This commit is contained in:
Marc-Eric Martel
2021-10-26 17:28:37 -04:00
parent fbf2e8858e
commit c3c432c369
14 changed files with 410 additions and 60 deletions

View File

@@ -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)); }