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   -> 游戏开发 -> OpenGL-实战篇--Breakout--音效--54 -> 正文阅读

[游戏开发]OpenGL-实战篇--Breakout--音效--54

学习链接:中文--------英语原文

给游戏添加音乐!

参考上文链接导入相应的头文件和lib、DLL即可。
Game.cpp:

#include "ResourceManager.h"
#include "Game.h"
#include "SpriteRenderer.h"
#include "BallObject.h"
#include "ParticleGenerator.h"
#include "PostProcessor.h"
#include <irrklang/irrKlang.h>
using namespace irrklang;

SpriteRenderer* renderer;
GameObject* player;
BallObject* ball;
ParticleGenerator* particles;
PostProcessor* effects;
ISoundEngine* soundEngine = createIrrKlangDevice();
GLfloat shakeTime = 0.0f;

Game::Game(GLuint w, GLuint h) :state(GAME_ACTIVE), keys(), width(w), height(h) {}

Game::~Game()
{
	delete renderer;
	delete player;
	delete ball;
	delete particles;
	delete effects;
	soundEngine->drop();
}

void Game::Init()
{
	//load shader
	ResourceManager::LoadShader("Breakout/Shaders/Sprite.vs", "Breakout/Shaders/Sprite.fs", nullptr, "sprite");
	ResourceManager::LoadShader("Breakout/Shaders/Particle.vs", "Breakout/Shaders/Particle.fs", nullptr, "particle");
	ResourceManager::LoadShader("Breakout/Shaders/postprocessor.vs", "Breakout/Shaders/postprocessor.fs", nullptr, "postprocessor");
	//config shader
	glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(this->width), static_cast<GLfloat>(this->height), 0.0f, -1.0f, 1.0f);
	ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
	ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
	ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
	ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
	//load texture
	ResourceManager::LoadTexture("Breakout/Images/background.jpg", GL_FALSE, "background");
	ResourceManager::LoadTexture("Breakout/Images/block.png", GL_FALSE, "block");
	ResourceManager::LoadTexture("Breakout/Images/block_solid.png", GL_FALSE, "block_solid");
	ResourceManager::LoadTexture("Breakout/paddle.png", GL_TRUE, "paddle");//player
	ResourceManager::LoadTexture("Breakout/face.png", GL_TRUE, "ball");//ball
	ResourceManager::LoadTexture("Breakout/particle.png", GL_TRUE, "particle");//particle

	ResourceManager::LoadTexture("Breakout/tex_speed.png", GL_TRUE, "tex_speed");
	ResourceManager::LoadTexture("Breakout/tex_sticky.png", GL_TRUE, "tex_sticky");
	ResourceManager::LoadTexture("Breakout/tex_pass.png", GL_TRUE, "tex_pass");
	ResourceManager::LoadTexture("Breakout/tex_size.png", GL_TRUE, "tex_size");
	ResourceManager::LoadTexture("Breakout/tex_confuse.png", GL_TRUE, "tex_confuse");
	ResourceManager::LoadTexture("Breakout/tex_chaos.png", GL_TRUE, "tex_chaos");

	//setup render control
	renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
	particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
	effects = new PostProcessor(ResourceManager::GetShader("postprocessor"), this->width, this->height);
	//load levels
	GameLevel one; one.Load("Breakout/Levels/1.lvl", this->width, this->height * 0.5);
	GameLevel two; two.Load("Breakout/Levels/2.lvl", this->width, this->height * 0.5);
	GameLevel three; three.Load("Breakout/Levels/3.lvl", this->width, this->height * 0.5);
	GameLevel four; four.Load("Breakout/Levels/4.lvl", this->width, this->height * 0.5);

	this->levels.push_back(one);
	this->levels.push_back(two);
	this->levels.push_back(three);
	this->levels.push_back(four);
	this->currentLevel = 0;

	//player init
	glm::vec2 playerPos = glm::vec2(this->width / 2 - PLAYER_SIZE.x / 2, this->height - PLAYER_SIZE.y);
	player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));

