Safariminer 527b73afb5 rebase
2025-09-19 14:33:07 -04:00

459 lines
18 KiB
C++

#include "Ghost.h"
#include <raylib.h>
#include <iostream>
#include <rlgl.h>
#include <raymath.h>
#include "Fonts.h"
#include "Particles.h"
#include "Shop.h"
int money = 0;
bool GhostHandlerAvailable = false;
MassShoot::Particles::ParticleSystem particleSystem;
Model ghostModel;
#pragma region
#define LETTER_BOUNDRY_SIZE 0.25f
#define TEXT_MAX_LAYERS 32
#define LETTER_BOUNDRY_COLOR VIOLET
bool SHOW_LETTER_BOUNDRY = false;
bool SHOW_TEXT_BOUNDRY = false;
typedef struct WaveTextConfig {
Vector3 waveRange;
Vector3 waveSpeed;
Vector3 waveOffset;
} WaveTextConfig;
//--------------------------------------------------------------------------------------
// Module Functions Definitions
//--------------------------------------------------------------------------------------
// Draw codepoint at specified position in 3D space
static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
{
// Character index position in sprite font
// NOTE: In case a codepoint is not available in the font, index returned points to '?'
int index = GetGlyphIndex(font, codepoint);
float scale = fontSize / (float)font.baseSize;
// Character destination rectangle on screen
// NOTE: We consider charsPadding on drawing
position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding) / (float)font.baseSize * scale;
position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding) / (float)font.baseSize * scale;
// Character source rectangle from font texture atlas
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
font.recs[index].width + 2.0f * font.glyphPadding, font.recs[index].height + 2.0f * font.glyphPadding };
float width = (float)(font.recs[index].width + 2.0f * font.glyphPadding) / (float)font.baseSize * scale;
float height = (float)(font.recs[index].height + 2.0f * font.glyphPadding) / (float)font.baseSize * scale;
if (font.texture.id > 0)
{
const float x = 0.0f;
const float y = 0.0f;
const float z = 0.0f;
// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
const float tx = srcRec.x / font.texture.width;
const float ty = srcRec.y / font.texture.height;
const float tw = (srcRec.x + srcRec.width) / font.texture.width;
const float th = (srcRec.y + srcRec.height) / font.texture.height;
if (SHOW_LETTER_BOUNDRY) DrawCubeWiresV({ position.x + width / 2, position.y, position.z + height / 2 },{ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
rlCheckRenderBatchLimit(4 + 4 * backface);
rlSetTexture(font.texture.id);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Front Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if (backface)
{
// Back Face
rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
}
rlEnd();
rlPopMatrix();
rlSetTexture(0);
}
}
// Draw a 2D text in 3D space
static void DrawText3D(Font font, const char* text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize / (float)font.baseSize;
for (int i = 0; i < length;)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetCodepoint(&text[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointByteCount = 1;
if (codepoint == '\n')
{
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
textOffsetY += scale + lineSpacing / (float)font.baseSize * scale;
textOffsetX = 0.0f;
}
else
{
if ((codepoint != ' ') && (codepoint != '\t'))
{
DrawTextCodepoint3D(font, codepoint, { position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
}
if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing) / (float)font.baseSize * scale;
else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing) / (float)font.baseSize * scale;
}
i += codepointByteCount; // Move text bytes counter to next codepoint
}
}
// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
static Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize / (float)font.baseSize;
float textHeight = scale;
float textWidth = 0.0f;
int letter = 0; // Current character
int index = 0; // Index position in sprite font
for (int i = 0; i < len; i++)
