Merge branch 'master' into affichage_des_messages
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								SQCSim-common/player.cpp
									
									
									
									
									
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							| @@ -0,0 +1,208 @@ | ||||
| #include "player.h" | ||||
| #include "world.h" | ||||
|  | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { | ||||
| 	m_velocity = Vector3f(0, 0, 0); | ||||
| 	m_airborne = true; | ||||
| 	m_hp = 0.75f; //TODO: Remettre <20> 1.0f | ||||
| 	m_username = "Zelda Bee-Bop56"; | ||||
| } | ||||
|  | ||||
| void Player::TurnLeftRight(float value) { | ||||
| 	m_rotY += value; | ||||
| 	if (m_rotY > 360) m_rotY = 0; | ||||
| 	else if (m_rotY < -360) m_rotY = 0; | ||||
| } | ||||
|  | ||||
| void Player::TurnTopBottom(float value) { | ||||
| 	m_rotX += value; | ||||
| 	if (m_rotX > 80) m_rotX = 80; | ||||
| 	else if (m_rotX < -80) m_rotX = -80; | ||||
| } | ||||
|  | ||||
| Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) { | ||||
|  | ||||
| 	Vector3f delta = Vector3f(0, 0, 0); | ||||
|  | ||||
| 	float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 	float xrotrad = (m_rotX / 57.2957795056f); | ||||
|  | ||||
| 	m_direction = Vector3f(cos(xrotrad) * sin(yrotrad), | ||||
| 						   -sin(xrotrad), | ||||
| 						   cos(xrotrad) * -cos(yrotrad)); | ||||
|  | ||||
| 	m_direction.Normalize(); | ||||
|  | ||||
| 	if (front) { | ||||
| 		delta.x += float(sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
| 	else if (back) { | ||||
| 		delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
|  | ||||
| 	if (left) { | ||||
| 		delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		delta.x += float(cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
|  | ||||
| 	delta.Normalize(); | ||||
| 	delta.x *= .6f; | ||||
| 	delta.z *= .6f; | ||||
|  | ||||
| 	if ((jump || shoot ) && !m_airborne) { | ||||
| 		delta.y += jump? .32f: shoot? .1f : 0.f; | ||||
| 		m_airborne = true; | ||||
| 	} | ||||
|  | ||||
| 	if (shoot) // Recoil! | ||||
| 		TurnTopBottom(-1); | ||||
|  | ||||
| 	return delta; | ||||
| } | ||||
|  | ||||
| Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) { | ||||
| 	Player::Sound snd = Player::Sound::NOSOUND; | ||||
| 	static float timing = 0.f; | ||||
| 	/* Gestion de collisions */ | ||||
| 	BlockType bt1, bt2, bt3; | ||||
|  | ||||
| 	bt1 = world->BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z); | ||||
| 	bt2 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z); | ||||
| 	bt3 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z); | ||||
| 	if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) { | ||||
| 		bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); | ||||
| 		if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f; | ||||
| 		m_velocity.y = input.y = 0; | ||||
| 		m_airborne = false; | ||||
| 	} | ||||
| 	else { | ||||
| 		if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime; | ||||
| 		bt3 = world->BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z); | ||||
| 		bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); | ||||
| 		if (bt3 != BTYPE_AIR) { | ||||
| 			m_velocity.y = 0; | ||||
| 			if (timing == 0.f) { | ||||
| 				if (m_airborne) snd = Player::Sound::FALL; | ||||
| 				timing = .3f; | ||||
| 			} | ||||
| 			m_airborne = false; | ||||
| 		} | ||||
| 		else if (bt1 != BTYPE_AIR) { | ||||
| 			m_velocity.y = -.1f; | ||||
| 		} | ||||
| 		else m_airborne = true; | ||||
| 	} | ||||
|  | ||||
| 	if (timing > 0.f) timing -= elapsedTime; | ||||
| 	if (timing < 0.f) timing = 0.f; | ||||
|  | ||||
| 	bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z); | ||||
