Working on doors and scripting
This commit is contained in:
parent
774397f690
commit
0f2b2e55af
@ -52,7 +52,7 @@
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"positionY": 0.95746,
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"positionZ": 0.786023,
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"scale": 0.5,
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"interactionRadius": 1.5,
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"interactionRadius": 0.3,
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"activateFunction": "on_book_pickup"
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},
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{
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@ -107,6 +107,9 @@
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"positionX": 1.5,
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"positionY": 0.975,
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"positionZ": 6.965,
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"pivotX": 0.0,
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"pivotY": 0.0,
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"pivotZ": 0.565,
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"scale": 1.0,
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"interactionRadius": 0.5,
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"activateFunction": "on_library_door_click"
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@ -121,6 +124,9 @@
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"positionX": -1.5,
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"positionY": 0.975,
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"positionZ": 6.965,
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"pivotX": 0.0,
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"pivotY": 0.0,
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"pivotZ": 0.565,
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"scale": 1.0,
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"interactionRadius": 0.5,
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"activateFunction": "on_teachers_door_click"
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@ -136,6 +142,9 @@
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"positionY": 0.975,
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"positionZ": 8,
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"scale": 1.0,
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"pivotX": 0.565,
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"pivotY": 0.0,
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"pivotZ": 0.0,
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"interactionRadius": 0.5,
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"activateFunction": "on_hall_door_click"
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}
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@ -5,7 +5,7 @@
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"positionX": -0.141875,
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"positionY": 0.0,
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"positionZ": 9.75898,
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"radius": 2.0,
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"radius": 1.7,
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"hysteresis": 0.1,
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"enabled": true
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},
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@ -69,10 +69,70 @@
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"type": "End"
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}
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]
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},
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{
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"id": "door_night_dialog001",
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"start": "line_1",
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"nodes": [
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{
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"id": "line_1",
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"type": "Line",
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"speaker": "Бекзат",
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"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
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"text": "Дверь закрыта на ключ.",
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"next": "line_2"
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},
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{
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"id": "line_2",
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"type": "Line",
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"speaker": "Бекзат",
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"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
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"text": "Видимо когда я спал, охранник запер дверь.",
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"next": "line_3"
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},
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{
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"id": "line_3",
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"type": "Line",
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"speaker": "Бекзат",
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"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
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"text": "Это уже не смешно, как я отсюда выберусь?",
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"next": "end_1"
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},
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{
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"id": "end_1",
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"type": "End"
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}
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]
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},
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{
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"id": "teacher_dialog001",
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"start": "line_1",
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"nodes": [
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{
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"id": "line_1",
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"type": "Line",
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"speaker": "Аида Дженибековна",
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"portrait": "resources/w/avatar_teacher.png",
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"text": "Бекзат, не мешай, я занята.",
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"next": "line_2"
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},
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{
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"id": "line_2",
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"type": "Line",
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"speaker": "Бекзат",
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"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
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"text": "Ладно...",
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"next": "end_1"
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},
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{
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"id": "end_1",
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"type": "End"
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}
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]
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},
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{
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"id": "teacher_dialog002",
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"start": "line_1",
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"nodes": [
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{
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"id": "line_1",
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@ -1,10 +1,13 @@
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hall_door_opened = false
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teacher_door_opened = false
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lection_is_over = false
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player_hold_book = false
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player_hold_knife = false
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teacher_arrived = false
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teacher_told_about_book = false
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night_time = false
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@ -55,6 +58,7 @@ game_api.npc_walk_to(0, -4.57412, 0, 6.78495, on_teacher_arrived2)
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end
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function on_book_pickup()
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if (teacher_told_about_book) then
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if not player_hold_book then
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game_api.pickup_item("book")
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game_api.deactivate_interactive_object("Book001")
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@ -64,6 +68,7 @@ function on_book_pickup()
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game_api.activate_interactive_object("Book001")
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player_hold_book = false
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end
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end
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end
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function on_bookshelf_clicked()
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@ -88,34 +93,52 @@ function on_npc_interact(npc_index)
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game_api.start_dialogue("knife_dialog001")
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end
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if npc_index == 0 then
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--game_api.start_dialogue("teacher_dialog001")
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game_api.start_dialogue("teacher_dialog001")
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--game_api.set_trigger_zone_enabled(2, false)
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end
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end
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function teacher_zone001_enter_callback()
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game_api.start_dialogue("teacher_dialog001")
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game_api.start_dialogue("teacher_dialog002")
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game_api.set_trigger_zone_enabled(2, false)
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teacher_told_about_book = true
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end
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function on_locked_door_click()
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game_api.start_dialogue("door_dialog001")
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-- Example: uncomment and replace "DoorName" to animate a door open over 1.5 seconds
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-- game_api.rotate_object("DoorName", 90, 1.5, function()
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-- print("Door finished opening!")
