]> isoptera.lcsc.edu Git - engine26/.git/commitdiff
Removed temporary file
authorSeth Long <sslong@lcsc.edu>
Wed, 21 Oct 2026 23:06:12 +0000 (16:06 -0700)
committerSeth Long <sslong@lcsc.edu>
Wed, 21 Oct 2026 23:06:12 +0000 (16:06 -0700)
game.h~ [deleted file]

diff --git a/game.h~ b/game.h~
deleted file mode 100644 (file)
index 568adc8..0000000
--- a/game.h~
+++ /dev/null
@@ -1,163 +0,0 @@
-#pragma once
-
-/* Set this to WINDOWS for Windows, UNIX for Linux, BSD, etc. */
-#define UNIX
-
-/* This is needed to allow fopen, fread, etc. */
-#ifdef WINDOWS
-#define _CRT_SECURE_NO_WARNINGS
-#define M_PI 3.141592653
-typedef __int64 ssize_t;
-#endif
-
-/* General-purpose C includes */
-#include<stdio.h>
-#include<stdlib.h>
-
-/* General-purpose C++ includes */
-#include<thread>
-#include<chrono>
-#include<iostream>
-
-/* Data Structures */
-#include<vector>
-#include<unordered_map>
-
-/* OpenGL Loader */
-#ifdef UNIX
-#include<GL/glew.h> // glad on Windows
-#else
-#include <glad/glad.h>
-#endif
-
-/* OpenGL Includes */
-#include<GLFW/glfw3.h>
-#include<glm/glm.hpp>
-#include<glm/gtc/matrix_transform.hpp>
-#include<glm/gtc/type_ptr.hpp>
-
-/* Tiny obj loader - loads Wavefront .obj files */
-#include "tiny_obj_loader.h"
-
-/* Provides stbi_image to load textures */
-#include "stb_image.h"
-
-using namespace std;
-using namespace glm;
-
-struct globals {
-       float height = 800;
-       float width = 1280;
-       float gravity = 0.02f;
-       float jump_speed = 0.7f;
-       bool shutdown = false;
-       vec3 player_position;
-       float heading = 0.0;
-       float elevation = 0.0;
-       float vertical_speed = 0.0;
-       float player_height = 1.5;
-       float move_margin = 0.4f;
-       float runspeed = 0.8f;
-       float walkspeed = 0.2f;
-       bool forward = false;
-       bool backward = false;
-       bool left = false;
-       bool right = false;
-       bool run = false;
-       bool release_cursor = false;
-       int on_count = 0;
-};
-
-vec3 get_lookat_point(int direction = 0, float r = 0.0);
-char* get_source(const char *filename);
-
-class GameObject {
-       public:
-               /* Identifiers for OpenGL resources */
-               unsigned int v_attrib;
-               unsigned int tc_attrib;
-               unsigned int vp_uniform;
-               unsigned int program;
-               unsigned int vbuf;
-               unsigned int ebuf;
-               unsigned int tex;
-               unsigned int element_count;
-               unsigned int models_buffer;
-
-               /* Properties related to initialization.  Set these when initializing an object */
-               string object_file, texture_file, vertex_shader, fragment_shader;
-               bool flip_yz = false;
-               string name;
-               bool moving = false;
-
-               GameObject() {
-                       object_file = "objects/cube.obj";
-                       vertex_shader = "shaders/vertex_shader.glsl";
-                       fragment_shader = "shaders/fragment_shader.glsl";
-               }
-
-               /* Properties not related to OpenGL */
-               vector<mat4> models;
-               bool visible = true; 
-
-               void add_location(vec3 location);
-               bool init();
-               void draw(mat4 vp);
-               virtual void movement(float) {}; // takes the number of milliseconds since the last run
-               virtual void trigger_action(size_t instance, int action) {}
-
-               /* Required for collision detection */
-               virtual float fast_check_distance(size_t instance) {return 0;}
-               virtual vec3 closest_point(vec3 other, size_t instance) {return vec3(0, 0, 0);}
-               virtual vec3 get_center(size_t instance) {return vec3(0, 0, 0);}
-               virtual void report_collision(GameObject *other, size_t other_instance, size_t our_instance) {};
-};
-
-class SolidObject : public GameObject {
-public:
-
-               /* Stuff we actually used */
-               virtual ssize_t is_inside(vec3 point, float margin) {return false;}
-               virtual float get_top(size_t instance);
-               virtual float get_bottom(size_t instance);
-               virtual float get_topbottom(size_t instance, bool);
-
-               /* Stuff we haven't used yet */
-               bool collision = false;
-               bool blocks_player = false;
-               void collided(GameObject& other, size_t our_instance, size_t other_instance);
-               //some_format get_hit_box();
-               bool is_over();
-               /* Vector of sizes of instance?  Or are all the instances the same size? */
-               /* Something for bouncing? */
-
-};
-
-#ifdef MAIN
-globals g;
-vector<GameObject*> game_objects;
-vector<SolidObject*> solid_objects;
-map<string, unsigned int> gl_resources;
-#else
-extern globals g;
-extern vector<GameObject*> game_objects;
-extern vector<SolidObject*> solid_objects;
-extern map<string, unsigned int> gl_resources;
-#endif
-
-struct vertex {
-       float x, y, z, u, v;
-};
-bool operator==(const vertex& a, const vertex& o);
-
-ostream& operator<<(ostream& out, vec3 v);
-
-#define PLAYER_ON_OBJECT 1
-#define ACTIVATE 2
-
-/* Other objects that aren't base classes go next */
-#include "misc_objects.h"
-#include "water_tank.h"
-#include "projectile.h"
-GameObject* add_object(GameObject *new_object, string name, bool solid = false);
-void load_level();