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91 changes: 91 additions & 0 deletions
91
AimGL/src/World/Scene/GameObjects/SidewayMovingTargetsRange.cpp
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#include "SidewayMovingTargetsRange.h" | ||
#include "pch.h" | ||
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SidewayMovingTargetsRange::SidewayMovingTargetsRange(ColliderRegister& colliderRegister, | ||
const glm::vec3& position) | ||
: mButtonStand(colliderRegister, position) | ||
, mPosition(position) | ||
, mSmallerCrate(colliderRegister, position) | ||
, mMediumCrate(colliderRegister, position) | ||
, mLargeCrate(colliderRegister, position) | ||
, mDirectionArrowTexture("resources/Textures/arrow-up.png") | ||
, mDirectionArrowPointingButton(mDirectionArrowTexture) | ||
, mTrainingLogoTexture("resources/Textures/moving-targets.png") | ||
, mTrainingLogo(mTrainingLogoTexture) | ||
, mTargetManager(colliderRegister, {0, 0, 0}, sf::seconds(1.5), sf::seconds(5)) | ||
{ | ||
mLargeCrate.setScale(1.5); | ||
mMediumCrate.setScale(1); | ||
mSmallerCrate.setScale(0.5); | ||
setPosition(mPosition); | ||
mSmallerCrate.setRotation({0, 90, 0}); | ||
mMediumCrate.setRotation({0, 90, 0}); | ||
mLargeCrate.setRotation({0, 90, 0}); | ||
mDirectionArrowPointingButton.setRotation({0, 0, 180}); | ||
mDirectionArrowPointingButton.setScale(0.2); | ||
mTrainingLogo.setRotation({180, 0, 0}); | ||
mTrainingLogo.setScale(3.f); | ||
mTargetManager.setTargetMovement({1, 0, 0}, 4); | ||
mTargetManager.setSpawnRange({0, 0, 0}, {0, 4, 4}); | ||
mButtonStand.onClick( | ||
[this]() | ||
{ | ||
toggleShootingRange(); | ||
}); | ||
} | ||
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void SidewayMovingTargetsRange::draw(const Renderer& target, const Camera& camera) const | ||
{ | ||
mButtonStand.draw(target, camera); | ||
mLargeCrate.draw(target, camera); | ||
mMediumCrate.draw(target, camera); | ||
mSmallerCrate.draw(target, camera); | ||
mDirectionArrowPointingButton.draw(target, camera); | ||
mTargetManager.draw(target, camera); | ||
mTrainingLogo.draw(target, camera); | ||
} | ||
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void SidewayMovingTargetsRange::update(const float& deltaTime) | ||
{ | ||
mButtonStand.update(deltaTime); | ||
mTargetManager.update(deltaTime); | ||
} | ||
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void SidewayMovingTargetsRange::handleEvent(const sf::Event& event) | ||
{ | ||
mButtonStand.handleEvent(event); | ||
} | ||
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void SidewayMovingTargetsRange::showDebugImGui(std::string name) | ||
{ | ||
name = "[Model] " + name; | ||
ImGui::Begin(name.c_str()); | ||
ImGui::SliderFloat3("Position", &mPosition[0], -50, 50.f); | ||
ImGui::End(); | ||
setPosition(mPosition); | ||
} | ||
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void SidewayMovingTargetsRange::setPosition(const glm::vec3& newPosition) | ||
{ | ||
mTargetManager.setPosition(newPosition + glm::vec3{0, 0, BOXES_DISTANCE + 2.f}); | ||
mButtonStand.setPosition(newPosition + glm::vec3{2.5, 0, 0}); | ||
mLargeCrate.setPosition(newPosition + glm::vec3{0, 0.75, BOXES_DISTANCE}); | ||
mMediumCrate.setPosition(newPosition + glm::vec3{2.5, 0.5, BOXES_DISTANCE}); | ||
mSmallerCrate.setPosition(newPosition + glm::vec3{4.5, 0.25, BOXES_DISTANCE}); | ||
mDirectionArrowPointingButton.setPosition(newPosition + glm::vec3{2.3, 0.3, 0}); | ||
mTrainingLogo.setPosition(newPosition + glm::vec3{2, 5, BOXES_DISTANCE}); | ||
} | ||
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void SidewayMovingTargetsRange::toggleShootingRange() | ||
{ | ||
if (mIsShootingRangeActive) | ||
{ | ||
mTargetManager.stop(); | ||
mIsShootingRangeActive = false; | ||
} | ||
else | ||
{ | ||
mTargetManager.start(); | ||
mIsShootingRangeActive = true; | ||
} | ||
} |
79 changes: 79 additions & 0 deletions
79
AimGL/src/World/Scene/GameObjects/SidewayMovingTargetsRange.h
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#pragma once | ||
#include "ButtonStand.h" | ||
#include "LongCrate.h" | ||
#include "TargetManager.h" | ||
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#include <Renderer/Graphics/3D/Sprite3D.h> | ||
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/** | ||
* \brief Represents a SidewayMovingTargetsRange, | ||
* a shooting range featuring targets that move sideways. | ||
*/ | ||
class SidewayMovingTargetsRange | ||
{ | ||
public: | ||
/** | ||
* \brief Initializes a SidewayMovingTargetsRange object with collision | ||
* management and a specific position. | ||
* \param colliderRegister A register for managing collisions in the scene. | ||
* \param position The initial position of the SidewayMovingTargetsRange. | ||
*/ | ||
SidewayMovingTargetsRange(ColliderRegister& colliderRegister, const glm::vec3& position); | ||
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/** | ||
* \brief Draws a shooting range to a given target | ||
* \param target The target to which the model is drawn | ||
* \param camera A camera in 3D space that looks at this object | ||
*/ | ||
void draw(const Renderer& target, const Camera& camera) const; | ||
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/** | ||
* Updates the Shooting Range logic dependent, or independent of time, every rendered frame. | ||
* \param deltaTime the time that has passed since the game was last updated. | ||
*/ | ||
void update(const float& deltaTime); | ||
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/** | ||
* \brief It takes input (event) from the user and interprets it | ||
* \param event user input | ||
*/ | ||
void handleEvent(const sf::Event& event); | ||
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/** | ||
* \brief Displays a debug ImGui window that allows to change the internal | ||
* variables of the 3d model. | ||
* \param name Optional name of the model (it can be seen in the window name). | ||
*/ | ||
void showDebugImGui(std::string name = ""); | ||
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/** | ||
* \brief Sets the position of the object. | ||
* \param newPosition The new position for the object. | ||
*/ | ||
void setPosition(const glm::vec3& newPosition); | ||
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private: | ||
/** | ||
* \brief Toggles the operational state of the sideway moving targets, | ||
* such as activating or deactivating them. | ||
*/ | ||
void toggleShootingRange(); | ||
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private: | ||
constexpr static auto BOXES_DISTANCE = 6.f; | ||
ButtonStand mButtonStand; | ||
glm::vec3 mPosition; | ||
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LongCrate mSmallerCrate; | ||
LongCrate mMediumCrate; | ||
LongCrate mLargeCrate; | ||
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Texture mDirectionArrowTexture; | ||
Sprite3D mDirectionArrowPointingButton; | ||
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Texture mTrainingLogoTexture; | ||
Sprite3D mTrainingLogo; | ||
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TargetManager mTargetManager; | ||
bool mIsShootingRangeActive{false}; | ||
}; |