This commit is contained in:
Vladislav Khorev 2025-03-02 07:41:47 +03:00
commit dc01bdf12e
9 changed files with 66 additions and 31 deletions

View File

@ -5,6 +5,7 @@
namespace ZL {
struct ActiveObject {
std::string name;
std::shared_ptr<ZL::Texture> activeObjectTexturePtr;
ZL::VertexDataStruct activeObjectMesh;
ZL::VertexRenderStruct activeObjectMeshMutable;

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@ -2,7 +2,6 @@
#include "Environment.h"
#include "ObjLoader.h"
#include "Inventory.h"
#include "Room.h"
#include "TextModel.h" // Add this include for LoadFromTextFile
namespace ZL {
@ -12,6 +11,8 @@ const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
void GameObjectManager::initialize() {
current_room_index = 0;
std::cout << "Hello x1" << std::endl;
coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
@ -52,6 +53,7 @@ void GameObjectManager::initialize() {
// Create active object
ActiveObject ao1;
ao1.name = "book";
ao1.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
ao1.activeObjectMesh.Scale(4);
ao1.activeObjectMeshMutable.AssignFrom(ao1.activeObjectMesh);
@ -62,19 +64,26 @@ void GameObjectManager::initialize() {
ao1.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
ao1.activeObjectScreenMeshMutable.AssignFrom(ao1.activeObjectScreenMesh);
ao1.activeObjectScreenMeshMutable.RefreshVBO();
activeObjects.push_back(ao1);
std::cout << "Hello x5" << std::endl;
Room room_1;
room_1.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
room_1.objects.push_back(ao1);
room_1.sound_name = "file_example_OOG_5MG.ogg";
rooms.push_back(room_1);
Room room_2;
room_2.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
room_2.sound_name = "Symphony No.6 (1st movement).ogg";
rooms.push_back(room_2);
activeObjects = rooms[current_room_index].objects;
// Initialize audio
audioPlayer = std::make_unique<AudioPlayer>();
if (audioPlayer) {
audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
audioPlayer->playMusic(rooms[current_room_index].sound_name);
}
std::cout << "Hello x6" << std::endl;
// Initialize inventory
inventoryIconMesh = CreateRect2D(
{0.0f, 0.0f},
@ -84,33 +93,47 @@ void GameObjectManager::initialize() {
inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
inventoryIconMeshMutable.RefreshVBO();
std::cout << "Hello x7" << std::endl;
roomTexturePtr = rooms[current_room_index].roomTexture;
}
void GameObjectManager::switch_room(int index){
current_room_index = index;
// Add test items to inventory
auto testRoomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
auto testConeTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
AddItemToInventory("RoomCeramics", testRoomTexture);
AddItemToInventory("Cone", testConeTexture);
roomTexturePtr = rooms[current_room_index].roomTexture;
std::cout << "Hello x8" << std::endl;
audioPlayer.reset(); // This deletes the current AudioPlayer
// Reinitialize it
audioPlayer = std::make_unique<AudioPlayer>();
if (audioPlayer) {
audioPlayer->playMusic(rooms[current_room_index].sound_name);
}
roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
activeObjects = rooms[current_room_index].objects;
std::cout << "Current music" << rooms[current_room_index].sound_name << std::endl;
}
void GameObjectManager::handleEvent(const SDL_Event& event) {
if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_RIGHT) {
switch_room(1);
}
else if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_RIGHT) {
//switchRoom();
else if (event.type == SDL_MOUSEBUTTONDOWN) {
for (size_t i = 0; i < activeObjects.size(); ++i) {
auto& ao = activeObjects[i];
if (ao.highlighted) {
AddItemToInventory(ao.name, ao.activeObjectTexturePtr);
activeObjects.erase(activeObjects.begin() + i);
// Можно выйти из цикла, если объект удален, чтобы избежать ошибок индексации.
break;
}
}
// bx.Interpolate(animationCounter);
// animationCounter += 2;
}
else if (event.type == SDL_MOUSEWHEEL) {
static const float zoomstep = 1.0f;
if (event.wheel.y > 0) {

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@ -5,6 +5,10 @@
#include <memory>
#include <vector>
#include "ActiveObject.h"
#include "Room.h"
#ifdef __linux__
#include <SDL2/SDL.h>
#endif
#include "OpenGlExtensions.h"
namespace ZL {
@ -13,6 +17,8 @@ class GameObjectManager {
public:
void initialize();
void switch_room(int index);
void handleEvent(const SDL_Event& event);
void updateScene(size_t ms);
void checkMouseIntersection(int mouseX, int mouseY, const Matrix4f& projectionModelView); // Добавляем новый метод
@ -37,6 +43,7 @@ public:
ZL::VertexRenderStruct coneMeshMutable;
std::vector<ZL::ActiveObject> activeObjects;
std::vector<ZL::Room> rooms;
std::unique_ptr<AudioPlayer> audioPlayer;
ZL::VertexDataStruct inventoryIconMesh;
@ -49,6 +56,7 @@ private:
//int animationCounter = 0;
int lastMouseX = 0; // Добавляем переменные для хранения позиции мыши
int lastMouseY = 0;
int current_room_index;
bool isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const;
void worldToScreenCoordinates(Vector3f objectPos, // Добавляем метод
Matrix4f projectionModelView,

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@ -11,7 +11,7 @@ namespace ZL
gInventory.push_back({ name, tex });
}
void RemoveItemFromInventory(const std::string& name)
void RemoveItemFromInventory(const std::string name)
{
gInventory.erase(
std::remove_if(gInventory.begin(), gInventory.end(),

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@ -169,6 +169,7 @@ void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
// Draw highlighted objects UI
for (const auto& ao : gameObjects.activeObjects) {
if (ao.highlighted) {
if (ao.activeObjectScreenTexturePtr){
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, currentProjectionModelView,
Environment::width, Environment::height, screenX, screenY);
@ -177,6 +178,7 @@ void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
glBindTexture(GL_TEXTURE_2D, ao.activeObjectScreenTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectScreenMeshMutable);
renderer.PopMatrix();
} else {}
}
}

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@ -22,7 +22,7 @@ private:
void drawUI(const GameObjectManager& gameObjects);
void drawViola(GameObjectManager& gameObjects);
Renderer renderer;
ShaderManager shaderManager;
Matrix4f currentProjectionModelView; // Добавлено для хранения матрицы между drawWorld и drawUI

14
Room.h
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@ -1,14 +1,14 @@
#pragma once
#include <string>
#include <vector>
#include <memory>
#include "TextureManager.h"
#include "Renderer.h"
#include "ObjLoader.h"
#include "Physics.h"
#include "Math.h"
#include <memory>
#include "ActiveObject.h"
namespace ZL
{
struct Room{
std::shared_ptr<ZL::Texture> roomTexture;
std::vector<ActiveObject> objects;
std::string sound_name;
};
}

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@ -143,7 +143,8 @@ bool AudioPlayer::playMusic(const std::string& filename) {
alSourcei(musicSource, AL_BUFFER, musicBuffer);
alSourcei(musicSource, AL_LOOPING, AL_TRUE); // Включаем зацикливание
std::cout << "▶️ Starting music playback...\n";
std::cout << "▶️ Starting music playback... " << musicSource << std::endl;
std::cout << "▶️ Music buffer... " << musicBuffer << std::endl;
alSourcePlay(musicSource);
currentMusic = filename;

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