Added hp and attack actions, and labels

This commit is contained in:
Vladislav Khorev 2026-04-25 12:07:52 +03:00
parent 393ebcd831
commit 44cc0fba67
8 changed files with 166 additions and 9 deletions

View File

@ -2,7 +2,7 @@
"npcs": [
{
"id": "npc_01_default",
"name": "NPC Default Guard",
"name": "Студент",
"animationIdlePath": "resources/w/jam/man_stand_idle002.anim",
"animationWalkPath": "resources/w/jam/man_walk002.anim",
"meshTextures": {
@ -35,7 +35,7 @@
},
{
"id": "npc_02_woman",
"name": "NPC woman",
"name": "Студентка",
"animationIdlePath": "resources/w/jam/woman_idle002.anim",
"animationWalkPath": "resources/w/jam/woman_walk002.anim",
"meshTextures": {
@ -60,7 +60,7 @@
},
{
"id": "npc_03_salesman",
"name": "NPC salesman",
"name": "Мухтар Байке",
"animationIdlePath": "resources/w/jam/salesperson_stand_idle003.anim",
"animationWalkPath": "resources/w/jam/salesperson_walk001.anim",
"meshTextures": {
@ -86,7 +86,7 @@
},
{
"id": "npc_04_ghost",
"name": "NPC Floating Ghost",
"name": "Добрый Призрак",
"texturePath": "resources/w/ghost_skin001.png",
"animationIdlePath": "resources/w/default_float001.anim",
"animationWalkPath": "resources/w/default_float001.anim",

View File

@ -3,7 +3,5 @@ varying vec3 color;
void main()
{
//gl_FragColor = vec4(color, 1.0);
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
gl_FragColor = vec4(color, 1.0);
}

View File

@ -1,7 +1,9 @@
#include "Character.h"
#include "render/TextRenderer.h"
#include <cmath>
#include <iostream>
#include <random>
#include <array>
#include "GameConstants.h"
#include "Environment.h"
@ -104,6 +106,8 @@ AnimationState Character::resolveActiveState() const {
}
void Character::update(int64_t deltaMs) {
if (initialHp <= 0.f) initialHp = hp;
//weaponInitialRotation = Eigen::AngleAxisf(x/180.0, Eigen::Vector3f::UnitZ()).toRotationMatrix();
//weaponInitialRotation = Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitZ()).toRotationMatrix();
@ -820,4 +824,95 @@ void Character::prepareHitSparksForDraw(const Eigen::Matrix4f& cameraViewMatrix)
hitSparkEmitter.prepareForDraw(cameraViewMatrix);
}
void Character::drawName(TextRenderer& textRenderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix)
{
if (isPlayer) return;
if (hp <= 0.f) return;
if (npcName.empty()) return;
Eigen::Vector4f worldPos(position.x(), position.y() + 1.83f, position.z(), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return; // behind the camera
float ndcX = clip.x() / clip.w();
float ndcY = clip.y() / clip.w();
if (ndcX < -1.f || ndcX > 1.f || ndcY < -1.f || ndcY > 1.f) return; // off-screen
float screenX = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
float screenY = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
std::array<float, 4> color = canAttack
? std::array<float, 4>{ 1.f, 0.f, 0.f, 1.f }
: std::array<float, 4>{ 0.f, 1.f, 0.f, 1.f };
textRenderer.drawText(npcName, screenX, screenY, 1.0f, true, color);
}
void Character::drawHealthBar(Renderer& renderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix)
{
if (!isPlayer && !canAttack) return;
if (hp <= 0.f) return;
if (initialHp <= 0.f) return;
Eigen::Vector4f worldPos(position.x(), position.y() + 1.75f, position.z(), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return;
float ndcX = clip.x() / clip.w();
float ndcY = clip.y() / clip.w();
if (ndcX < -1.2f || ndcX > 1.2f || ndcY < -1.2f || ndcY > 1.2f) return;
const float sx = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
const float sy = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
const float barW = 60.f;
const float barH = 6.f;
const float left = sx - barW * 0.5f;
const float right = sx + barW * 0.5f;
const float bottom = sy - barH * 0.5f;
const float top = sy + barH * 0.5f;
float frac = hp / initialHp;
if (frac < 0.f) frac = 0.f;
if (frac > 1.f) frac = 1.f;
const float split = left + barW * frac;
VertexDataStruct data;
const Eigen::Vector3f green(0.f, 1.f, 0.f);
const Eigen::Vector3f red (1.f, 0.f, 0.f);
auto pushQuad = [&](float x0, float x1, const Eigen::Vector3f& col) {
data.PositionData.push_back({ x0, bottom, 0.f });
data.PositionData.push_back({ x1, bottom, 0.f });
data.PositionData.push_back({ x1, top, 0.f });
data.PositionData.push_back({ x0, bottom, 0.f });
data.PositionData.push_back({ x1, top, 0.f });
data.PositionData.push_back({ x0, top, 0.f });
for (int i = 0; i < 6; ++i) data.ColorData.push_back(col);
};
if (frac > 0.f) pushQuad(left, split, green);
if (frac < 1.f) pushQuad(split, right, red);
healthBarMesh.AssignFrom(data);
healthBarMesh.RefreshVBO();
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix(0.f, Environment::projectionWidth,
0.f, Environment::projectionHeight,
-1.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.DrawVertexRenderStruct(healthBarMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
} // namespace ZL

