GUI
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		| @@ -1,6 +1,8 @@ | ||||
| #include "player.h" | ||||
|  | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { } | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {  | ||||
| 	m_velocity = Vector3f(0, 0, 0); | ||||
| } | ||||
|  | ||||
| void Player::TurnLeftRight(float value) {  | ||||
| 	m_rotY += value;  | ||||
| @@ -79,28 +81,37 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 	} | ||||
|  | ||||
| 	// Ajoute l'acc<63>l<EFBFBD>ration de saut et le view bobbing. | ||||
| 	m_position.y += accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed); | ||||
| 	m_velocity.y = accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed); | ||||
| 	m_position.y += m_velocity.y; | ||||
|  | ||||
|  | ||||
| 	if (front) { | ||||
| 		if (dbljump == 0) | ||||
| 			if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; | ||||
| 		if (dash) accWS *= accWS > 0.f ? 3.f : -1.f; | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.z += m_velocity.z; | ||||
|  | ||||
| 	} | ||||
| 	else if (back) { | ||||
| 		if (dbljump == 0) | ||||
| 			if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed; | ||||
| 		if (dash) accWS *= accWS < 0.f? 3.f: -1.f; | ||||
| 		m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS; | ||||
| 		m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS; | ||||
| 		m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS; | ||||
| 		m_position.z += m_velocity.z; | ||||
| 	} | ||||
| 	else if (accWS != 0) { | ||||
| 		accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)  | ||||
| 			  : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120); | ||||
|  | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| 		m_position.z += m_velocity.z; | ||||
| 		if (accWS < 1 && accWS > -1) accWS = 0; | ||||
| 	} | ||||
|  | ||||
| @@ -108,27 +119,35 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool | ||||
| 		if (dbljump == 0) | ||||
| 			if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed; | ||||
| 		if (dash) accAD *= accAD > 0.f? 3.f: -1.f; | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.z += m_velocity.z; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		if (dbljump == 0) | ||||
| 			if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed; | ||||
| 		if (dash) accAD *= accAD < 0.f ? 3.f : -1.f; | ||||
| 		m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD; | ||||
| 		m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD; | ||||
| 		m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD; | ||||
| 		m_position.z += m_velocity.z; | ||||
| 	} | ||||
| 	else if (accAD != 0) { | ||||
| 		accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)  | ||||
| 			  : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120); | ||||
|  | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| 		if (accAD < 1 && accAD > -1) accAD = 0; | ||||
| 		m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.x += m_velocity.x; | ||||
| 		m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| 		m_position.z += m_velocity.z; | ||||
| 		if (accAD < 1.f && accAD > -1.f) accAD = 0; | ||||
| 	} | ||||
|  | ||||
| 	 | ||||
|  | ||||
| 	// Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite. | ||||
| 	if ((accWS >= 0.f ? accWS : -accWS + accAD >= 0.f ? accAD : -accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) { | ||||
| 	if ((accWS >= 0.f ? accWS : -accWS + accAD >= 0.f ? accAD : -accAD) > sqrtf(exp2f(m_topspeed) * 2)) { | ||||
| 		accWS *= 0.8f; | ||||
| 		accAD *= 0.8f; | ||||
| 	} | ||||
| @@ -142,6 +161,8 @@ void Player::ApplyTransformation(Transformation& transformation, bool rel) const | ||||
|  | ||||
| Vector3f Player::GetPosition() const { return m_position; } | ||||
|  | ||||
| Vector3f Player::GetDirection(bool velocity = false) const { | ||||
| 	return Vector3f(); // Temporaire. | ||||
| } | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetDirection() const { return Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),  | ||||
| 	                                                    -sin(m_rotX / 57.2957795056f) ,  | ||||
| 	                                                    sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f)); } | ||||
|   | ||||
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