SQCSimulator2023/SQCSim2021/player.cpp

117 lines
3.8 KiB
C++
Raw Normal View History

2021-09-27 13:15:57 -04:00
#include "player.h"
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { }
2021-10-04 12:29:10 -04:00
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) {
2021-09-27 13:15:57 -04:00
m_rotX += value;
2021-10-01 10:52:33 -04:00
if (m_rotX > 45) m_rotX = 45;
else if (m_rotX < -45) m_rotX = -45;
2021-09-27 13:15:57 -04:00
}
2021-10-04 12:29:10 -04:00
void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
static float accWS = 0;
static float accAD = 0;
static float accjmp = 0;
static float yrotrad = 0;
static float xrotrad = 0;
static bool jumped = false;
2021-09-27 13:15:57 -04:00
2021-10-02 15:00:48 -04:00
if (jump && !jumped) {
2021-10-04 12:29:10 -04:00
accjmp = m_jumpforce;
2021-10-01 10:52:33 -04:00
jumped = true;
}
2021-10-04 12:29:10 -04:00
else if (m_position.y > -0.2f && accjmp != 0) {
if (accjmp > 0.f) {
2021-10-01 10:52:33 -04:00
if (jump) {
2021-10-04 12:29:10 -04:00
accjmp *= 0.95f - accjmp * elapsedTime;
accjmp -= elapsedTime * 1.1;
2021-10-01 10:52:33 -04:00
}
else {
2021-10-04 12:29:10 -04:00
accjmp *= 0.75f - accjmp * elapsedTime;
accjmp -= elapsedTime * 1.1;
2021-10-01 10:52:33 -04:00
}
}
else {
2021-10-04 12:29:10 -04:00
if (jump) accjmp -= elapsedTime * 0.7;
else accjmp -= elapsedTime * 0.9;
2021-10-01 10:52:33 -04:00
}
2021-10-02 15:00:48 -04:00
front = false; // Emp<6D>che le d<>placement dans les airs.
back = false;
left = false;
right = false;
}
2021-10-04 12:29:10 -04:00
else accjmp = 0;
2021-10-01 10:52:33 -04:00
2021-10-04 12:29:10 -04:00
if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage.
m_position.y += elapsedTime * 5.f;
2021-10-02 15:00:48 -04:00
if (m_position.y > 0.f) {
2021-10-04 12:29:10 -04:00
jumped = false;
2021-10-02 15:00:48 -04:00
m_position.y = 0;
}
2021-10-01 10:52:33 -04:00
}
2021-10-04 12:29:10 -04:00
m_position.y += accjmp;
2021-10-01 10:52:33 -04:00
2021-10-02 15:00:48 -04:00
if (!jumped || left || right || front || back) {
2021-10-04 12:29:10 -04:00
yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
xrotrad = (m_rotX / 57.2957795056f);
2021-10-02 15:00:48 -04:00
}
2021-09-27 13:15:57 -04:00
if (front) {
2021-10-04 12:29:10 -04:00
if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
2021-10-02 15:00:48 -04:00
2021-10-04 12:29:10 -04:00
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
2021-10-01 10:52:33 -04:00
// m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol.
2021-09-27 13:15:57 -04:00
}
2021-10-04 12:29:10 -04:00
else if (back) {
if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
2021-10-02 15:00:48 -04:00
2021-10-04 12:29:10 -04:00
m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS;
m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS;
2021-10-01 10:52:33 -04:00
// m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol.
}
2021-10-04 12:29:10 -04:00
else if (accWS != 0) {
accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 60) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 60);
2021-10-02 15:00:48 -04:00
2021-10-04 12:29:10 -04:00
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
if (accWS < 1 && accWS > -1) accWS = 0;
2021-09-27 13:15:57 -04:00
}
2021-10-04 12:29:10 -04:00
if (left) {
if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
2021-09-27 13:15:57 -04:00
}
else if (right) {
2021-10-04 12:29:10 -04:00
if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD;
m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD;
2021-10-01 10:52:33 -04:00
}
2021-10-04 12:29:10 -04:00
else if (accAD != 0) {
accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 60) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 60);
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
if (accAD < 1 && accAD > -1) accAD = 0;
2021-10-01 10:52:33 -04:00
}
2021-10-04 12:29:10 -04:00
// 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 ? accWS : -accWS + accAD >= 0 ? accAD : -accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
accWS *= 0.9f;
accAD *= 0.9f;
2021-09-27 13:15:57 -04:00
}
}
2021-09-27 13:56:29 -04:00
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
2021-10-01 10:52:33 -04:00
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
2021-09-27 13:56:29 -04:00
if (rel) transformation.ApplyTranslation(-m_position);
2021-09-27 13:15:57 -04:00
}