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-- end)
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end
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function on_library_door_click()
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if (night_time) then
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game_api.start_dialogue("door_night_dialog001")
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else
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if (not lection_is_over) then
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game_api.start_dialogue("door_dialog001")
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end
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end
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end
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function on_teachers_door_click()
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if (not lection_is_over) then
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game_api.start_dialogue("door_dialog001")
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else
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if (not teacher_door_opened) then
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teacher_door_opened = true
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game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
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end
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end
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end
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function on_hall_door_click()
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if (not hall_door_opened) then
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hall_door_opened = true
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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end
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end
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@ -151,13 +174,19 @@ function on_computer_clicked()
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end
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end
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function on_teacher_arrived_intermediate()
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game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
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game_api.npc_walk_to(0, 3.19574, 0, 6.45595, on_teacher_arrived)
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end
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game_api.set_cutscene_callback("test_cutscene_01", function()
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print("Cutscene done!")
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lection_is_over = true
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if (player_hold_knife == false) then
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game_api.set_npc_enabled(1, true)
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end
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game_api.npc_walk_to(0, 3.19574, 0, 6.45595, on_teacher_arrived)
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game_api.npc_walk_to(0, 0.916388, 0, 6.32083, on_teacher_arrived_intermediate)
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end)
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game_api.set_cutscene_callback("test_cutscene_02", function()
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@ -165,6 +194,7 @@ game_api.set_cutscene_callback("test_cutscene_02", function()
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night_time = true
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game_api.set_npc_enabled(0, false)
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game_api.switch_navigation(0)
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game_api.rotate_object("Room_N_2_Leaf001", 90, 0.01, nil)
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end)
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game_api.set_trigger_zone_callbacks("teacher_dialog_zone001",
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@ -511,6 +511,7 @@ namespace ZL
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}
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}
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_1:
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@ -515,8 +515,8 @@ namespace ZL
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for (auto& intObj : interactiveObjects) {
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std::cout << "[RAYCAST] Checking object: " << intObj.loadedObject.name << " (active: " << intObj.isActive << ")" << std::endl;
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if (!intObj.isActive) {
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std::cout << "[RAYCAST] -> Object inactive, skipping" << std::endl;
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if (!intObj.isActive || intObj.isAnimating) {
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std::cout << "[RAYCAST] -> Object inactive or animating, skipping" << std::endl;
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continue;
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}
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@ -1054,6 +1054,10 @@ namespace ZL
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void Location::update(int64_t delta)
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{
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for (auto& intObj : interactiveObjects) {
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intObj.update(delta);
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}
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if (player) {
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player->update(delta);
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dialogueSystem.update(static_cast<int>(delta));
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@ -1068,7 +1072,7 @@ namespace ZL
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updateDynamicReplans(delta);
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// Check if player reached target interactive object
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if (targetInteractiveObject && player) {
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if (targetInteractiveObject && player && !targetInteractiveObject->isAnimating) {
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float distToObject = (player->position - targetInteractiveObject->position).norm();
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// If player is close enough to pick up the item
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@ -185,6 +185,88 @@ namespace ZL {
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npcs[index]->enabled = value;
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});
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// move_object(name, x, y, z, duration_sec [, on_complete])
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api.set_function("move_object",
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[game](const std::string& name, float x, float y, float z,
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float durationSec, sol::object onComplete) {
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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std::cerr << "[script] move_object: '" << name << "' is already animating\n";
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return;
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}
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std::function<void()> cb;
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if (onComplete.is<sol::protected_function>()) {
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sol::protected_function fn = onComplete.as<sol::protected_function>();
