/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include typedef std::vector FileList; typedef std::map > ObjectMap; static ObjectMap s_objectMap; class Character : public osg::Referenced { public: Character(); void setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& orgin, const osg::Vec3& width, const osg::Vec3& catchPos, float positionRatio); void setLives(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives); void setCatches(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives); void moveLeft(); void moveRight(); void moveTo(float positionRatio); void reset(); void resetCatches(); bool addCatch(); bool looseLife(); osg::Vec3 getCurrentCenterOfBasket() const { return _character->getPosition()+_centerBasket; } float getCurrentRadiusOfBasket() const { return _radiusBasket; } osg::Vec3 getLowerLeft() const { return _character->getPosition(); } osg::Vec3 getUpperRight() const { return _character->getPosition(); } osg::Vec3 _origin; osg::Vec3 _width; float _positionRatio; osg::ref_ptr _character; unsigned int _numLives; osg::ref_ptr _livesSwitch; unsigned int _numCatches; osg::ref_ptr _catchSwitch; osg::ref_ptr _objectsGroup; osg::Vec3 _centerBasket; float _radiusBasket; }; Character::Character(): _positionRatio(0.5f), _numLives(3), _numCatches(0) { } void Character::setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& origin, const osg::Vec3& width, const osg::Vec3& catchPos, float positionRatio) { _origin = origin; _width = width; _positionRatio = positionRatio; _numLives = 3; _numCatches = 0; float _characterSize = _width.length()*0.2f; osg::Image* image = osgDB::readImageFile(filename); if (image) { osg::Vec3 pos(-0.5f*_characterSize,0.0f,0.0f); osg::Vec3 width(_characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0); osg::Vec3 height(0.0f,0.0f,_characterSize); osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height); osg::StateSet* stateset = geometry->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); _character = new osg::PositionAttitudeTransform; _character->setName(name); _character->addChild(geode); moveTo(positionRatio); _centerBasket = width*catchPos.x() + height*catchPos.y() + pos; _radiusBasket = width.length()*catchPos.z(); } } void Character::setLives(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numLives) { float characterSize = delta.length(); _numLives = numLives; _livesSwitch = new osg::Switch; osg::Image* image = osgDB::readImageFile(filename); if (image) { osg::StateSet* stateset = _livesSwitch->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); for(unsigned int i=0; is())/(float)(image->t()),0.0f,0.0); osg::Vec3 height(0.0f,0.0f,characterSize); osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); _livesSwitch->addChild(geode,true); } } } void Character::setCatches(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numCatches) { float characterSize = delta.length(); _numCatches = 0; _catchSwitch = new osg::Switch; osg::Image* image = osgDB::readImageFile(filename); if (image) { osg::StateSet* stateset = _catchSwitch->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); for(unsigned int i=0; it())/(float)(image->s())); osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); _catchSwitch->addChild(geode,false); } } } void Character::moveLeft() { moveTo(_positionRatio - 0.01f); } void Character::moveRight() { moveTo(_positionRatio + 0.01f); } void Character::moveTo(float positionRatio) { if (positionRatio<0.0f) positionRatio = 0.0f; if (positionRatio>1.0f) positionRatio = 1.0f; _positionRatio = positionRatio; _character->setPosition(_origin+_width*+positionRatio); } void Character::reset() { _numCatches = 0; _numLives = _livesSwitch->getNumChildren(); _livesSwitch->setAllChildrenOn(); _catchSwitch->setAllChildrenOff(); } void Character::resetCatches() { _numCatches = 0; _catchSwitch->setAllChildrenOff(); } bool Character::addCatch() { if (!_catchSwitch || _numCatches>=_catchSwitch->getNumChildren()) return false; _catchSwitch->setValue(_numCatches,true); ++_numCatches; return true; } bool Character::looseLife() { if (!