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#include "trapdoor.h"
trapdoor::trapdoor(ofVec2f _boundTR,ofVec2f _boundBR,ofVec2f _doorSize)
{
surround=morphmesh("trapdoor-surround.xml");
lid=morphmesh("trapdoor-lid.xml");
if (!surround.isLoaded()||!lid.isLoaded()) printf("problem loading trap door mesh.\n");
texture.loadImage("TextureTrapdoor.jpg");
sounds=new ofSoundPlayer[4];
sounds[0].loadSound("creeky door short1.wav");
sounds[1].loadSound("creeky door short2.wav");
sounds[2].loadSound("creeky door short3.wav");
sounds[3].loadSound("voice falling down hole.wav");
splashFrames=new ofImage[3];
splashFrames[0].loadImage("Drops_1.tga");
splashFrames[1].loadImage("Drops_2.tga");
splashFrames[2].loadImage("Drops_3.tga");
for (int i=0;i<3;i++) {
splashFrames[i].setAnchorPercent(0.5,0.5);
}
boundTR=_boundTR;
boundBR=_boundBR;
size=_doorSize;
start();
}
trapdoor::~trapdoor() {
}
void trapdoor::start(){
//place trapdoor within bounds
float u=ofRandom(-0.9,0.9); //(-1 to 1)
float v=ofRandom(0.05,0.95);
float mx=ofGetWidth()/2;
float x=mx+((boundTR.x-mx)*u*(1-v))+((boundBR.x-mx)*u*v);
float y=boundTR.y+((boundBR.y-boundTR.y)*v);
startPos(ofVec2f(x,y));
}
void trapdoor::startPos(ofVec2f pos){
caught.clear();
caughtTime.clear();
position=pos;
setBoundingRect(pos.x, pos.y,size.x,size.y);
startTime=ofGetElapsedTimef();
doorAngle=0;
doorSpeed=0;
opening=false;
triggeredTime=-1;
//for (int i=0;i<4;i++) sounds[i].stop();
}
vector<ofVec2f> trapdoor::getCorners(){
vector<ofVec2f> corners;
corners.push_back(ofVec2f(position.x-(size.x/2),position.y-(size.y/2)));
corners.push_back(ofVec2f(position.x+(size.x/2),position.y-(size.y/2)));
corners.push_back(ofVec2f(position.x+(size.x/2),position.y+(size.y/2)));
corners.push_back(ofVec2f(position.x-(size.x/2),position.y+(size.y/2)));
return corners;
}
void trapdoor::setBoundingRect(float x,float y, float width,float height){
boundingRect=ofRectangle(x,y,width,height);
}
ofRectangle trapdoor::getBoundingRect(){
return boundingRect;
}
ofRectangle trapdoor::getInnerRect() {
//return ofRectangle(boundingRect.x-(boundingRect.width/4),boundingRect.y-(boundingRect.height/4),boundingRect.width/2,boundingRect.height/2);
return ofRectangle(position.x-(size.x/3),position.y-(size.y/3),(2*size.x)/3,(2*size.y)/3);
}
void trapdoor::trigger() {
triggeredTime=ofGetElapsedTimef();
startTime=ofGetElapsedTimef()-10;
}
ofVec2f trapdoor::bounds2UV(ofVec2f point){
//returns the 0-1 UV coords of a point on the ground plane relative to its bounds.
float v=(point.y-boundTR.y)/(boundBR.y-boundTR.y);
float mx=ofGetWidth()/2;
float u=((point.x-mx)/(((boundTR.x-mx)*(1-v))+((boundBR.x-mx)*v)))+0.5;
return ofVec2f(u,v);
}
float trapdoor::getFalldist(){
if (triggeredTime>0) return ((ofGetElapsedTimef()-triggeredTime)*.01);
else return 0;
}
bool trapdoor::checkUpdate(map<int,player>& players) {
map<int,player>::iterator it;
bool gotcha=false;
for (it=players.begin();it!=players.end();it++) {
if (it->second.active) {
ofVec3f p=it->second.getWorldPosition();
ofRectangle r=getInnerRect();
if (getInnerRect().inside(p.x,p.y)&&!it->second.isCaught) {
gotcha=true;
trigger();
it->second.caught();
printf("caught!\n");
caught.push_back(&(it->second));
caughtTime.push_back(ofGetElapsedTimef());
sounds[3].play(); //falling down hole
}
}
}
for (int i=0;i<caught.size();i++) {
float sc=pow(0.2,ofGetElapsedTimef()-caughtTime[i]);
caught[i]->setCatchTransform(ofVec3f(0,0,0),ofVec3f(sc,sc,sc));
}
float segTime=(ofGetElapsedTimef()-startTime);
if (segTime>10) {
doorSpeed=(doorSpeed+((cos(doorAngle*0.0174532925)/ofGetFrameRate())*50))*0.95;
doorAngle-=doorSpeed;
if (!opening) {
int whichsound=(int)ofRandom(2.9999999);
sounds[whichsound].play();
//sound.play();
opening=true;
}
}
/*
if (segTime>13) {
start();
return true;
}
else return false;
*/
return gotcha;
}
void trapdoor::drawDebug() {
ofSetHexColor(0xff0000);
glBegin(GL_LINES);
glVertex3f(getInnerRect().x,getInnerRect().y,0);
glVertex3f(getInnerRect().x+(getInnerRect().width),getInnerRect().y,0);
glVertex3f(getInnerRect().x+(getInnerRect().width),getInnerRect().y,0);
glVertex3f(getInnerRect().x+(getInnerRect().width),getInnerRect().y+(getInnerRect().height),0);
glVertex3f(getInnerRect().x+(getInnerRect().width),getInnerRect().y+(getInnerRect().height),0);
glVertex3f(getInnerRect().x,getInnerRect().y+(getInnerRect().height),0);
glVertex3f(getInnerRect().x,getInnerRect().y+(getInnerRect().height),0);
glVertex3f(getInnerRect().x,getInnerRect().y,0);
glEnd();
}
void trapdoor::draw() {
glEnable(GL_DEPTH_TEST);
ofSetHexColor(0xffffff);
bindTexture(texture);
ofPushMatrix();
ofTranslate(ofVec3f(position.x,position.y,0));
ofPushMatrix();
ofRotate(90,-1,0,0);
ofScale(.175,.175,.175);
surround.draw();
ofPushMatrix();
ofTranslate(90,0,0);
ofRotate(doorAngle,0,0,-1);
lid.draw();
ofPopMatrix();
ofPushMatrix();
ofTranslate(-90,0,0);
ofRotate(180,0,1,0);
ofRotate(doorAngle,0,0,-1);
lid.draw();
ofPopMatrix();
ofPopMatrix();
ofPopMatrix();
unbindTexture(texture);
glDisable(GL_DEPTH_TEST);
}
void trapdoor::drawSplash(float angle) {
for (int i=0;i<caught.size();i++) {
float splashTime = (ofGetElapsedTimef()-caughtTime[i]);
if (splashTime>0.3) {
ofPushMatrix();
ofTranslate(ofVec3f(position.x,position.y,0));
ofRotate(angle,-1,0,0);
ofScale(0.3,0.3,0.3);
if (splashTime<0.5) splashFrames[0].draw(0,0,0);
else if (splashTime<0.7) splashFrames[1].draw(0,0,0);
else if (splashTime<0.9) splashFrames[2].draw(0,0,0);
ofPopMatrix();
}
}
}
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