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cb = [fn]() mutable {
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auto res = fn();
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if (!res.valid()) {
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sol::error err = res;
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std::cerr << "[script] move_object on_complete error: " << err.what() << "\n";
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}
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};
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}
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intObj.moveTo(Eigen::Vector3f(x, y, z), durationSec, std::move(cb));
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return;
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}
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std::cerr << "[script] move_object: object '" << name << "' not found\n";
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});
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// rotate_object(name, angle_deg, duration_sec [, on_complete])
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api.set_function("rotate_object",
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[game](const std::string& name, float angleDeg,
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float durationSec, sol::object onComplete) {
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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std::cerr << "[script] rotate_object: '" << name << "' is already animating\n";
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return;
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}
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std::function<void()> cb;
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if (onComplete.is<sol::protected_function>()) {
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sol::protected_function fn = onComplete.as<sol::protected_function>();
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cb = [fn]() mutable {
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auto res = fn();
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if (!res.valid()) {
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sol::error err = res;
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std::cerr << "[script] rotate_object on_complete error: " << err.what() << "\n";
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}
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};
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}
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const float angleRad = angleDeg * static_cast<float>(M_PI) / 180.f;
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intObj.rotateTo(intObj.rotationY + angleRad, durationSec, std::move(cb));
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return;
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}
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std::cerr << "[script] rotate_object: object '" << name << "' not found\n";
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});
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// scale_object(name, target_scale, duration_sec [, on_complete])
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api.set_function("scale_object",
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[game](const std::string& name, float targetScale,
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float durationSec, sol::object onComplete) {
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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std::cerr << "[script] scale_object: '" << name << "' is already animating\n";
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return;
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}
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std::function<void()> cb;
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if (onComplete.is<sol::protected_function>()) {
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sol::protected_function fn = onComplete.as<sol::protected_function>();
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cb = [fn]() mutable {
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auto res = fn();
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if (!res.valid()) {
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sol::error err = res;
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std::cerr << "[script] scale_object on_complete error: " << err.what() << "\n";
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}
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};
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}
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intObj.scaleTo(targetScale, durationSec, std::move(cb));
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return;
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}
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std::cerr << "[script] scale_object: object '" << name << "' not found\n";
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});
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lua.script_file(scriptPath);
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}
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@ -93,6 +93,9 @@ namespace ZL {
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data.base = parseGameObjectData(item);
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data.interactionRadius = item.value("interactionRadius", 2.0f);
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data.activateFunctionName = item.value("activateFunction", "");
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data.pivotX = item.value("pivotX", 0.0f);
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data.pivotY = item.value("pivotY", 0.0f);
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data.pivotZ = item.value("pivotZ", 0.0f);
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if (!data.base.meshPath.empty())
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objects.push_back(std::move(data));
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}
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@ -176,6 +179,7 @@ namespace ZL {
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intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
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intObj.interactionRadius = data.interactionRadius;
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intObj.activateFunctionName = data.activateFunctionName;
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intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ);
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intObj.loadedObject.mesh.RefreshVBO();
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@ -29,6 +29,9 @@ namespace ZL {
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GameObjectData base;
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float interactionRadius = 2.0f;
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std::string activateFunctionName;
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float pivotX = 0.0f;
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float pivotY = 0.0f;
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float pivotZ = 0.0f;
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};
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struct NpcData {
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@ -3,6 +3,8 @@
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#include "render/TextureManager.h"
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#include <iostream>
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#include <string>
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#include <algorithm>