{
lenCounter++;
int next = 0;
letter = GetCodepoint(&text[i], &next);
index = GetGlyphIndex(font, letter);
// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
if (letter == 0x3f) next = 1;
i += next - 1;
if (letter != '\n')
{
if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX + fontSpacing) / (float)font.baseSize * scale;
else textWidth += (font.recs[index].width + font.glyphs[index].offsetX) / (float)font.baseSize * scale;
}
else
{
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
lenCounter = 0;
textWidth = 0.0f;
textHeight += scale + lineSpacing / (float)font.baseSize * scale;
}
if (tempLen < lenCounter) tempLen = lenCounter;
}
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
Vector3 vec = { 0 };
vec.x = tempTextWidth + (float)((tempLen - 1) * fontSpacing / (float)font.baseSize * scale); // Adds chars spacing to measure
vec.y = 0.25f;
vec.z = textHeight;
return vec;
}
// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
static void DrawTextWave3D(Font font, const char* text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize / (float)font.baseSize;
bool wave = false;
for (int i = 0, k = 0; i < length; ++k)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetCodepoint(&text[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointByteCount = 1;
if (codepoint == '\n')
{
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
textOffsetY += scale + lineSpacing / (float)font.baseSize * scale;
textOffsetX = 0.0f;
k = 0;
}
else if (codepoint == '~')
{
if (GetCodepoint(&text[i + 1], &codepointByteCount) == '~')
{
codepointByteCount += 1;
wave = !wave;
}
}
else
{
if ((codepoint != ' ') && (codepoint != '\t'))
{
Vector3 pos = position;
if (wave) // Apply the wave effect
{
pos.x += sinf(time * config->waveSpeed.x - k * config->waveOffset.x) * config->waveRange.x;
pos.y += sinf(time * config->waveSpeed.y - k * config->waveOffset.y) * config->waveRange.y;
pos.z += sinf(time * config->waveSpeed.z - k * config->waveOffset.z) * config->waveRange.z;
}
DrawTextCodepoint3D(font, codepoint, { pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
}
if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing) / (float)font.baseSize * scale;
else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing) / (float)font.baseSize * scale;
}
i += codepointByteCount; // Move text bytes counter to next codepoint
}
}
// Measure a text in 3D ignoring the `~~` chars.
static Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize / (float)font.baseSize;
float textHeight = scale;
float textWidth = 0.0f;
int letter = 0; // Current character
int index = 0; // Index position in sprite font
for (int i = 0; i < len; i++)
{
lenCounter++;
int next = 0;
letter = GetCodepoint(&text[i], &next);
index = GetGlyphIndex(font, letter);
// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
if (letter == 0x3f) next = 1;
i += next - 1;
if (letter != '\n')
{
if (letter == '~' && GetCodepoint(&text[i + 1], &next) == '~')
{
i++;
}
else
{
if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX + fontSpacing) / (float)font.baseSize * scale;
else textWidth += (font.recs[index].width + font.glyphs[index].offsetX) / (float)font.baseSize * scale;
}
}
else
{
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
lenCounter = 0;
textWidth = 0.0f;
textHeight += scale + lineSpacing / (float)font.baseSize * scale;
}
if (tempLen < lenCounter) tempLen = lenCounter;
}
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
Vector3 vec = { 0 };
vec.x = tempTextWidth + (float)((tempLen - 1) * fontSpacing / (float)font.baseSize * scale); // Adds chars spacing to measure
vec.y = 0.25f;
vec.z = textHeight;
return vec;
}
// Generates a nice color with a random hue
static Color GenerateRandomColor(float s, float v)
{
const float Phi = 0.618033988749895f; // Golden ratio conjugate
float h = (float)GetRandomValue(0, 360);
h = fmodf((h + h * Phi), 360.0f);
return ColorFromHSV(h, s, v);
}
#pragma endregion raylib