	//ball init    原点位置是左上角
	glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2 - BALL_RADIUS, -BALL_RADIUS * 2);
	ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("ball"));

	//Audio
	soundEngine->play2D("Breakout/Audios/breakout.mp3", true);
}

void Game::Update(GLfloat dt)
{
	//update ball
	ball->Move(dt, this->width);

	//collision detection
	this->DoCollisions();

	//particle
	particles->Update(dt, *ball, 2, glm::vec2(ball->radius / 2));

	//update powerups
	this->UpdatePowerUps(dt);

	// Reduce shake time
	if (shakeTime > 0.0f)
	{
		shakeTime -= dt;
		if (shakeTime <= 0.0f)
			effects->shake = GL_FALSE;
	}

	//球是否接触底部边界?
	if (ball->position.y >= this->height)
	{
		this->ResetLevel();
		this->ResetPlayer();
	}
}

void Game::ProcessInput(GLfloat dt)
{
	if (this->state == GAME_ACTIVE)
	{
		GLfloat velocity = PLAYER_VELOCITY * dt;
		//移动挡板
		if (this->keys[GLFW_KEY_A])
		{
			if (player->position.x >= 0)
			{
				player->position.x -= velocity;

				if (ball->stuck)
					ball->position.x -= velocity;
			}
		}
		if (this->keys[GLFW_KEY_D])
		{
			if (player->position.x <= this->width - player->size.x)
			{
				player->position.x += velocity;
				if (ball->stuck)
					ball->position.x += velocity;
			}
		}
		if (this->keys[GLFW_KEY_SPACE])
			ball->stuck = GL_FALSE;
	}
}

void Game::Render()
{
	if (this->state == GAME_ACTIVE)
	{
		effects->BeginRender();

		//绘制背景
		renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0, 0), glm::vec2(this->width, this->height), 0.0f);

		//绘制关卡
		this->levels[this->currentLevel].Draw(*renderer);

		//绘制玩家挡板
		player->Draw(*renderer);

		//绘制道具
		for (PowerUp& powerup : this->powerups)
		{
			if (!powerup.destroyed)
				powerup.Draw(*renderer);
		}

		//绘制粒子
		particles->Draw();

		//绘制球
		ball->Draw(*renderer);

		effects->EndRender();

		effects->Render(glfwGetTime());
	}
}

Direction VectorDirection(glm::vec2 target)
{
	glm::vec2 compass[] =
	{
		glm::vec2(0.0f,1.0f),
		glm::vec2(1.0f,0.0f),
		glm::vec2(0.0f,-1.0f),
		glm::vec2(-1.0f,0.0f),
	};

	GLfloat max = 0.0f;
	GLuint bestMatch = -1;
	for (GLuint i = 0; i < 4; i++)
	{
		GLfloat dot = glm::dot(glm::normalize(target), compass[i]);
		if (dot > max)
		{
			max = dot;
			bestMatch = i;
		}
	}
	return (Direction)bestMatch;
}

//碰撞检测::AABB
GLboolean CheckCollision(GameObject& one, GameObject& two) // AABB - AABB collision
{
	// x轴方向碰撞?
	bool collisionX = one.position.x + one.size.x >= two.position.x &&
		two.position.x + two.size.x >= one.position.x;
	// y轴方向碰撞?
	bool collisionY = one.position.y + one.size.y >= two.position.y &&
		two.position.y + two.size.y >= one.position.y;
	// 只有两个轴向都有碰撞时才碰撞
	return collisionX && collisionY;
}

//碰撞检测:方形和圆形
Collision CheckCollision(BallObject& one, GameObject& two) // AABB - Circle collision
{
	//获取圆的中心
	glm::vec2 center(one.position + one.radius);
	//计算AABB的信息(中心,半边长)
	glm::vec2 aabb_half_extents(two.size.x / 2, two.size.y / 2);
	glm::vec2 aabb_center(two.position.x + aabb_half_extents.x, two.position.y + aabb_half_extents.y);
	//获取两个中心的差矢量
	glm::vec2 difference = center - aabb_center;
	glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
	//AABB_center 加上clampled这样就得到了碰撞箱上距离最近点closest
	glm::vec2 closest = aabb_center + clamped;
	//获得圆心center和最近点closest的矢量,并判断是否length<=radius
	difference = closest - center;
	if (glm::length(difference) < one.radius)
		return std::make_tuple(GL_TRUE, VectorDirection(difference), difference);
	else
		return std::make_tuple(GL_FALSE, UP, glm::vec2(0, 0));
}

