moved main minimap functionality to dedicated Minimap class

This commit is contained in:
devZoGok
2024-09-23 20:49:58 +03:00
parent afa4fe31ee
commit ceac0bfc8a
6 changed files with 179 additions and 125 deletions
-98
View File
@@ -18,104 +18,6 @@ namespace battleship{
using namespace vb01;
using namespace std;
MinimapButton::MinimapButton(Vector3 pos, Vector2 size, string ip) : Button(pos, size, "minimap", "", -1, true, ip){}
MinimapButton::~MinimapButton(){}
void MinimapButton::update(){
Button::update();
Material *mat = rectNode->getMesh(0)->getMaterial();
Texture *tex = ((Material::TextureUniform*)mat->getUniform("diffuseMap"))->value;
ImageAsset *asset = (ImageAsset*)AssetManager::getSingleton()->getAsset(imagePath);
int width = asset->width, height = asset->height, numChannels = asset->numChannels;
Map *map = Map::getSingleton();
Vector3 mapSize = map->getMapSize();
vector<pair<Unit*, Vector2>> unitMinimapPos;
for(Player *pl : Game::getSingleton()->getPlayers())
for(Unit *un : pl->getUnits()){
Vector2 coords = Vector2(
int(un->getPos().x / mapSize.x * width),
int(un->getPos().z / mapSize.z * height)
);
unitMinimapPos.push_back(make_pair(un, coords));
}
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = activeState->getPlayer();
vector<Unit*> units = mainPlayer->getUnits();
int size = width * height * numChannels;
int pxId = 0, numIter = 0;
u8 *oldImageData = map->getOldMinimapImage();
int unitPxRadius = 1;
for(u8 *p = asset->image; p != asset->image + size; p += numChannels, pxId += numChannels, numIter++){
Vector2 coords = Vector2(
-(numIter % asset->width - .5 * asset->width),
numIter / asset->width - .5 * asset->height
);
float losFactor = .6, pxCol[3]{
losFactor * oldImageData[pxId + 0],
losFactor * oldImageData[pxId + 1],
losFactor * oldImageData[pxId + 2]
};
for(pair<Unit*, Vector2> unitPair : unitMinimapPos){
Vector2 coordDiff = unitPair.second - coords;
if(unitPair.first->getPlayer() == mainPlayer && fabs(coordDiff.x) <= unitPxRadius && fabs(coordDiff.y) <= unitPxRadius){
Vector3 plCol = mainPlayer->getColor();
pxCol[0] = plCol.x * 255;
pxCol[1] = plCol.y * 255;
pxCol[2] = plCol.z * 255;
break;
}
float minimapLos = unitPair.first->getLineOfSight() / mapSize.x * width;
if(unitPair.first->getPlayer() == mainPlayer && coords.getDistanceFrom(unitPair.second) < minimapLos){
bool foreignUnit = false;
Player *pl = nullptr;
for(pair<Unit*, Vector2> up : unitMinimapPos){
Vector2 coordDiff = up.second - coords;
if(up.first->getPlayer() != mainPlayer && fabs(coordDiff.x) <= unitPxRadius && fabs(coordDiff.y) <= unitPxRadius){
foreignUnit = true;
pl = up.first->getPlayer();
break;
}
}
if(foreignUnit){
Vector3 plCol = pl->getColor();
pxCol[0] = plCol.x * 255;
pxCol[1] = plCol.y * 255;
pxCol[2] = plCol.z * 255;
}
else{
pxCol[0] = oldImageData[pxId + 0];
pxCol[1] = oldImageData[pxId + 1];
pxCol[2] = oldImageData[pxId + 2];
}
break;
}
}
*p = pxCol[0];
*(p + 1) = pxCol[1];
*(p + 2) = pxCol[2];
}
tex->loadImageData(asset);
}
void MinimapButton::onClick(){
Vector2 clickPos = getCursorPos();
float posXRatio = 1. - (clickPos.x - pos.x) / size.x;