_livesSwitch || _numLives==0) return false; --_numLives; _livesSwitch->setValue(_numLives,false); return (_numLives!=0); } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // class CatchableObject : public osg::Referenced { public: CatchableObject(); void setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float size, const osg::Vec3& direction); bool anyInside(const osg::Vec3& lower_left, const osg::Vec3& top_right); bool centerInside(const osg::Vec3& center, float radius); void explode(); bool dangerous() { return _dangerous; } void stop() { _stopped = true; } bool stopped() { return _stopped; } void setTimeToRemove(double time) { _timeToRemove=time; } double getTimeToRemove() { return _timeToRemove; } bool needToRemove(double time) { return _timeToRemove>=0.0 && time>_timeToRemove; } osg::ref_ptr _object; osg::Vec3 _velocity; float _mass; float _radius; bool _stopped; bool _dangerous; double _timeToRemove; static void setUpCatchablesMap(const FileList& fileList); public: // update position and velocity void update(double dt); /// Set the viscosity of the fluid. inline void setFluidViscosity(float v) { _viscosity = v; _viscosityCoefficient = 6 * osg::PI * _viscosity; } /// Get the viscosity of the fluid. inline float getFluidViscosity() const { return _viscosity; } /// Set the density of the fluid. inline void setFluidDensity(float d) { _density = d; _densityCoefficeint = 0.2f * osg::PI * _density; } /// Get the density of the fluid. inline float getFluidDensity() const { return _density; } /// Set the wind vector. inline void setWind(const osg::Vec3& wind) { _wind = wind; } /// Get the wind vector. inline const osg::Vec3& getWind() const { return _wind; } /// Set the acceleration vector. inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; } /// Get the acceleration vector. inline const osg::Vec3& getAcceleration() const { return _acceleration; } /** Set the acceleration vector to the gravity on earth (0, 0, -9.81). The acceleration will be multiplied by the scale parameter. */ inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); } /// Set the fluid parameters as for air (20°C temperature). inline void setFluidToAir() { setToGravity(1.0f); setFluidDensity(1.2929f); setFluidViscosity(1.8e-5f); } /// Set the fluid parameters as for pure water (20°C temperature). inline void setFluidToWater() { setToGravity(1.0f); setFluidDensity(1.0f); setFluidViscosity(1.002e-3f); } protected: osg::Vec3 _acceleration; float _viscosity; float _density; osg::Vec3 _wind; float _viscosityCoefficient; float _densityCoefficeint; }; CatchableObject::CatchableObject() { _stopped = false; _dangerous = false; _timeToRemove = -1.0; // do not remove. setFluidToAir(); } void CatchableObject::setUpCatchablesMap(const FileList& fileList) { for(FileList::const_iterator itr=fileList.begin(); itr!=fileList.end(); ++itr) { const std::string& filename = *itr; osg::Image* image = osgDB::readImageFile(filename); if (image) { osg::ref_ptr stateset = new osg::StateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); osg::Vec3 width((float)(image->s())/(float)(image->t()),0.0f,0.0); osg::Vec3 height(0.0f,0.0f,1.0f); osg::Vec3 pos = (width+height)*-0.5f; osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height); geometry->setStateSet(stateset.get()); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); s_objectMap[filename] = geode; } } } void CatchableObject::setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float characterSize, const osg::Vec3& velocity) { _radius = 0.5f*characterSize; float Area = osg::PI*_radius*_radius; float Volume = Area*_radius*4.0f/3.0f; _velocity = velocity; _mass = 1000.0*Volume; if (s_objectMap.count(filename)!