TOUT FONCTIONNE!
This commit is contained in:
@@ -2,7 +2,6 @@
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_dbljump = 0;
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m_airborne = true;
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}
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@@ -20,186 +19,51 @@ void Player::TurnTopBottom(float value) {
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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static float yrotrad = 0;
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static float xrotrad = 0;
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static float dashtimeout = 0;
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Vector3f delta = Vector3f(0, 0, 0);
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m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
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-sin(m_rotX / 57.2957795056f),
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sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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if ((jump || dash) && !m_airborne) {
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delta.y += jump ? m_jumpforce : 0.1f;
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m_direction = Vector3f(cos(yrotrad) * cos(xrotrad),
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-sin(xrotrad),
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sin(yrotrad) * cos(xrotrad));
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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}
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else if (back) {
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delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f;
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}
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if (left) {
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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}
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else if (right) {
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delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
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}
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delta.Normalize();
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delta.x *= .6f;
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delta.z *= .6f;
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if (jump && !m_airborne) {
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delta.y += .32f;
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m_airborne = true;
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}
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if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
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dash = false;
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dashtimeout -= elapsedTime;
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}
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else dashtimeout = 0;
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if (dash) dashtimeout = 2;
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if ((!m_airborne && (left || right || front || back)) ||
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(dash && !(left || right || front || back))) {
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yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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xrotrad = (m_rotX / 57.2957795056f);
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if (dash) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 20.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 20.f;
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}
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}
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if (!m_airborne) {
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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}
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else if (back) {
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delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f;
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}
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if (left) {
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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}
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else if (right) {
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delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
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}
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}
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return delta;
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}
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//
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//Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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// static float accWS = 0;
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// static float accAD = 0;
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// static float yrotrad = 0;
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// static float xrotrad = 0;
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// static float dashtimeout = 0;
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//
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// Vector3f movepos = m_velocity;
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//
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// m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
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// -sin(m_rotX / 57.2957795056f),
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// sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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//
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// if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
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// dash = false;
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// dashtimeout -= elapsedTime;
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// }
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// else dashtimeout = 0;
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// if (dash) dashtimeout = 2;
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//
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// if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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//
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// if (m_dbljump >= 2) jump = false;
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//
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// if ((jump || dash) && !m_airborne ) {
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// m_velocity.y += jump? m_jumpforce: 0.1f;
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// movepos.y += m_velocity.y;
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// m_airborne = true;
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// m_dbljump++;
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// }
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//
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// if ((m_dbljump < 1 && ( left || right || front || back)) ||
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// (dash && !(left || right || front || back)) ) {
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// yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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// xrotrad = (m_rotX / 57.2957795056f);
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// if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul.
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// }
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//
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// if (front) {
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// if (m_dbljump == 0)
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// if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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// if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
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// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
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// movepos.z += m_velocity.z;
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// }
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// else if (back) {
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// if (m_dbljump == 0)
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// if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
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// if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
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// m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
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// movepos.z += m_velocity.z;
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// }
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// else if (accWS != 0) {
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// accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
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// : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
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//
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// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
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// movepos.z += m_velocity.z;
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// if (accWS < 1 && accWS > -1) accWS = 0;
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// }
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//
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// if (left) {
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// if (m_dbljump == 0)
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// if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
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// if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
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// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
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// movepos.z += m_velocity.z;
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// }
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// else if (right) {
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// if (m_dbljump == 0)
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// if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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// if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
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// m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
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// movepos.z += m_velocity.z;
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// }
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// else if (accAD != 0) {
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// accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
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// : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
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//
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// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
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// movepos.z += m_velocity.z;
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// if (accAD < 1.f && accAD > -1.f) accAD = 0;
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// }
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//
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// // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
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// if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
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// accWS *= 0.8f;
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// accAD *= 0.8f;
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// }
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//
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// return movepos;
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//}
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void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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/* Gestion de collisions */
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/* Gestion de collisions */
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BlockType bt1, bt2, bt3;
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if (m_velocity.x * m_velocity.x + m_velocity.z * m_velocity.z >= .005f) {
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m_velocity.x *= 0.9f;
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m_velocity.z *= 0.9f;
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}
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if (!m_airborne) {
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m_velocity.x = input.x ? m_velocity.x + input.x * 4.f * elapsedTime : -.1f * m_velocity.x * elapsedTime;
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m_velocity.z = input.z ? m_velocity.z + input.z * 4.f * elapsedTime : -.1f * m_velocity.z * elapsedTime;
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}
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else {
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m_velocity.x += -.1f * m_velocity.x * elapsedTime;
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m_velocity.z += -.1f * m_velocity.x * elapsedTime;
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}
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bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
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bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
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bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
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@@ -212,54 +76,80 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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else {
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if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
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bt3 = world.BlockAt(m_position.x, m_position.y + m_velocity.y - 1.7f, m_position.z);
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bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z);
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if (bt3 != BTYPE_AIR) {
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m_velocity.y = 0;
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m_airborne = false;
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}
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else if (bt1 != BTYPE_AIR) {
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m_velocity.y = -.1f;
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}
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else m_airborne = true;
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}
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bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
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bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
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bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.x = 0;
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m_velocity.x = 0;
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input.x = m_velocity.x = 0;
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m_velocity.z *= .5f;
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}
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bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
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bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
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bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.z = 0;
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m_velocity.z = 0;
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input.z = m_velocity.z = 0;
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m_velocity.x *= .5f;
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}
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/* Fin gestion de collisions */
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/* Gestion de la friction */
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if (!m_airborne) {
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m_velocity.x += input.x * 2.f * elapsedTime;
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m_velocity.z += input.z * 2.f * elapsedTime;
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if (input.x == 0.f)
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m_velocity.x *= .6f;
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if (input.z == 0.f)
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m_velocity.z *= .6f;
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}
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else {
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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.
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m_velocity.z += input.z * .4f * elapsedTime;
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m_velocity.x *= .99f;
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m_velocity.z *= .99f;
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}
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/* Fin gestion de la friction */
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float vy = m_velocity.y;
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m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
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if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
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m_velocity.y = 0;
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if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
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m_velocity.y = vy;
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m_position += m_velocity;
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
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m_POV.x = m_position.x;
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m_POV.z = m_position.z;
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m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
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if (bobbingtime <= 360.f) bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
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m_POV = m_position.y;
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m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-m_position);
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if (rel) transformation.ApplyTranslation(-m_position.x,-m_POV,-m_position.z);
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}
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Vector3f Player::GetPosition() const { return m_position; }
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Vector3f Player::GetVelocity() const { return m_velocity; }
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Vector3f Player::GetPOV() const
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{
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return m_POV;
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}
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Vector3f Player::GetPOV() const { return Vector3f(m_position.x, m_POV, m_position.z); }
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Vector3f Player::GetDirection() const { return m_direction; }
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Reference in New Issue
Block a user