Commit 53681709 authored by NanBatsu's avatar NanBatsu

First commit

parents
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DialogueCC", "DialogueCC.vcxproj", "{7FD42DF7-442E-479A-BA76-D0022F99702A}"
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{7FD42DF7-442E-479A-BA76-D0022F99702A}.Debug|x64.ActiveCfg = Debug|x64
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{7FD42DF7-442E-479A-BA76-D0022F99702A}.Release|Win32.Build.0 = Release|Win32
{7FD42DF7-442E-479A-BA76-D0022F99702A}.Release|x64.ActiveCfg = Release|x64
{7FD42DF7-442E-479A-BA76-D0022F99702A}.Release|x64.Build.0 = Release|x64
{5837595D-ACA9-485C-8E76-729040CE4B0B}.Debug|Win32.ActiveCfg = Debug|Win32
{5837595D-ACA9-485C-8E76-729040CE4B0B}.Debug|Win32.Build.0 = Debug|Win32
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This diff is collapsed.
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\ No newline at end of file
ofxGui
ofxXmlSettings
<utterance id="0">
<speaker>npcA</speaker>
<target>player</target>
<prereqs></prereqs>
<loop>false</loop>
<dialogue>Hullo</dialogue>
</utterance>
<utterance id="1">
<speaker>npcB</speaker>
<target>player</target>
<prereqs></prereqs>
<loop>true</loop>
<dialogue>Hi!</dialogue>
</utterance>
<utterance id="2">
<speaker>npcC</speaker>
<target>player</target>
<prereqs></prereqs>
<loop>false</loop>
<dialogue>Yo.</dialogue>
</utterance>
<utterance id="3">
<speaker>npcC</speaker>
<target>player</target>
<prereqs>
<prereq>2</prereq>
</prereqs>
<loop>true</loop>
<dialogue>Dawg.</dialogue>
</utterance>
<utterance id="4">
<speaker>npcD</speaker>
<target>player</target>
<prereqs></prereqs>
<loop>false</loop>
<dialogue>hi hello how are you i am fine yes i have a lot to say thank you very much and no you shouldn't take any pauses or breaths here because that would be silly you lung sack having meat bag HAHAHAHAAAA</dialogue>
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<utterance id="5">
<speaker>npcD</speaker>
<target>player</target>
<prereqs>
<prereq>8</prereq>
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<loop>false</loop>
<dialogue>...Sorry about that.</dialogue>
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<utterance id="6">
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<dialogue>npcD is spouting some nonsense. Come back after you finish talking to them.</dialogue>
</utterance>
<utterance id="7">
<speaker>npcE</speaker>
<target>player</target>
<prereqs>
<prereq>4</prereq>
</prereqs>
<loop>true</loop>
<dialogue>Not all of us think you are a meat bag. There are bones in there too, right?</dialogue>
</utterance>
<utterance id="8">
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<target>npcD</target>
<prereqs>
<prereq>4</prereq>
</prereqs>
<loop>false</loop>
<dialogue>That's not very nice...</dialogue>
</utterance>
<utterance id="9">
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<target>npcD</target>
<prereqs>
<prereq>5</prereq>
<prereq>7</prereq>
</prereqs>
<loop>true</loop>
<dialogue>Hrmph.</dialogue>
</utterance>
<utterance id="10">
<speaker>player</speaker>
<target>npcC</target>
<prereqs>
<prereq>3</prereq>
</prereqs>
<loop>true</loop>
<dialogue>Dawg.</dialogue>
</utterance>
File added
File added
// Icon Resource Definition
#define MAIN_ICON 102
#if defined(_DEBUG)
MAIN_ICON ICON "icon_debug.ico"
#else
MAIN_ICON ICON "icon.ico"
#endif
 main.cpp
ofApp.cpp
Character.cpp
Dialogue.cpp
D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\src\ofApp.cpp(81,19): warning C4018: '<': signed/unsigned mismatch
D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\src\ofApp.cpp(86,22): warning C4018: '<': signed/unsigned mismatch
D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\src\ofApp.cpp(114,20): warning C4018: '<': signed/unsigned mismatch
D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\src\ofApp.cpp(215,20): warning C4018: '<': signed/unsigned mismatch
Creating library bin\DialogueCC_debug.lib and object bin\DialogueCC_debug.exp
DialogueCC.vcxproj -> D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\bin\DialogueCC_debug.exe
2 D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\libs\fmodex\lib\vs\Win32\
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1 D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\libs\FreeImage\lib\vs\Win32\
*EXTRA File 1266176 D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\bin\fmodex.dll
*EXTRA File 1312768 D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\bin\fmodexL.dll
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B^D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\CHARACTER.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\DIALOGUE.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\ICON.RES|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\MAIN.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFAPP.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXBASEGUI.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXBUTTON.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXCOLORPICKER.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXGUIGROUP.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXINPUTFIELD.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXLABEL.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXPANEL.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXSLIDER.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXSLIDERGROUP.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXTOGGLE.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\OFXXMLSETTINGS.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\TINYXML.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\TINYXMLERROR.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\OBJ\WIN32\DEBUG\TINYXMLPARSER.OBJ|D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\LIBS\OPENFRAMEWORKSCOMPILED\LIB\VS\WIN32\OPENFRAMEWORKSLIB_DEBUG.LIB
B^D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\ICON.RC
B^D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\ICON.RC
B^D:\PROGRAMMING\OPENFRAMEWORKS\OF_V0.11.0_VS2017_RELEASE\APPS\MYAPPS\DIALOGUECC\ICON.RC
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>D:\Programming\OpenFrameworks\of_v0.11.0_vs2017_release\apps\myApps\DialogueCC\bin\DialogueCC_debug.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<SatelliteDlls />
<NonRecipeFileRefs />
</Project>
\ No newline at end of file
#include "Character.h"
/* In the .h
ofPlanePrimitive body;
ofVec3f startPos;
ofVec3f velocity;
ofColor color;
string name;
*/
Character::Character() {
// random size
body.set(ofRandom(30, 50), ofRandom(30, 50));
// random color
color = ofColor(ofRandom(40, 240), ofRandom(40, 240), ofRandom(40, 240));
// Spawn between 10% and 90% of the field height and width.
