added inventory testing buttons I to add items O to delete last items in inventory and p to get info about inventory
This commit is contained in:
parent
a8ab5015b9
commit
880caecd97
209
main.cpp
209
main.cpp
@ -112,6 +112,12 @@ namespace ZL
|
||||
|
||||
// Add AudioPlayer instance
|
||||
std::unique_ptr<AudioPlayer> audioPlayer;
|
||||
|
||||
// Добавляем структуры для иконок инвентаря
|
||||
VertexDataStruct inventoryIconMesh;
|
||||
VertexRenderStruct inventoryIconMeshMutable;
|
||||
const float INVENTORY_ICON_SIZE = 32.0f; // Размер иконки в пикселях
|
||||
const float INVENTORY_MARGIN = 10.0f; // Отступ от края экрана
|
||||
}
|
||||
|
||||
static SDL_Window* window = NULL;
|
||||
@ -213,6 +219,18 @@ namespace ZL
|
||||
}
|
||||
}
|
||||
|
||||
// Отрисовка иконок инвентаря
|
||||
const auto& inventory = ReturnInventory();
|
||||
for (size_t i = 0; i < inventory.size(); ++i) {
|
||||
renderer.PushMatrix();
|
||||
float xPos = Env::width - GameObjects::INVENTORY_MARGIN - GameObjects::INVENTORY_ICON_SIZE;
|
||||
float yPos = GameObjects::INVENTORY_MARGIN + i * (GameObjects::INVENTORY_ICON_SIZE + GameObjects::INVENTORY_MARGIN);
|
||||
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
|
||||
glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(GameObjects::inventoryIconMeshMutable);
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
|
||||
@ -393,14 +411,14 @@ namespace ZL
|
||||
ZL::AddItemToInventory("RoomCeramics", roomTexturePtr);
|
||||
ZL::AddItemToInventory("Cone", coneTexturePtr);
|
||||
|
||||
std::cout << "Before removal:\n";
|
||||
// std::cout << "Before removal:\n";
|
||||
ZL::PrintInventory();
|
||||
|
||||
// Удаляем "Cone" из инвентаря
|
||||
ZL::RemoveItemFromInventory("Cone");
|
||||
// ZL::RemoveItemFromInventory("Cone");
|
||||
|
||||
std::cout << "\nAfter removal:\n";
|
||||
ZL::PrintInventory();
|
||||
// std::cout << "\nAfter removal:\n";
|
||||
// ZL::PrintInventory();
|
||||
|
||||
// Initialize audio player and start background music
|
||||
GameObjects::audioPlayer = std::make_unique<AudioPlayer>();
|
||||
@ -408,6 +426,15 @@ namespace ZL
|
||||
GameObjects::audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
|
||||
}
|
||||
|
||||
// Инициализация меша иконки инвентаря
|
||||
GameObjects::inventoryIconMesh = CreateRect2D(
|
||||
{0.0f, 0.0f},
|
||||
{GameObjects::INVENTORY_ICON_SIZE/2, GameObjects::INVENTORY_ICON_SIZE/2},
|
||||
0.5f
|
||||
);
|
||||
GameObjects::inventoryIconMeshMutable.AssignFrom(GameObjects::inventoryIconMesh);
|
||||
GameObjects::inventoryIconMeshMutable.RefreshVBO();
|
||||
|
||||
///
|
||||
}
|
||||
|
||||
@ -427,98 +454,124 @@ namespace ZL
|
||||
|
||||
}
|
||||
|
||||
void update() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
ExitGameLoop = true;
|
||||
}
|
||||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||
static int x = 0;
|
||||
void update() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
ExitGameLoop = true;
|
||||
}
|
||||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||
static int x = 0;
|
||||
|
||||
GameObjects::bx.Interpolate(x);
|
||||
x = x + 2;
|
||||
}
|
||||
if (event.type == SDL_MOUSEWHEEL) {
|
||||
GameObjects::bx.Interpolate(x);
|
||||
x = x + 2;
|
||||
}
|
||||
if (event.type == SDL_MOUSEWHEEL) {
|
||||
|
||||
static const float zoomstep = 1.0f;
|
||||
if (event.wheel.y > 0) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom
|
||||
Env::zoom -= zoomstep;
|
||||
}
|
||||
else if (event.wheel.y < 0) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom
|
||||
Env::zoom += zoomstep;
|
||||
}
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom, <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
if (Env::zoom < zoomstep) {
|
||||
Env::zoom = zoomstep;
|
||||
}
|
||||
}
|
||||
if (event.type == SDL_KEYDOWN) {
|
||||
switch (event.key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
Env::leftPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
static const float zoomstep = 1.0f;
|
||||
if (event.wheel.y > 0) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom
|
||||
Env::zoom -= zoomstep;
|
||||
}
|
||||
else if (event.wheel.y < 0) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom
|
||||
Env::zoom += zoomstep;
|
||||
}
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> zoom, <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
if (Env::zoom < zoomstep) {
|
||||
Env::zoom = zoomstep;
|
||||
}
|
||||
}
|
||||
if (event.type == SDL_KEYDOWN) {
|
||||
switch (event.key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
Env::leftPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
GameObjects::audioPlayer->playSound("Звук-Идут-по-земле.ogg");
|
||||
}
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
Env::rightPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
Env::rightPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
GameObjects::audioPlayer->playSound("Звук-Идут-по-земле.ogg");
|
||||
}
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
Env::upPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
Env::upPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
GameObjects::audioPlayer->playSound("Звук-Идут-по-земле.ogg");
|
||||
}
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
Env::downPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
Env::downPressed = true;
|
||||
if (GameObjects::audioPlayer) {
|
||||
GameObjects::audioPlayer->playSound("Звук-Идут-по-земле.ogg");
|
||||
}
|
||||
break;
|
||||
case SDLK_SPACE:
|
||||
break;
|
||||
case SDLK_SPACE:
|
||||
// Play the symphony when space is pressed
|
||||
if (GameObjects::audioPlayer) {
|
||||
GameObjects::audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
|
||||
}
|
||||
break;
|
||||
}
|
||||
// Добавляем тестовые клавиши
|
||||
case SDLK_i: // Добавить предмет по нажатию I
|
||||
{
|
||||
static int testItemCount = 0;
|
||||
auto testTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
|
||||
AddItemToInventory("TestItem_" + std::to_string(testItemCount++), testTexture);
|
||||
std::cout << "Added test item to inventory\n";
|
||||
PrintInventory();
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
case SDLK_o: // Удалить последний предмет по нажатию O
|
||||
{
|
||||
auto inventory = ReturnInventory();
|
||||
if (!inventory.empty()) {
|
||||
RemoveItemFromInventory(inventory.back().name);
|
||||
std::cout << "Removed last item from inventory\n";
|
||||
PrintInventory();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
if (event.type == SDL_KEYUP) {
|
||||
switch (event.key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
Env::leftPressed = false;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
Env::rightPressed = false;
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
Env::upPressed = false;
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
Env::downPressed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
case SDLK_p: // Вывести текущий инвентарь по нажатию P
|
||||
std::cout << "\nCurrent inventory contents:\n";
|
||||
PrintInventory();
|
||||
break;
|
||||
}
|
||||
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
if (event.type == SDL_KEYUP) {
|
||||
switch (event.key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
Env::leftPressed = false;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
Env::rightPressed = false;
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
Env::upPressed = false;
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
Env::downPressed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
render();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user