void ActivatePowerUp(PowerUp& powerup)
{
	// 根据道具类型发动道具
	if (powerup.type == "speed")
	{
		ball->velocity *= 1.2;
	}
	else if (powerup.type == "sticky")
	{
		ball->sticky = GL_TRUE;
		player->color = glm::vec3(1.0f, 0.5f, 1.0f);
	}
	else if (powerup.type == "pass-through")
	{
		ball->passThrough = GL_TRUE;
		ball->color = glm::vec3(1.0f, 0.5f, 0.5f);
	}
	else if (powerup.type == "pad-size-increase")
	{
		player->size.x += 50;
	}
	else if (powerup.type == "confuse")
	{
		if (!effects->chaos)
			effects->confuse = GL_TRUE; // 只在chaos未激活时生效,chaos同理
	}
	else if (powerup.type == "chaos")
	{
		if (!effects->confuse)
			effects->chaos = GL_TRUE;
	}
}

void Game::DoCollisions()
{
	for (GameObject& box : this->levels[this->currentLevel].bricks)
	{
		if (!box.destroyed)
		{
			Collision collision = CheckCollision(*ball, box);
			if (std::get<0>(collision))
			{
				if (!box.isSoild)
				{
					box.destroyed = GL_TRUE;
					this->SpawnPowerUps(box);
					soundEngine->play2D("Breakout/Audios/bleep.mp3", GL_FALSE);
				}
				else
				{
					shakeTime = 0.05f;
					effects->shake = true;
					soundEngine->play2D("Breakout/Audios/solid.wav", GL_FALSE);
				}

				//碰撞处理
				Direction dir = std::get<1>(collision);
				glm::vec2 diff_vector = std::get<2>(collision);
				if (!(ball->passThrough && !box.isSoild))
				{
					if (dir == LEFT || dir == RIGHT)
					{
						ball->velocity.x = -ball->velocity.x;//反转水平速度
						//重定位
						GLfloat penetration = ball->radius - std::abs(diff_vector.x);
						if (dir == LEFT)
							ball->position.x += penetration;//球右移
						else
							ball->position.x -= penetration;//球左移
					}
					else//垂直方形碰撞
					{
						ball->velocity.y = -ball->velocity.y;//反转垂直速度
						//重定位
						GLfloat penetration = ball->radius - std::abs(diff_vector.y);
						if (dir == UP)
							ball->position.y -= penetration;//球上移
						else
							ball->position.y += penetration;//球下移						
					}
				}
			}

			for (PowerUp& powerup : this->powerups)
			{
				if (!powerup.destroyed)
				{
					if (powerup.position.y >= this->height)
					{
						powerup.destroyed = GL_TRUE;
					}
					if (CheckCollision(*player, powerup))
					{
						ActivatePowerUp(powerup);
						powerup.destroyed = GL_TRUE;
						powerup.activated = GL_TRUE;
						soundEngine->play2D("Breakout/Audios/powerup.wav", GL_FALSE);
					}
				}
			}

			//玩家--球碰撞
			Collision result = CheckCollision(*ball, *player);
			if (!ball->stuck && std::get<0>(result))
			{
				//检查碰到了挡板的哪个位置,并根据碰撞到哪个位置改变速度
				GLfloat centerBoard = player->position.x + player->size.x / 2;
				GLfloat distance = (ball->position.x + ball->radius) - centerBoard;
				GLfloat percentage = distance / (player->size.x / 2);
				//依据结果移动
				GLfloat strength = 2.0f;
				glm::vec2 oldVelocity = ball->velocity;
				ball->velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
				//ball->velocity.y = -ball->velocity.y;
				//解决粘板问题:保证最后的Y方向始终向上
				ball->velocity.y = -1 * abs(ball->velocity.y);
				//新的速度:新的归一化方向*原来速度的大小
				ball->velocity = glm::normalize(ball->velocity) * glm::length(oldVelocity);