startPos = ofVec3f(ofRandom(ofGetWidth()*.1, ofGetWidth()*.9), ofRandom(ofGetHeight() * .1, ofGetHeight() * .9), 0);
// Set position and velocity
reset();
}
void Character::update() {
// Workshop 3 Step 6 -- simple addition of velocity every frame
body.setPosition(body.getPosition() + velocity);
}
void Character::draw(){
ofSetColor(color);
body.draw();
// labeling the player
ofSetColor(ofColor::black);
ofDrawBitmapString(name, body.getX() - body.getWidth() / 2, body.getY() + body.getHeight() / 2 + 10);
}
void Character::reset() {
body.setPosition(startPos);
velocity.set(0, 0, 0);
}
// Workshop 4: Moved collision here, changed it to work as this character == p1
bool Character::collide(ofPlanePrimitive p2) {
bool collide = false;
float p1x = body.getX() - body.getWidth() / 2;
float p1y = body.getY() - body.getHeight() / 2;
float p2x = p2.getX() - p2.getWidth() / 2;
float p2y = p2.getY() - p2.getHeight() / 2;
// The mighty if statement:
// logic: https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
// "The algorithm works by ensuring there is no gap between any of the 4 sides of the rectangles.
// Any gap means a collision does not exist."
if (p1x < p2x + p2.getWidth() &&
p1x + body.getWidth() > p2x &&
p1y < p2y + p2.getHeight() &&
p1y + body.getHeight() > p2y) {
// Collision detected
collide = true;
}
return collide;
}
#pragma once
#include "ofMain.h"
class Character {
public:
Character();
void update();
void draw();
void reset();
bool collide(ofPlanePrimitive p2);
ofPlanePrimitive body;
ofVec3f startPos;
ofVec3f velocity;
ofColor color;
string name;
};
\ No newline at end of file
#include "Dialogue.h"
/* In .h
int id;
string speaker;
string target;
vector<string> prereqs;
bool loop;
string dialogue;
bool started;
bool read;
int timer;
bool looped;
*/
Dialogue::Dialogue() {
reset();
}
void Dialogue::update() {
// Don't do anything if we haven't triggered the utterance by starting it
// On collision, we set started = true, which should start this timer if Dialogues are being updated
// Also only update the timer if we haven't finished reading it yet
if (started && !read) {
if (timer > 0) {
// timer is running and we're not done yet! update the timer and wait
timer -= 1;
}
else {
// timer has hit zero or lower. We're done.
read = true;
// Well, almost. if we want to loop, we need to reset the dialogue timer so it can show up again.
if (loop) {
reset();
looped = true;
}
}
}
}
void Dialogue::reset() {
// Sets the triggering and displaying timer variables to their beginning
started = false;
read = false;
timer = 360; // 360 is 3 seconds at 60 frames per second. 6 seconds at 30 FPS
looped = false;
}
\ No newline at end of file
#pragma once
#include <string>
#include <vector>
using namespace std; // using directive, no longer need to use std::
class Dialogue {
public:
Dialogue();
//functions for displaying the dialogue for a duration
void update();
void reset();
// Data variables. All of these are read from the file and stored
int id;
string speaker;
string target;
vector<string> prereqs;
bool loop;
string dialogue;
// Timing/usage variables. These are behvaiors we program
bool started;
int timer;
// to prevent looping if necessary
bool read;
// Keep track of if we've completed a loop of a looping dialogue option
// Should always be false if a dialogue doesn't loop
bool looped;
};
\ No newline at end of file
#include "ofMain.h"
#include "ofApp.h"
//========================================================================
int main( ){
ofSetupOpenGL(1024,768,OF_WINDOW); // <-------- setup the GL context
// this kicks off the running of my app
// can be OF_WINDOW or OF_FULLSCREEN
// pass in width and height too:
ofRunApp(new ofApp());
}
#include "ofApp.h"
#include "ofxXmlSettings.h"
//--------------------------------------------------------------
void ofApp::setup(){
// Workshop 3 part 2: initialize background, player, and npc with positions
background.set(ofGetWidth(), ofGetHeight());
background.setPosition(ofGetWidth()/2, ofGetHeight()/2, 0);
player.name = "player";
for (int i = 0;i < 5;i++) {
Character c;
npcs.push_back(c);
}
npcs[0].name = "npcA";