#include "player.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_dbljump = 0; m_airborne = true; } 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 > 45) m_rotX = 45; else if (m_rotX < -45) m_rotX = -45; } Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) { static float yrotrad = 0; static float xrotrad = 0; static float dashtimeout = 0; Vector3f delta = Vector3f(0, 0, 0); m_direction = 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)); if ((jump || dash) && !m_airborne) { delta.y += jump ? m_jumpforce : 0.1f; m_airborne = true; } if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash. dash = false; dashtimeout -= elapsedTime; } else dashtimeout = 0; if (dash) dashtimeout = 2; if ((!m_airborne && (left || right || front || back)) || (dash && !(left || right || front || back))) { yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... xrotrad = (m_rotX / 57.2957795056f); if (dash) { delta.x += float(sin(yrotrad)) * elapsedTime * 20.f; delta.z += float(-cos(yrotrad)) * elapsedTime * 20.f; } } if (!m_airborne) { 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; } } return delta; } // //Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) { // static float accWS = 0; // static float accAD = 0; // static float yrotrad = 0; // static float xrotrad = 0; // static float dashtimeout = 0; // // Vector3f movepos = m_velocity; // // m_direction = 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)); // // if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash. // dash = false; // dashtimeout -= elapsedTime; // } // else dashtimeout = 0; // if (dash) dashtimeout = 2; // // if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir. // // if (m_dbljump >= 2) jump = false; // // if ((jump || dash) && !m_airborne ) { // m_velocity.y += jump? m_jumpforce: 0.1f; // movepos.y += m_velocity.y; // m_airborne = true; // m_dbljump++; // } // // if ((m_dbljump < 1 && ( left || right || front || back)) || // (dash && !(left || right || front || back)) ) { // yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... // xrotrad = (m_rotX / 57.2957795056f); // if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul. // } // // if (front) { // if (m_dbljump == 0) // if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; // if (dash) accWS *= accWS > 0.f ? 3.f : -1.f; // m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; // movepos.x += m_velocity.x; // m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; // movepos.z += m_velocity.z; // } // else if (back) { // if (m_dbljump == 0) // if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed; // if (dash) accWS *= accWS < 0.f? 3.f: -1.f; // m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS; // movepos.x += m_velocity.x; // m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS; // movepos.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_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; // movepos.x += m_velocity.x; // m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; // movepos.z += m_velocity.z; // if (accWS < 1 && accWS > -1) accWS = 0; // } // // if (left) { // if (m_dbljump == 0) // if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed; // if (dash) accAD *= accAD > 0.f? 3.f: -1.f; // m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; // movepos.x += m_velocity.x; // m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; // movepos.z += m_velocity.z; // } // else if (right) { // if (m_dbljump == 0) // if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed; // if (dash) accAD *= accAD < 0.f ? 3.f : -1.f; // m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD; // movepos.x += m_velocity.x; // m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD; // movepos.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_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; // movepos.x += m_velocity.x; // m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; // movepos.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 (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) { // accWS *= 0.8f; // accAD *= 0.8f; // } // // return movepos; //} void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { /* Gestion de collisions */ BlockType bt1, bt2, bt3; if (m_velocity.x * m_velocity.x + m_velocity.z * m_velocity.z >= .005f) { m_velocity.x *= 0.9f; m_velocity.z *= 0.9f; } if (!m_airborne) { m_velocity.x = input.x ? m_velocity.x + input.x * 4.f * elapsedTime : -.1f * m_velocity.x * elapsedTime; m_velocity.z = input.z ? m_velocity.z + input.z * 4.f * elapsedTime : -.1f * m_velocity.z * elapsedTime; } else { m_velocity.x += -.1f * m_velocity.x * elapsedTime; m_velocity.z += -.1f * m_velocity.x * elapsedTime; } bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z); bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z); bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z); if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.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(m_position.x, m_position.y + m_velocity.y - 1.7f, m_position.z); if (bt3 != BTYPE_AIR) { m_velocity.y = 0; m_airborne = false; } else m_airborne = true; } bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z); bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z); bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z); if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { input.x = 0; m_velocity.x = 0; } bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z); bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z); bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z); if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { input.z = 0; m_velocity.z = 0; } /* Fin gestion de collisions */ m_position += m_velocity; static float bobbingtime = 0; // Gestion de la caméra if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0; m_POV.x = m_position.x; m_POV.z = m_position.z; 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)); } 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(-m_position); } Vector3f Player::GetPosition() const { return m_position; } Vector3f Player::GetVelocity() const { return m_velocity; } Vector3f Player::GetPOV() const { return m_POV; } Vector3f Player::GetDirection() const { return m_direction; }