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#include <Eigen/Geometry>
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namespace ZL {
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extern const std::string textureUniformName;
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@ -10,10 +12,102 @@ namespace ZL {
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namespace ZL {
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void InteractiveObject::moveTo(const Eigen::Vector3f& target, float durationSec, std::function<void()> onComplete) {
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if (isAnimating) return;
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AnimTask task;
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task.type = AnimTask::Type::Move;
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task.startPos = position;
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task.startRotY = rotationY;
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task.startScale = scale;
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task.targetPos = target;
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task.targetRotY = rotationY;
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task.targetScale = scale;
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task.durationMs = durationSec * 1000.f;
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task.elapsedMs = 0.f;
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task.onComplete = std::move(onComplete);
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animTask = std::move(task);
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isAnimating = true;
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}
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void InteractiveObject::rotateTo(float targetRotY, float durationSec, std::function<void()> onComplete) {
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if (isAnimating) return;
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AnimTask task;
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task.type = AnimTask::Type::Rotate;
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task.startPos = position;
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task.startRotY = rotationY;
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task.startScale = scale;
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task.targetPos = position;
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task.targetRotY = targetRotY;
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task.targetScale = scale;
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task.durationMs = durationSec * 1000.f;
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task.elapsedMs = 0.f;
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task.onComplete = std::move(onComplete);
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animTask = std::move(task);
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isAnimating = true;
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}
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void InteractiveObject::scaleTo(float targetScale, float durationSec, std::function<void()> onComplete) {
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if (isAnimating) return;
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AnimTask task;
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task.type = AnimTask::Type::Scale;
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task.startPos = position;
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task.startRotY = rotationY;
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task.startScale = scale;
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task.targetPos = position;
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task.targetRotY = rotationY;
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task.targetScale = targetScale;
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task.durationMs = durationSec * 1000.f;
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task.elapsedMs = 0.f;
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task.onComplete = std::move(onComplete);
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animTask = std::move(task);
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isAnimating = true;
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}
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void InteractiveObject::update(int64_t deltaMs) {
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if (!isAnimating || !animTask) return;
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AnimTask& task = *animTask;
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task.elapsedMs += static_cast<float>(deltaMs);
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|
||||
const float t = min(task.elapsedMs / task.durationMs, 1.0f);
|
||||
|
||||
switch (task.type) {
|
||||
case AnimTask::Type::Move:
|
||||
position = task.startPos + (task.targetPos - task.startPos) * t;
|
||||
break;
|
||||
case AnimTask::Type::Rotate:
|
||||
rotationY = task.startRotY + (task.targetRotY - task.startRotY) * t;
|
||||
break;
|
||||
case AnimTask::Type::Scale:
|
||||
scale = task.startScale + (task.targetScale - task.startScale) * t;
|
||||
break;
|
||||
}
|
||||
|
||||
if (t >= 1.0f) {
|
||||
// Snap to exact target
|
||||
position = task.targetPos;
|
||||
rotationY = task.targetRotY;
|
||||
scale = task.targetScale;
|
||||
|
||||
std::function<void()> cb = std::move(task.onComplete);
|
||||
animTask.reset();
|
||||
isAnimating = false;
|
||||
|
||||
if (cb) cb();
|
||||
}
|
||||
}
|
||||
|
||||
void InteractiveObject::draw(Renderer& renderer) const {
|
||||
if (!isActive || !loadedObject.texture) return;
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix(position);
|
||||
if (rotationY != 0.f) {
|
||||
renderer.TranslateMatrix(pivot);
|
||||
renderer.RotateMatrix(Eigen::AngleAxisf(rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
|
||||
renderer.TranslateMatrix(-pivot);
|
||||
}
|
||||
if (scale != 1.f)
|
||||
renderer.ScaleMatrix(scale);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, loadedObject.texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(loadedObject.mesh);
|
||||
|
||||
@ -1,6 +1,9 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <functional>
|
||||
#include <cstdint>
|
||||
#include <Eigen/Core>
|
||||
#include "render/Renderer.h"
|
||||
|
||||
@ -17,12 +20,35 @@ namespace ZL {
|
||||
struct InteractiveObject {
|
||||
LoadedGameObject loadedObject; // name, texture, mesh
|
||||
Eigen::Vector3f position;
|
||||
Eigen::Vector3f pivot = Eigen::Vector3f::Zero(); // local-space offset to rotation pivot
|
||||
float rotationY = 0.0f; // Y-axis rotation in radians
|
||||
float scale = 1.0f; // uniform scale
|
||||
float interactionRadius;
|
||||
bool isActive = true;
|
||||
bool isAnimating = false; // true while a timed animation is running
|
||||
std::string activateFunctionName;
|
||||
|
||||
struct AnimTask {
|
||||
enum class Type { Move, Rotate, Scale } type;
|
||||
Eigen::Vector3f startPos;
|
||||
float startRotY;
|
||||
float startScale;
|
||||
Eigen::Vector3f targetPos;
|
||||
float targetRotY;
|
||||
float targetScale;
|
||||
float durationMs;
|
||||
float elapsedMs = 0.f;
|
||||
std::function<void()> onComplete;
|
||||
};
|
||||
|
||||
std::optional<AnimTask> animTask;
|
||||
|
||||
InteractiveObject() : interactionRadius(2.0f) {}
|
||||
|
||||
void moveTo(const Eigen::Vector3f& target, float durationSec, std::function<void()> onComplete = {});
|
||||
void rotateTo(float targetRotY, float durationSec, std::function<void()> onComplete = {});
|
||||
void scaleTo(float targetScale, float durationSec, std::function<void()> onComplete = {});
|
||||
void update(int64_t deltaMs);
|
||||
void draw(Renderer& renderer) const;
|
||||
};
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user