space-game001/GameObjectManager.cpp

182 lines
6.3 KiB
C++

#include "GameObjectManager.h"
#include "Environment.h"
#include "ObjLoader.h"
#include "Inventory.h"
#include "TextModel.h" // Add this include for LoadFromTextFile
namespace ZL {
const float GameObjectManager::INVENTORY_ICON_SIZE = 32.0f;
const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
void GameObjectManager::initialize() {
// Load textures
roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
// Load models
colorCubeMesh = CreateCube3D(5.0);
colorCubeMeshMutable.data = CreateCube3D(5.0);
colorCubeMeshMutable.RefreshVBO();
testObjMesh = LoadFromObjFile("./chair_01.obj");
testObjMesh.Scale(10);
testObjMesh.SwapZandY();
testObjMeshMutable.data = testObjMesh;
testObjMeshMutable.RefreshVBO();
textMesh = ZL::LoadFromTextFile("./mesh001.txt"); // Add ZL:: namespace
coneMesh = ZL::LoadFromTextFile("./cone001.txt"); // Add ZL:: namespace
coneMesh.Scale(200);
textMeshMutable.AssignFrom(textMesh);
textMeshMutable.RefreshVBO();
coneMeshMutable.AssignFrom(coneMesh);
coneMeshMutable.RefreshVBO();
// Load bone animations
bx.LoadFromFile("mesh_armature_and_animation_data.txt");
// Create active object
ActiveObject ao1;
ao1.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
ao1.activeObjectMesh.Scale(4);
ao1.activeObjectMeshMutable.AssignFrom(ao1.activeObjectMesh);
ao1.activeObjectMeshMutable.RefreshVBO();
ao1.objectPos = Vector3f{50, 0, -300};
ao1.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
ao1.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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);
// Initialize audio
audioPlayer = std::make_unique<AudioPlayer>();
if (audioPlayer) {
audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
}
// Initialize inventory
inventoryIconMesh = CreateRect2D(
{0.0f, 0.0f},
{INVENTORY_ICON_SIZE/2, INVENTORY_ICON_SIZE/2},
0.5f
);
inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
inventoryIconMeshMutable.RefreshVBO();
// 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);
}
void GameObjectManager::update() {
updateScene(16); // Добавим фиксированный timestep для обновления сцены
}
void GameObjectManager::handleEvent(const SDL_Event& event) {
if (event.type == SDL_MOUSEBUTTONDOWN) {
bx.Interpolate(animationCounter);
animationCounter += 2;
}
else if (event.type == SDL_MOUSEWHEEL) {
static const float zoomstep = 1.0f;
if (event.wheel.y > 0) {
Environment::zoom -= zoomstep;
}
else if (event.wheel.y < 0) {
Environment::zoom += zoomstep;
}
if (Environment::zoom < zoomstep) {
Environment::zoom = zoomstep;
}
}
else if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Environment::leftPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_RIGHT:
case SDLK_d:
Environment::rightPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_UP:
case SDLK_w:
Environment::upPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_DOWN:
case SDLK_s:
Environment::downPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
// ...handle other keys...
}
}
else if (event.type == SDL_KEYUP) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Environment::leftPressed = false;
break;
case SDLK_RIGHT:
case SDLK_d:
Environment::rightPressed = false;
break;
case SDLK_UP:
case SDLK_w:
Environment::upPressed = false;
break;
case SDLK_DOWN:
case SDLK_s:
Environment::downPressed = false;
break;
}
}
}
void GameObjectManager::updateScene(size_t ms) {
const float SPEED = 0.1f;
if (Environment::leftPressed) {
Environment::cameraShift.v[0] += SPEED * ms;
}
if (Environment::rightPressed) {
Environment::cameraShift.v[0] -= SPEED * ms;
}
if (Environment::upPressed) {
Environment::cameraShift.v[2] += SPEED * ms;
}
if (Environment::downPressed) {
Environment::cameraShift.v[2] -= SPEED * ms;
}
Environment::characterPos.v[0] = -Environment::cameraShift.v[0];
Environment::characterPos.v[1] = -Environment::cameraShift.v[1];
Environment::characterPos.v[2] = -Environment::cameraShift.v[2];
for (auto& ao : activeObjects) {
float dist = sqrtf(
pow(Environment::characterPos.v[0] - ao.objectPos.v[0], 2) +
pow(Environment::characterPos.v[1] - ao.objectPos.v[1], 2) +
pow(Environment::characterPos.v[2] - ao.objectPos.v[2], 2)
);
ao.highlighted = (dist < 50.f);
}
}
} // namespace ZL