| 	bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z); | ||||
| 	bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z); | ||||
| 	if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) { | ||||
| 		if (input.x > 0) | ||||
| 			input.x = m_velocity.x = 0.5f; | ||||
| 		else | ||||
| 			input.x = m_velocity.x = -0.5f; | ||||
| 		m_velocity.y = 0.3; | ||||
| 		m_velocity.z *= .5f; | ||||
| 	} | ||||
| 	else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.x = m_velocity.x = 0; | ||||
| 		m_velocity.z *= .5f; | ||||
| 	} | ||||
|  | ||||
| 	bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z); | ||||
| 	bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z); | ||||
| 	bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z); | ||||
| 	if (bt1 == BTYPE_AIR && bt2 != BTYPE_AIR && bt3 != BTYPE_AIR) { | ||||
| 		if (input.z > 0) | ||||
| 			input.z = m_velocity.z = 0.5f; | ||||
| 		else | ||||
| 			input.z = m_velocity.z = -0.5f; | ||||
| 		m_velocity.y = 0.3; | ||||
| 		m_velocity.x *= .5f; | ||||
| 	} | ||||
| 	else if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.z = m_velocity.z = 0; | ||||
| 		m_velocity.x *= .5f; | ||||
| 	} | ||||
|  | ||||
| 	/* Fin gestion de collisions */ | ||||
| 	/* Gestion de la friction */ | ||||
|  | ||||
| 	if (!m_airborne) { | ||||
| 		m_velocity.x += input.x * 2.f * elapsedTime; | ||||
| 		m_velocity.z += input.z * 2.f * elapsedTime; | ||||
|  | ||||
| 		if (input.x == 0.f) | ||||
| 			m_velocity.x *= .8f; | ||||
|  | ||||
| 		if (input.z == 0.f) | ||||
| 			m_velocity.z *= .8f; | ||||
| 	} | ||||
| 	else { | ||||
| 		m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs. | ||||
| 		m_velocity.z += input.z * .4f * elapsedTime; | ||||
| 		m_velocity.x *= .99f; | ||||
| 		m_velocity.z *= .99f; | ||||
| 	} | ||||
|  | ||||
| 	/* Fin gestion de la friction */ | ||||
|  | ||||
| 	float vy = m_velocity.y; | ||||
| 	m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize(). | ||||
| 	if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z. | ||||
| 	m_velocity.y = 0; | ||||
| 	if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z. | ||||
| 	m_velocity.y = vy; | ||||
|  | ||||
| 	m_position += m_velocity; | ||||
|  | ||||
| 	static float bobbingtime = 0; // Gestion de la cam<61>ra | ||||
| 	static bool leftright = false; | ||||
| 	static bool isStep = false; | ||||
| 	if (bobbingtime <= 360.f) | ||||
| 		bobbingtime += elapsedTime * 20.f; else bobbingtime = 0; | ||||
|  | ||||
| 	if ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) < -.2f && !m_airborne) { | ||||
| 		if (!isStep) { | ||||
| 			snd = Player::Sound::STEP; | ||||
| 		} | ||||
| 		isStep = true; | ||||
| 	} | ||||
| 	else isStep = false; | ||||
| 	m_POV = m_position.y; | ||||
| 	m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; | ||||
|  | ||||
| 	return snd; | ||||
| } | ||||
|  | ||||
| void Player::ApplyTransformation(Transformation& transformation, bool rel) const { | ||||
| 	transformation.ApplyRotation(-m_rotX, 1, 0, 0); | ||||
| 	transformation.ApplyRotation(-m_rotY, 0, 1, 0); | ||||
| 	if (rel) transformation.ApplyTranslation(-GetPOV()); | ||||
| } | ||||
|  | ||||
| Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); } | ||||
|  | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } | ||||
|  | ||||
| Vector3f Player::GetDirection() const { return m_direction; } | ||||
|  | ||||
| std::string Player::GetUsername() const { return m_username; } | ||||
|  | ||||
| float Player::GetHP() const { return m_hp; } | ||||
|  | ||||
| void Player::Teleport(int& x, int& z) { | ||||
| 	m_position.x -= x * CHUNK_SIZE_X; | ||||
| 	m_position.z -= z * CHUNK_SIZE_Z; | ||||
| } | ||||
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