void TVGame::Ghost::CalculateNextPos(Vector3 camera) {
if (position.x < camera.x) position.x += speed;
if (position.y < camera.y) position.y += speed;
if (position.z < camera.z) position.z += speed;
if (position.x > camera.x) position.x -= speed;
if (position.y > camera.y) position.y -= speed;
if (position.z > camera.z) position.z -= speed;
}
void TVGame::Ghost::RenderGhost() {
if (!GhostHandlerAvailable) {
std::cout << "Error: no ghost handler available for ghost rendering.";
return void();
}
// DrawModel(ghostModel, position, 1, {(unsigned char)health,(unsigned char)health, (unsigned char)health, 255});
if(!hurt){
DrawModel(ghostModel, position, 1, WHITE);
return void();
}
else DrawModel(ghostModel, position, 1, RED);
hurt = false;
}
void TVGame::GhostHandler::GhostHandlerInit() {
GhostHandlerAvailable = true;
ghostModel = LoadModel("massshoot/actors/ghost/ghost.obj");
ghostModel.materials[0].maps[0].texture = LoadTexture("massshoot/actors/ghost/ghost.png");
particleSystem.particleColor = WHITE;
particleSystem.maxlife = 800;
}
TVGame::GhostHandler::~GhostHandler() {
GhostHandlerAvailable = false;
UnloadModel(ghostModel);
}
void TVGame::GhostHandler::SpawnGhosts(int number) {
for (int i = 0; i < number; i++) {
Ghost ghost;
ghost.health = 100;
ghost.speed = (float)GetRandomValue(50, 150) / 1000;
ghost.position = { (float)GetRandomValue(-100, 100), (float)GetRandomValue(10, 100) , (float)GetRandomValue(-100, 100) };
ghosts.push_back(ghost);
}
}
void TVGame::GhostHandler::KillAllGhosts() {
ghosts.clear();
}
int TVGame::GhostHandler::CheckForGhostCollision(BoundingBox playerCollision) {
int collisions = 0;
BoundingBox ghostBoundingBox = GetMeshBoundingBox(ghostModel.meshes[0]);
if(ghosts.size() <= 1000){
for (int i = 0; i < ghosts.size(); i++) {
BoundingBox currentBoundingBox;
currentBoundingBox.min = Vector3Add(ghostBoundingBox.min, ghosts.at(i).position);
currentBoundingBox.max = Vector3Add(ghostBoundingBox.max, ghosts.at(i).position);
if (CheckCollisionBoxes(currentBoundingBox, playerCollision)) collisions++;
}
}
if (ghosts.size() > 1000) {
for (int i = 0; i < 1000; i++) {
BoundingBox currentBoundingBox;
currentBoundingBox.min = Vector3Add(ghostBoundingBox.min, ghosts.at(i).position);
currentBoundingBox.max = Vector3Add(ghostBoundingBox.max, ghosts.at(i).position);
if (CheckCollisionBoxes(currentBoundingBox, playerCollision)) collisions++;
}
}
return collisions;
}
void TVGame::GhostHandler::CheckForHarmedGhosts(Ray ray) {
BoundingBox ghostBoundingBox = GetMeshBoundingBox(ghostModel.meshes[0]);
if(ghosts.size() <= 1000){
for (int i = 0; i < ghosts.size(); i++) {
BoundingBox currentBoundingBox;
currentBoundingBox.min = Vector3Add(ghostBoundingBox.min, ghosts.at(i).position);
currentBoundingBox.max = Vector3Add(ghostBoundingBox.max, ghosts.at(i).position);
RayCollision collision = GetRayCollisionBox(ray, currentBoundingBox);
if (collision.hit) {
ghosts.at(i).health-= (5 + damageboosts);
ghosts.at(i).hurt = true;
}
if (ghosts.at(i).health <= 0) {
particleSystem.SpawnParticles(100, 4, ghosts.at(i).position);
ghosts.erase(ghosts.begin() + i);
i--;
money += 1;
}
}
}
if (ghosts.size() > 1000) {
for (int i = 0; i < 1000; i++) {
BoundingBox currentBoundingBox;
currentBoundingBox.min = Vector3Add(ghostBoundingBox.min, ghosts.at(i).position);
currentBoundingBox.max = Vector3Add(ghostBoundingBox.max, ghosts.at(i).position);
RayCollision collision = GetRayCollisionBox(ray, currentBoundingBox);
if (collision.hit) {
ghosts.at(i).health -= (5 + damageboosts);
ghosts.at(i).hurt = true;
}
if (ghosts.at(i).health <= 0) {
particleSystem.SpawnParticles(100, 4, ghosts.at(i).position);
ghosts.erase(ghosts.begin() + i);
i--;
money += 1;
}
}
}
}
void TVGame::GhostHandler::GhostsUpdate(Vector3 camera) {
for (int i = 0; i < ghosts.size(); i++) {
ghosts.at(i).CalculateNextPos(camera);
ghosts.at(i).RenderGhost();
}
particleSystem.CalculateNextPos();
particleSystem.RenderParticles();
}
int TVGame::GhostHandler::GetGhostCount()
{
return ghosts.size();
}