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Add sideway moving target range
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Adds a shooting range that allows the player to shoot at moving
targets. It has appropriate graphic instructions and its own
logo and button to activate the shooting ranges. Has boxes that
cover the targets.
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Notiooo committed Jan 13, 2024
1 parent 2362071 commit a5a3a59
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Binary file added AimGL/resources/Textures/moving-targets.png
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1 change: 1 addition & 0 deletions AimGL/src/CMakeLists_Sources.txt
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ set(PROJECT_SOURCES
World/Scene/GameObjects/TargetManager.cpp
World/Scene/GameObjects/ButtonStand.cpp
World/Scene/GameObjects/ShootingRange.cpp
World/Scene/GameObjects/SidewayMovingTargetsRange.cpp
World/Scene/GameObjects/LongCrate.cpp
World/Physics/Drawable/AABB.cpp
World/Physics/Drawable/Ray.cpp
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91 changes: 91 additions & 0 deletions AimGL/src/World/Scene/GameObjects/SidewayMovingTargetsRange.cpp
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#include "SidewayMovingTargetsRange.h"
#include "pch.h"

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();
});
}

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);
}

void SidewayMovingTargetsRange::update(const float& deltaTime)
{
mButtonStand.update(deltaTime);
mTargetManager.update(deltaTime);
}

void SidewayMovingTargetsRange::handleEvent(const sf::Event& event)
{
mButtonStand.handleEvent(event);
}

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);
}

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});
}

void SidewayMovingTargetsRange::toggleShootingRange()
{
if (mIsShootingRangeActive)
{
mTargetManager.stop();
mIsShootingRangeActive = false;
}
else
{
mTargetManager.start();
mIsShootingRangeActive = true;
}
}
79 changes: 79 additions & 0 deletions AimGL/src/World/Scene/GameObjects/SidewayMovingTargetsRange.h
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#pragma once
#include "ButtonStand.h"
#include "LongCrate.h"
#include "TargetManager.h"

#include <Renderer/Graphics/3D/Sprite3D.h>

/**
* \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);

/**
* \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;

/**
* 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);

/**
* \brief It takes input (event) from the user and interprets it
* \param event user input
*/
void handleEvent(const sf::Event& event);

/**
* \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 = "");

/**
* \brief Sets the position of the object.
* \param newPosition The new position for the object.
*/
void setPosition(const glm::vec3& newPosition);

private:
/**
* \brief Toggles the operational state of the sideway moving targets,
* such as activating or deactivating them.
*/
void toggleShootingRange();

private:
constexpr static auto BOXES_DISTANCE = 6.f;
ButtonStand mButtonStand;
glm::vec3 mPosition;

LongCrate mSmallerCrate;
LongCrate mMediumCrate;
LongCrate mLargeCrate;

Texture mDirectionArrowTexture;
Sprite3D mDirectionArrowPointingButton;

Texture mTrainingLogoTexture;
Sprite3D mTrainingLogo;

TargetManager mTargetManager;
bool mIsShootingRangeActive{false};
};

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