=0) { osg::PositionAttitudeTransform* scaleTransform = new osg::PositionAttitudeTransform; scaleTransform->setScale(osg::Vec3(characterSize,characterSize,characterSize)); scaleTransform->addChild(s_objectMap[filename].get()); _object = new osg::PositionAttitudeTransform; _object->setName(name); _object->setPosition(center); _object->addChild(scaleTransform); } else { osg::notify(osg::NOTICE)<<"CatchableObject::setObject("<setPosition(_object->getPosition()+_velocity*dt); } bool CatchableObject::anyInside(const osg::Vec3& lower_left, const osg::Vec3& upper_right) { osg::Vec3 pos = _object->getPosition(); if (pos.x()+_radius < lower_left.x()) return false; if (pos.x()-_radius > upper_right.x()) return false; if (pos.z()+_radius < lower_left.z()) return false; if (pos.z()-_radius > upper_right.z()) return false; return true; } bool CatchableObject::centerInside(const osg::Vec3& center, float radius) { osg::Vec3 delta = _object->getPosition() - center; return (delta.length()setWind(_wind); explosionDebri->setWind(_wind); smoke->setWind(_wind); fire->setWind(_wind); _object->addChild(explosion); _object->addChild(explosionDebri); _object->addChild(smoke); _object->addChild(fire); _dangerous = true; } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // class GameEventHandler : public osgGA::GUIEventHandler { public: GameEventHandler(); META_Object(osgStereImageApp,GameEventHandler); virtual void accept(osgGA::GUIEventHandlerVisitor& v) { v.visit(*this); } virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&); virtual void getUsage(osg::ApplicationUsage& usage) const; osg::Matrix getCameraPosition(); void compileGLObjects(osg::State& state) { osgUtil::GLObjectsVisitor compile; compile.setState(&state); for(ObjectMap::iterator itr = s_objectMap.begin(); itr != s_objectMap.end(); ++itr) { itr->second->accept(compile); } } osg::Node* createScene(); void setFOVY(float fovy) { _fovy = fovy; } float getFOVY() const { return _fovy; } void createNewCatchable(); void clearCatchables() { for(CatchableObjectList::iterator itr=_catchableObjects.begin(); itr!=_catchableObjects.end(); ++itr) { // need to remove // remove child from parents. osg::ref_ptr child = (*itr)->_object; osg::Node::ParentList parents = child->getParents(); for(osg::Node::ParentList::iterator pitr=parents.begin(); pitr!=parents.end(); ++pitr) { (*pitr)->removeChild(child.get()); } } _catchableObjects.clear(); } void resetLevel() { _level = 0; _levelSwitch->setSingleChildOn(_level); clearCatchables(); updateLevelText(); _levelStartTick = osg::Timer::instance()->tick(); } void nextLevel() { ++_level; if (_level < _levelSwitch->getNumChildren()) { _levelSwitch->setSingleChildOn(_level); clearCatchables(); } updateLevelText(); _levelStartTick = osg::Timer::instance()->tick(); } bool gameComplete() { return _level >= _levelSwitch->getNumChildren(); } void resetGame() { _currentScore = 0; updateTextWithScore(); clearCatchables(); resetLevel(); for(unsigned int i=0;i<_numberOfPlayers;++i) { _players[i].reset(); } } enum Players { PLAYER_GIRL, PLAYER_BOY }; void addPlayer(Players player) { osg::Vec3 livesPosition; osg::Vec3 catchesPosition; if (_numberOfPlayers==0) { livesPosition = _originBaseLine+osg::Vec3(0.0f,-0.5f,0.0f); catchesPosition = _originBaseLine+osg::Vec3(100.0f,-0.5f,0.0f); } else { livesPosition = _originBaseLine+osg::Vec3(1000.0f,-0.5f,000.0f); catchesPosition = _originBaseLine+osg::Vec3(1100.0f,-0.5f,0.0f); } switch(player) { case PLAYER_GIRL: { std::string player_one = "Catch/girl.png"; osg::Vec3 catchPos(0.2, 0.57, 0.34); _players[_numberOfPlayers].setCharacter(player_one,"girl", _originBaseLine + osg::Vec3(0.0f,-1.0f,0.0f), _widthBaseLine, catchPos, 0.5f); _players[_numberOfPlayers].setLives(player_one,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3); _players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10); ++_numberOfPlayers; break; } case PLAYER_BOY: { std::string player_two = "Catch/boy.png"; osg::Vec3 catchPos(0.8, 0.57, 0.34); _players[_numberOfPlayers].setCharacter(player_two,"boy", _originBaseLine + osg::Vec3(0.0f,-2.0f,0.0f), _widthBaseLine, catchPos, 0.5f); _players[_numberOfPlayers].setLives(player_two,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3); _players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10); ++_numberOfPlayers; break; } } } typedef std::vector< osg::ref_ptr > TextList; void updateScoreWithCatch() { _currentScore += 1; updateTextWithScore(); } void updateScoreWithLevel() { osg::Timer_t newTick = osg::Timer::instance()->tick(); double timeForLevel = osg::Timer::instance()->delta_s(_levelStartTick, newTick); // a ten second level gets you 10 points, // a twenty second levels gets you 5 points. _currentScore += static_cast(10000.0f/(timeForLevel*timeForLevel)); updateTextWithScore(); } void updateTextWithScore() { std::ostringstream os; os<<"Score: "<<_currentScore; std::string textString = os.str(); for(TextList::iterator itr = _scoreTextList.begin(); itr != _scoreTextList.end(); ++itr) { (*itr)->setText(textString); } } void updateLevelText() { std::ostringstream os; os<<"Level: "<<_level+1; _levelText->setText(os.str()); } protected: ~GameEventHandler() {} GameEventHandler(const GameEventHandler&,const osg::CopyOp&) {} osg::Vec3 _origin; osg::Vec3 _width; osg::Vec3 _height; osg::Vec3 _originBaseLine; osg::Vec3 _widthBaseLine; float _characterSize; float _fovy; unsigned _level; float _chanceOfExplodingAtStart; float _initialNumDropsPerSecond; osg::ref_ptr _gameSwitch; osg::ref_ptr _gameGroup; osg::ref_ptr _levelSwitch; unsigned int _currentIndex; unsigned int _welcomeIndex; unsigned int _lostIndex; unsigned int _wonIndex; unsigned int _gameIndex; osg::Timer_t _levelStartTick; unsigned int _currentScore; osg::ref_ptr _levelText; TextList _scoreTextList; unsigned int _numberOfPlayers; Character _players[2]; typedef std::list< osg::ref_ptr > CatchableObjectList; CatchableObjectList _catchableObjects; FileList _backgroundFiles; FileList _benignCatachables; bool _leftKeyPressed; bool _rightKeyPressed; osg::ref_ptr _dummyCatchable; }; GameEventHandler::GameEventHandler() { _origin.set(0.0f,0.0f,0.0f); _width.set(1280.0f,0.0f,0.0f); _height.set(0.0f,0.0f,1024.0f); _widthBaseLine = _width*0.9f; _originBaseLine = _origin+_width*0.5-_widthBaseLine*0.5f; _characterSize = _width.length()*0.2f; _numberOfPlayers = 0; _level = 0; _chanceOfExplodingAtStart = 0.1f; _initialNumDropsPerSecond = 1.0f; _leftKeyPressed=false; _rightKeyPressed=false; _backgroundFiles.push_back("Catch/sky1.JPG"); _backgroundFiles.push_back("Catch/sky3.JPG"); _backgroundFiles.push_back("Catch/sky2.JPG"); _backgroundFiles.push_back("Catch/farm.JPG"); _benignCatachables.push_back("Catch/a.png"); _benignCatachables.push_back("Catch/b.png"); _benignCatachables.push_back("Catch/c.png"); _benignCatachables.push_back("Catch/m.png"); _benignCatachables.push_back("Catch/n.png"); _benignCatachables.push_back("Catch/s.png"); _benignCatachables.push_back("Catch/t.png"); _benignCatachables.push_back("Catch/u.png"); _benignCatachables.push_back("Catch/ball.png"); CatchableObject::setUpCatchablesMap(_benignCatachables); _currentScore = 0; } bool GameEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&) { if (_currentIndex==_welcomeIndex) { // welcome screen switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { _currentIndex = _gameIndex; _gameSwitch->setSingleChildOn(_currentIndex); resetGame(); return true; } default: return false; } } else if (_currentIndex==_lostIndex) { // lost screen switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { _currentIndex = _gameIndex; _gameSwitch->setSingleChildOn(_currentIndex); resetGame(); return true; } default: return false; } } else if (_currentIndex==_wonIndex) { // won screen switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { _currentIndex = _gameIndex; _gameSwitch->setSingleChildOn(_currentIndex); resetGame(); return true; } default: return false; } } else if (_currentIndex==_gameIndex) { // in game. switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::FRAME): { // move characters if (_leftKeyPressed) { if (_numberOfPlayers>=2) _players[1].moveLeft(); } if (_rightKeyPressed) { if (_numberOfPlayers>=2) _players[1].moveRight(); } static double previous_time = ea.getTime(); double dt = ea.getTime()-previous_time; previous_time = ea.getTime(); // move objects for(CatchableObjectList::iterator itr=_catchableObjects.begin(); itr!