloat distance = (ball->position.x + ball->radius) - centerBoard;
				GLfloat percentage = distance / (player->size.x / 2);
				//依据结果移动
				GLfloat strength = 2.0f;
				glm::vec2 oldVelocity = ball->velocity;
				ball->velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
				//ball->velocity.y = -ball->velocity.y;
				//解决粘板问题:保证最后的Y方向始终向上
				ball->velocity.y = -1 * abs(ball->velocity.y);
				//新的速度:新的归一化方向*原来速度的大小
				ball->velocity = glm::normalize(ball->velocity) * glm::length(oldVelocity);

				ball->stuck = ball->sticky;

				soundEngine->play2D("Breakout/Audios/bleep.wav", GL_FALSE);
			}
		}
	}
}

void Game::ResetLevel()
{
	if (this->currentLevel == 0)
		this->levels[0].Load("Breakout/Levels/1.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 1)
		this->levels[1].Load("Breakout/Levels/2.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 2)
		this->levels[1].Load("Breakout/Levels/3.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 3)
		this->levels[1].Load("Breakout/Levels/4.lvl", this->width, this->height * 0.5f);

	this->lives == 3;
}

void Game::ResetPlayer()
{
	player->size = PLAYER_SIZE;
	player->position = glm::vec2(this->width / 2 - PLAYER_SIZE.x / 2, this->height - PLAYER_SIZE.y);
	ball->Reset(player->position + glm::vec2(PLAYER_SIZE.x / 2 - ball->radius, -(BALL_RADIUS * 2)), INITIAL_BALL_VELOCITY);
}

GLboolean ShouldSpawn(GLuint chance)
{
	GLuint random = rand() % chance;
	return random == 0;
}

void Game::SpawnPowerUps(GameObject& block)
{
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("speed", glm::vec3(0.5f, 0.5f, 1.0f), 0.0f, block.position, ResourceManager::GetTexture("tex_speed")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("sticky", glm::vec3(1.0f, 0.5f, 1.0f), 20.0f, block.position, ResourceManager::GetTexture("tex_sticky")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("pass-through", glm::vec3(0.5f, 1.0f, 0.5f), 10.0f, block.position, ResourceManager::GetTexture("tex_pass")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("pad-size-increase", glm::vec3(1.0f, 0.6f, 0.4), 0.0f, block.position, ResourceManager::GetTexture("tex_size")));
	//if (ShouldSpawn(15))
		//this->powerups.push_back(PowerUp("confuse", glm::vec3(1.0f, 0.3f, 0.3f), 15.0f, block.position, ResourceManager::GetTexture("tex_confuse")));
	//if (ShouldSpawn(10))
		//this->powerups.push_back(PowerUp("chaos", glm::vec3(0.9f, 0.25f, 0.25f), 15.0f, block.position, ResourceManager::GetTexture("tex_chaos")));

}

GLboolean IsOtherPowerUpActive(std::vector<PowerUp>& powerUps, std::string type)
{
	for (const PowerUp& powerUp : powerUps)
	{
		if (powerUp.activated)
			if (powerUp.type == type)
				return GL_TRUE;
	}
	return GL_FALSE;
}

void Game::UpdatePowerUps(GLfloat dt)
{
	for (PowerUp& powerUp : this->powerups)
	{
		powerUp.position += powerUp.velocity * dt;
		if (powerUp.activated)
		{
			powerUp.duration -= dt;

			if (powerUp.duration <= 0.0f)
			{
				powerUp.activated = GL_FALSE;
				if (powerUp.type == "sticky")
				{
					if (!IsOtherPowerUpActive(this->powerups, "sticky"))
					{
						ball->sticky = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}
				else if (powerUp.type == "pass-through")
				{
					if (!IsOtherPowerUpActive(this->powerups, "pass-through"))
					{
						ball->passThrough = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}
				else if (powerUp.type == "pass-through")
				{
					if (!IsOtherPowerUpActive(this->powerups, "pass-through"))
					{
						ball->passThrough = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}

			}
		}
	}

	this->powerups.erase(std::remove_if(this->powerups.begin(), this->powerups.end(),
		[](const PowerUp& powerUp) { return powerUp.destroyed && !powerUp.activated; }
	), this->powerups.end());
}

Text.vs:

#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;

uniform mat4 projection;

void main()
{
    gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
    TexCoords = vertex.zw;
} 

Text.fs:

#version 330 core
in vec2 TexCoords;
out vec4 color;

uniform sampler2D text;
uniform vec3 textColor;

void main()
{    
    vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
    color = vec4(textColor, 1.0) * sampled;
}  
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