1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
|
#include "infoScreen.h"
#include "game.h"
// Fuck this capitalist society. Long live Karl Marx!
const EntityUserInfo infoScreenEntityInfo[INFO_SCREEN_ENTITY_COUNT] = {
(EntityUserInfo){
.type = ENTITY_ANTIFA,
.assetId = ANTIFA_SHIP_ASSET,
.cameraDistance = 15.0,
.msg = "The player ship. Its a anti fascist ship and is completely bad ass."
},
(EntityUserInfo){
.type = ENTITY_SOLDATO,
.assetId = SOLDATO_ASSET,
.cameraDistance = 15.0,
.msg = "A wippy little ship. It follows the other ships like ants."
},
(EntityUserInfo){
.type = ENTITY_CAPORALE,
.assetId = CAPORATE_ASSET,
.cameraDistance = 15.0,
.msg = "A pretty normal space ship. Often acts as a leader for the soldato."
},
(EntityUserInfo){
.type = ENTITY_SERGENTE,
.assetId = SERGENTE_ASSET,
.cameraDistance = 15.0,
.msg = "A funny little dude that packs a lot of power"
},
(EntityUserInfo){
.type = ENTITY_MARESCIALLO,
.assetId = MARESCIALLO_ASSET,
.cameraDistance = 15.0,
.msg = "A sneaky little ship based on a stealth jet."
},
(EntityUserInfo)
{
.type = ENTITY_GENERALE,
.assetId = GENERALE_ASSET,
.cameraDistance = 15.0,
.msg = "A ufo that goes zig zag and shoots its epic deadly laser.",
},
(EntityUserInfo){
.type = ENTITY_MUSSOLINI,
.assetId = MUSSOLINI_ASSET,
.cameraDistance = 100.0,
.msg = "A deadly mother fucker named after the Italian fascist dictator"
}
};
void initInfoScreen(Game * game) {
InfoScreen * infoScreen = &game->infoScreen;
infoScreen->goBackButton = (Rectangle){0.0, 25.0, 100.0, 50.0};
infoScreen->camera = (Camera3D){
.position = (Vector3){0.0, 0.0, infoScreenEntityInfo[0].cameraDistance},
.target = Vector3Zero(),
.up = (Vector3){0.0, 1.0, 0.0},
.fovy = 90.0,
.projection = CAMERA_PERSPECTIVE
};
infoScreen->currentEntity = 0;
infoScreen->rotation = QuaternionIdentity();
infoScreen->resetMouse = true;
infoScreen->distance = infoScreenEntityInfo[0].cameraDistance;
}
void updateInfoScreenCamera(Game * game, InfoScreen * infoScreen) {
double t = GetFrameTime();
Camera3D * camera = &infoScreen->camera;
if (infoScreen->resetMouse) {
infoScreen->resetMouse = false;
SetMousePosition(0, 0);
infoScreen->lastMouse = Vector2Zero();
}
// Get mouse.
Vector2 mousePosition = GetMousePosition();
Vector2 mouseSpeed = Vector2Subtract(mousePosition, infoScreen->lastMouse);
mouseSpeed = Vector2Scale(mouseSpeed, 1.0 / t);
mouseSpeed = Vector2Scale(mouseSpeed, game->settings.previewMouseSensitivity);
infoScreen->lastMouse = mousePosition;
// Get mouse axis angle.
AxisAngle angle = AxisAngleIdentity();
angle.axis = (Vector3){mouseSpeed.y, mouseSpeed.x, 0.0};
angle.angle = Vector3Length(angle.axis);
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) {
angle.axis.z = mouseSpeed.x;
angle.axis.y = 0.0;
}
// Apply rotation.
Quaternion rotationSpeed = QuaternionFromAxisAngle(angle.axis, angle.angle * t);
infoScreen->rotation = QuaternionMultiply(infoScreen->rotation, rotationSpeed);
infoScreen->rotation = QuaternionNormalize(infoScreen->rotation);
camera->position = (Vector3){0.0, 0.0, infoScreenEntityInfo[infoScreen->currentEntity].cameraDistance};
}
void updateInfoScreen(Game * game) {
InfoScreen * infoScreen = &game->infoScreen;
ClearBackground(BLACK);
// Reset.
if (IsKeyPressed(KEY_R)) {
infoScreen->resetMouse = true;
infoScreen->rotation = QuaternionIdentity();
}
// Handling hidding cursor and shit.
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
DisableCursor();
} else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
infoScreen->resetMouse = true;
EnableCursor();
}
// Switching modes.
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
updateInfoScreenCamera(game, infoScreen);
} else {
// Back button.
if (GuiButton(infoScreen->goBackButton, "Back"))
game->screenId = SCREEN_MAIN_MENU;
}
EntityUserInfo info = infoScreenEntityInfo[infoScreen->currentEntity];
// Draw shit.
BeginMode3D(infoScreen->camera);
game->assets.models[info.assetId].transform = QuaternionToMatrix(infoScreen->rotation);
DrawModelWires(game->assets.models[info.assetId], Vector3Zero(), 1.0, GREEN);
//DrawGrid(32, 5.0);
EndMode3D();
}
void resizeInfoScreen(Game * game, InfoScreen * infoScreen) {
}
|