=_catchableObjects.end(); ++itr) { (*itr)->update(dt); bool removeEntry = false; for(unsigned int i=0;i<_numberOfPlayers;++i) { bool inBasket = ((*itr)->centerInside(_players[i].getCurrentCenterOfBasket(),_players[i].getCurrentRadiusOfBasket())); if ((*itr)->dangerous()) { if ((*itr)->anyInside(_players[i].getLowerLeft(),_players[i].getUpperRight()) || inBasket) { // player has hit or caught a dangerous object, must loose a life. if (!_players[i].looseLife()) { _currentIndex = _lostIndex; _gameSwitch->setSingleChildOn(_currentIndex); return true; } else { clearCatchables(); return true; } } } else if (inBasket) { // player has caught a safe object. updateScoreWithCatch(); if (!_players[i].addCatch()) { _players[i].resetCatches(); updateScoreWithLevel(); nextLevel(); if (gameComplete()) { _currentIndex = _wonIndex; _gameSwitch->setSingleChildOn(_currentIndex); } return true; } removeEntry = true; } } if (!(*itr)->anyInside(_origin, _origin+_width+_height) || (*itr)->needToRemove(ea.getTime()) || removeEntry) { // need to remove // remove child from parents. osg::ref_ptr child = (*itr)->_object; osg::Node::ParentList parents = child->getParents(); for(osg::Node::ParentList::iterator pitr=parents.begin(); pitr!=parents.end(); ++pitr) { (*pitr)->removeChild(child.get()); } // remove child from catchable list itr = _catchableObjects.erase(itr); } else if ((*itr)->anyInside(_origin, _origin+_width) && !(*itr)->stopped()) { // hit base line (*itr)->explode(); (*itr)->stop(); (*itr)->setTimeToRemove(ea.getTime()+3.0); } } // create new catchable objects static double previousTime = ea.getTime(); double deltaTime = ea.getTime()-previousTime; previousTime = ea.getTime(); float numDropsPerSecond = _initialNumDropsPerSecond * (_level+1); float r = (float)rand()/(float)RAND_MAX; if (r < deltaTime*numDropsPerSecond) { createNewCatchable(); } } case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left) { _leftKeyPressed=true; return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right) { _rightKeyPressed=true; return true; } } case(osgGA::GUIEventAdapter::KEYUP): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left) { _leftKeyPressed=false; return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right) { _rightKeyPressed=false; return true; } } case(osgGA::GUIEventAdapter::DRAG): case(osgGA::GUIEventAdapter::MOVE): { float px = (ea.getXnormalized()+1.0f)*0.5f; if (_numberOfPlayers>=1) _players[0].moveTo(px); return true; } default: return false; } } return false; } void GameEventHandler::getUsage(osg::ApplicationUsage&) const { } osg::Matrix GameEventHandler::getCameraPosition() { osg::Matrix cameraPosition; osg::Vec3 center = _origin+(_width+_height)*0.5f; float distance = _height.length()/(2.0f*tanf(_fovy*0.5f)); cameraPosition.makeLookAt(center-osg::Vec3(0.0f,distance,0.0f),center,osg::Vec3(0.0f,0.0f,1.0f)); return cameraPosition; } osg::Node* GameEventHandler::createScene() { _gameSwitch = new osg::Switch; // create a dummy catchable to load all the particule textures to reduce // latency later on.. _dummyCatchable = new CatchableObject; _dummyCatchable->setObject("Catch/a.png","a",osg::Vec3(0.0f,0.0,0.0f),1.0f,osg::Vec3(0.0f,0.0,0.0f)); _dummyCatchable->explode(); // set up welcome subgraph { osg::Geode* geode = new osg::Geode; // set up the background osg::Image* image = osgDB::readImageFile("Catch/Welcome.jpg"); if (image) { osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height); osg::StateSet* stateset = geometry->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); geode->addDrawable(geometry); } // set up the text osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.8f -osg::Vec3(0.0f,0.1f,0.0f); { osgText::Text* text = new osgText::Text; text->setText("osgcatch is a childrens catching game\nMove your character using the mouse to\ncatch falling objects in your net\nbut avoid burning objects - they kill!!"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Move mouse left and right to move character\nCatch ten objects to advance to next level\nComplete four levels to win."); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Game concept and artwork - Caitlin Osfield, aged 5!\nSoftware development - Robert Osfield"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Press any key to start game.