View File

@ -14,6 +14,8 @@
namespace ZL {
class TextRenderer;
enum class AnimationState {
STAND = 0,
WALK = 1,
@ -66,6 +68,21 @@ public:
// particles against that camera before its VBO is uploaded.
void prepareHitSparksForDraw(const Eigen::Matrix4f& cameraViewMatrix);
// Draws the NPC name floating above this character in 2D screen space.
// No-op for the player, for dead characters, or if npcName is empty.
// The text is green for peaceful (canAttack == false) NPCs, red otherwise.
void drawName(TextRenderer& textRenderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix);
// Draws a horizontal health bar above this character in 2D screen space.
// Visible only for the player and hostile NPCs (canAttack == true), and
// only while hp > 0. The left portion is green (hp / initialHp) and the
// remainder is red.
void drawHealthBar(Renderer& renderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix);
// Public: read by Game for camera tracking and ray-cast origin
Eigen::Vector3f position = Eigen::Vector3f(0.f, 0.f, 0.f);
float facingAngle = 0.0f;
@ -83,6 +100,9 @@ public:
std::string npcName;
bool giftReceived = false;
float hp = 100.f;
// Captured lazily from `hp` on the first update() tick if left at zero;
// set explicitly if you need a different reference for the health bar.
float initialHp = 0.f;
int battle_state = 0;
@ -112,6 +132,7 @@ private:
std::map<AnimationState, BoneAnimationDataNew> animations;
VertexRenderStruct modelMutable;
VertexRenderStruct healthBarMesh;
std::unordered_map<std::string, std::shared_ptr<Texture>> meshTextures;
Eigen::Vector3f walkTarget = Eigen::Vector3f(0.f, 0.f, 0.f);

View File

@ -119,6 +119,7 @@ namespace ZL
npc02->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE);
npc02->npcId = "ghost_01x";
npc02->npcName = "Evil Ghost";
npc02->setTexture(ghostTexture);
npc02->walkSpeed = 1.5f;
npc02->rotationSpeed = 8.0f;
@ -147,6 +148,12 @@ namespace ZL
dialogueSystem.init(renderer, CONST_ZIP_FILE);
dialogueSystem.loadDatabase("resources/dialogue/sample_dialogues.json");
npcNameText = std::make_unique<TextRenderer>();
if (!npcNameText->init(renderer, "resources/fonts/DroidSans.ttf", 24, CONST_ZIP_FILE)) {
std::cerr << "Failed to init NPC name TextRenderer" << std::endl;
npcNameText.reset();
}
/*dialogueSystem.addTriggerZone({
"ghost_room_trigger",
"test_line_dialogue",
@ -362,6 +369,18 @@ namespace ZL
renderer.shaderManager.PopShader();
if (npcNameText) {
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
for (auto& npc : npcs) {
if (npc) npc->drawName(*npcNameText, currentView, proj);
}
if (player) player->drawHealthBar(renderer, currentView, proj);
for (auto& npc : npcs) {
if (npc) npc->drawHealthBar(renderer, currentView, proj);
}
}
}
void Location::drawShadowDepthPass()
@ -534,6 +553,19 @@ namespace ZL
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
if (npcNameText) {
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
for (auto& npc : npcs) {
if (npc) npc->drawName(*npcNameText, cameraViewMatrix, proj);
}
if (player) player->drawHealthBar(renderer, cameraViewMatrix, proj);
for (auto& npc : npcs) {
if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
}
}
}
bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available)

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@ -3,6 +3,7 @@
#include "render/Renderer.h"
#include "Environment.h"
#include "render/TextureManager.h"
#include "render/TextRenderer.h"
#include "items/GameObjectLoader.h"
#include "items/InteractiveObject.h"
#include "navigation/PathFinder.h"
@ -39,6 +40,8 @@ namespace ZL
Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
InteractiveObject* targetInteractiveObject = nullptr;
std::unique_ptr<TextRenderer> npcNameText;
ScriptEngine scriptEngine;
Dialogue::DialogueSystem dialogueSystem;

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@ -175,7 +175,7 @@ extern "C" int SDL_main(int argc, char* argv[]) {
ZL::Environment::window = SDL_CreateWindow(
"Space Ship Game",
"Bishkek Witcher Game",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
ZL::Environment::width, ZL::Environment::height,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
@ -250,7 +250,7 @@ int main(int argc, char *argv[]) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
ZL::Environment::window = SDL_CreateWindow(
"Space Ship Game",
"Bishkek Witcher Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
CONST_WIDTH, CONST_HEIGHT,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN

View File

@ -461,6 +461,11 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, atlasTexture->getTexID());
// The R8 atlas is sampled as alpha; without blending the non-glyph area
// of every quad writes opaque black and hides whatever is behind it.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//for (size_t i = 0; i < text.length(); ++i) {
// auto it = glyphs.find(text[i]);
// if (it == glyphs.end()) continue;
@ -479,6 +484,9 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
//}
r->DrawVertexRenderStruct(cached.mesh);
//r->PopMatrix();
glDisable(GL_BLEND);
r->shaderManager.PopShader();
// Сброс бинда текстуры не обязателен, но можно для чистоты