				ball->stuck = ball->sticky;

				soundEngine->play2D("Breakout/Audios/bleep.wav", GL_FALSE);
			}
		}
	}
}

void Game::ResetLevel()
{
	if (this->currentLevel == 0)
		this->levels[0].Load("Breakout/Levels/1.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 1)
		this->levels[1].Load("Breakout/Levels/2.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 2)
		this->levels[1].Load("Breakout/Levels/3.lvl", this->width, this->height * 0.5f);
	else if (this->currentLevel == 3)
		this->levels[1].Load("Breakout/Levels/4.lvl", this->width, this->height * 0.5f);
}

void Game::ResetPlayer()
{
	player->size = PLAYER_SIZE;
	player->position = glm::vec2(this->width / 2 - PLAYER_SIZE.x / 2, this->height - PLAYER_SIZE.y);
	ball->Reset(player->position + glm::vec2(PLAYER_SIZE.x / 2 - ball->radius, -(BALL_RADIUS * 2)), INITIAL_BALL_VELOCITY);
}

GLboolean ShouldSpawn(GLuint chance)
{
	GLuint random = rand() % chance;
	return random == 0;
}

void Game::SpawnPowerUps(GameObject& block)
{
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("speed", glm::vec3(0.5f, 0.5f, 1.0f), 0.0f, block.position, ResourceManager::GetTexture("tex_speed")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("sticky", glm::vec3(1.0f, 0.5f, 1.0f), 20.0f, block.position, ResourceManager::GetTexture("tex_sticky")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("pass-through", glm::vec3(0.5f, 1.0f, 0.5f), 10.0f, block.position, ResourceManager::GetTexture("tex_pass")));
	if (ShouldSpawn(10))
		this->powerups.push_back(PowerUp("pad-size-increase", glm::vec3(1.0f, 0.6f, 0.4), 0.0f, block.position, ResourceManager::GetTexture("tex_size")));
	//if (ShouldSpawn(15))
		//this->powerups.push_back(PowerUp("confuse", glm::vec3(1.0f, 0.3f, 0.3f), 15.0f, block.position, ResourceManager::GetTexture("tex_confuse")));
	//if (ShouldSpawn(10))
		//this->powerups.push_back(PowerUp("chaos", glm::vec3(0.9f, 0.25f, 0.25f), 15.0f, block.position, ResourceManager::GetTexture("tex_chaos")));

}

GLboolean IsOtherPowerUpActive(std::vector<PowerUp>& powerUps, std::string type)
{
	for (const PowerUp& powerUp : powerUps)
	{
		if (powerUp.activated)
			if (powerUp.type == type)
				return GL_TRUE;
	}
	return GL_FALSE;
}

void Game::UpdatePowerUps(GLfloat dt)
{
	for (PowerUp& powerUp : this->powerups)
	{
		powerUp.position += powerUp.velocity * dt;
		if (powerUp.activated)
		{
			powerUp.duration -= dt;

			if (powerUp.duration <= 0.0f)
			{
				powerUp.activated = GL_FALSE;
				if (powerUp.type == "sticky")
				{
					if (!IsOtherPowerUpActive(this->powerups, "sticky"))
					{
						ball->sticky = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}
				else if (powerUp.type == "pass-through")
				{
					if (!IsOtherPowerUpActive(this->powerups, "pass-through"))
					{
						ball->passThrough = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}
				else if (powerUp.type == "pass-through")
				{
					if (!IsOtherPowerUpActive(this->powerups, "pass-through"))
					{
						ball->passThrough = GL_FALSE;
						player->color = glm::vec3(1.0f);
					}
				}

			}
		}
	}

	this->powerups.erase(std::remove_if(this->powerups.begin(), this->powerups.end(),
		[](const PowerUp& powerUp) { return powerUp.destroyed && !powerUp.activated; }
	), this->powerups.end());
}

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