\nPress Escape to exit game at any time."); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } _welcomeIndex = _gameSwitch->getNumChildren(); _gameSwitch->addChild(geode); } // set up you've lost subgraph { osg::Geode* geode = new osg::Geode; osg::Image* image = osgDB::readImageFile("Catch/YouLost.jpg"); if (image) { osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height); osg::StateSet* stateset = geometry->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); geode->addDrawable(geometry); } // set up the text osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f); { osgText::Text* text = new osgText::Text; text->setText("Game Over\nYou lost all three lives"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.04f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Score: 0"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.04f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); _scoreTextList.push_back(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Press any key to have another game.\nPress Escape to exit game."); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } _lostIndex = _gameSwitch->getNumChildren(); _gameSwitch->addChild(geode); } // set up you've won subgraph { osg::Geode* geode = new osg::Geode; osg::Image* image = osgDB::readImageFile("Catch/YouWon.jpg"); if (image) { osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height); osg::StateSet* stateset = geometry->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); geode->addDrawable(geometry); } // set up the text osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f); { osgText::Text* text = new osgText::Text; text->setText("Well done!!!\nYou completed all levels!"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.04f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Score: 0"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.04f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); _scoreTextList.push_back(text); } { textPosition -= _height*0.25f; osgText::Text* text = new osgText::Text; text->setText("Press any key to have another game.\nPress Escape to exit game."); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.025f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(text); } _wonIndex = _gameSwitch->getNumChildren(); _gameSwitch->addChild(geode); } // set up game subgraph. { _gameGroup = new osg::Group; if (_numberOfPlayers==0) { addPlayer(PLAYER_GIRL); } for(unsigned int i=0;i<_numberOfPlayers;++i) { _gameGroup->addChild(_players[i]._character.get()); _gameGroup->addChild(_players[i]._livesSwitch.get()); _gameGroup->addChild(_players[i]._catchSwitch.get()); } // background { _levelSwitch = new osg::Switch; for(FileList::const_iterator itr = _backgroundFiles.begin(); itr != _backgroundFiles.end(); ++itr) { osg::Image* image = osgDB::readImageFile(*itr); if (image) { osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height); osg::StateSet* stateset = geometry->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); _levelSwitch->addChild(geode); } } _levelSwitch->setSingleChildOn(0); _gameGroup->addChild(_levelSwitch.get()); } _gameIndex = _gameSwitch->getNumChildren(); _gameSwitch->addChild(_gameGroup.get()); // set up the text osg::Vec3 textPosition = _origin+_width*0.05f+_height*0.95f-osg::Vec3(0.0f,0.1f,0.0f); { osgText::Text* text = new osgText::Text; text->setText("Score : 0"); text->setFont("fonts/dirtydoz.ttf"); text->setPosition(textPosition); text->setCharacterSize(_width.length()*0.04f); text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); text->setAxisAlignment(osgText::Text::XZ_PLANE); osg::Geode* geode = new osg::Geode; geode->addDrawable(text); _scoreTextList.push_back(text); textPosition -= _height*0.05f; _levelText = new osgText::Text; _levelText->setText("Level : 0"); _levelText->setFont("fonts/dirtydoz.ttf"); _levelText->setPosition(textPosition); _levelText->setCharacterSize(_width.length()*0.04f); _levelText->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f)); _levelText->setAxisAlignment(osgText::Text::XZ_PLANE); geode->addDrawable(_levelText.get()); _gameGroup->addChild(geode); } } _currentIndex = _welcomeIndex; _gameSwitch->setSingleChildOn(_currentIndex); return _gameSwitch.get(); } void GameEventHandler::createNewCatchable() { if (_benignCatachables.empty()) return; unsigned int catachableIndex = (unsigned int)((float)_benignCatachables.size()*(float)rand()/(float)RAND_MAX); if (catachableIndex>=_benignCatachables.size()) catachableIndex = _benignCatachables.size()-1; const std::string& filename = _benignCatachables[catachableIndex]; float ratio = ((float)rand() / (float)RAND_MAX); float size = 20.0f+100.0f*((float)rand() / (float)RAND_MAX); float angle = osg::PI*0.25f + 0.5f*osg::PI*((float)rand() / (float)RAND_MAX); float speed = 200.0f*((float)rand() / (float)RAND_MAX); CatchableObject* catchableObject = new CatchableObject; osg::Vec3 position = _origin+_height+_width*ratio + osg::Vec3(0.0f,-0.7f,0.0f); osg::Vec3 velocity(-cosf(angle)*speed,0.0f,-sinf(angle)*speed); //std::cout<<"angle = "<explode(); } _gameGroup->addChild(catchableObject->_object.get()); } class CompileStateCallback : public osgProducer::OsgCameraGroup::RealizeCallback { public: CompileStateCallback(GameEventHandler* eh):_gameEventHandler(eh) {} virtual void operator()( osgProducer::OsgCameraGroup&, osgProducer::OsgSceneHandler& sh, const Producer::RenderSurface& ) { // now safe to construct sh.init(); if (_gameEventHandler) { _gameEventHandler->compileGLObjects(*(sh.getSceneView()->getState())); } } GameEventHandler* _gameEventHandler; }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use node masks to create stereo images."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye"); arguments.getApplicationUsage()->addCommandLineOption("-d ","Time delay in sceonds between the display of successive image pairs when in auto advance mode."); arguments.getApplicationUsage()->addCommandLineOption("-a","Enter auto advance of image pairs on start up."); arguments.getApplicationUsage()->addCommandLineOption("-x ","Horizontal offset of left and right images."); arguments.getApplicationUsage()->addCommandLineOption("-y ","Vertical offset of left and right images."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // construct the viewer. osgProducer::Viewer viewer(arguments); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::ESCAPE_SETS_DONE); // register the handler to add keyboard and mosue handling. GameEventHandler* seh = new GameEventHandler(); viewer.getEventHandlerList().push_front(seh); while (arguments.read("--boy")) seh->addPlayer(GameEventHandler::PLAYER_BOY); while (arguments.read("--girl")) seh->addPlayer(GameEventHandler::PLAYER_GIRL); // get details on keyboard and mouse bindings used by the viewer. viewer.getUsage(*arguments.getApplicationUsage()); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } // now the windows have been realized we switch off the cursor to prevent it // distracting the people seeing the stereo images. float fovy = 1.0f; for( unsigned int i = 0; i < viewer.getCameraConfig()->getNumberOfCameras(); i++ ) { Producer::Camera* cam = viewer.getCameraConfig()->getCamera(i); Producer::RenderSurface* rs = cam->getRenderSurface(); rs->useCursor(false); fovy = osg::DegreesToRadians(cam->getLensVerticalFov()); } seh->setFOVY(fovy); // enable the image cache so we don't need to keep loading the particle files osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options; options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES); osgDB::Registry::instance()->setOptions(options); // creat the scene from the file list. osg::ref_ptr rootNode = seh->createScene(); //osgDB::writeNodeFile(*rootNode,"test.osg"); // set the scene to render viewer.setSceneData(rootNode.get()); viewer.setRealizeCallback(new CompileStateCallback(seh)); // create the windows and run the threads. viewer.realize(); viewer.requestWarpPointer(0.5f,0.5f); while( !viewer.done() ) { // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); viewer.setView(seh->getCameraPosition()); // fire off the cull and draw traversals of the scene. viewer.frame(); } // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; }