Push mouse sensitivity

This commit is contained in:
mduval76 2023-12-13 17:15:58 -05:00
parent 6c68114fbb
commit 6ba316aa2d
5 changed files with 58 additions and 30 deletions

View File

@ -4,14 +4,15 @@
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); m_velocity = Vector3f(0, 0, 0);
m_airborne = true; m_airborne = true;
m_hp = 1.0f; //TODO: Remettre <20> 1.0f m_hp = 1.0f;
m_sensitivity = 0.1f;
m_username = "Zelda Bee-Bop56"; m_username = "Zelda Bee-Bop56";
} }
Player::~Player() {} Player::~Player() {}
void Player::TurnLeftRight(float value) { void Player::TurnLeftRight(float value, float sensitivity) {
m_rotY += value; m_rotY += value * sensitivity;
if (m_rotY > 360) m_rotY = 0; if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0; else if (m_rotY < -360) m_rotY = 0;
@ -25,8 +26,8 @@ void Player::TurnLeftRight(float value) {
m_direction.Normalize(); m_direction.Normalize();
} }
void Player::TurnTopBottom(float value) { void Player::TurnTopBottom(float value, float sensitivity) {
m_rotX += value; m_rotX += value * sensitivity;
if (m_rotX > 80) m_rotX = 80; if (m_rotX > 80) m_rotX = 80;
else if (m_rotX < -80) m_rotX = -80; else if (m_rotX < -80) m_rotX = -80;
@ -78,7 +79,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
} }
if (shoot) // Recoil! if (shoot) // Recoil!
TurnTopBottom(-1); TurnTopBottom(-1, 1.0f);
return delta; return delta;
} }
@ -270,6 +271,14 @@ Vector3f Player::GetDirection() const { return m_direction; }
std::string Player::GetUsername() const { return m_username; } std::string Player::GetUsername() const { return m_username; }
float Player::GetSensitivity() const {
return m_sensitivity;
}
void Player::SetSensitivity(float sensitivity) {
m_sensitivity = sensitivity;
}
float Player::GetHP() const { return m_hp; } float Player::GetHP() const { return m_hp; }
void Player::Teleport(int& x, int& z) { void Player::Teleport(int& x, int& z) {

View File

@ -16,8 +16,8 @@ public:
Player(const Vector3f& position, float rotX = 0, float rotY = 0); Player(const Vector3f& position, float rotX = 0, float rotY = 0);
~Player(); ~Player();
void TurnLeftRight(float value); void TurnLeftRight(float value, float sensitivity);
void TurnTopBottom(float value); void TurnTopBottom(float value, float sensitivity);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime); Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
void GetBooster(Booster boosttype); void GetBooster(Booster boosttype);
@ -32,6 +32,8 @@ public:
Vector3f GetVelocity() const; Vector3f GetVelocity() const;
Vector3f GetPOV() const; Vector3f GetPOV() const;
std::string GetUsername() const; std::string GetUsername() const;
float GetSensitivity() const;
void SetSensitivity(float sensitivity);
float GetHP() const; float GetHP() const;
void Teleport(int& x, int& z); void Teleport(int& x, int& z);
@ -61,6 +63,7 @@ protected:
float timeboostspeed; float timeboostspeed;
float timeboostdamage; float timeboostdamage;
float timeboostinvincible; float timeboostinvincible;
float m_sensitivity;
float m_hp; float m_hp;
@ -69,8 +72,6 @@ protected:
bool boostdamage; bool boostdamage;
bool boostinvincible; bool boostinvincible;
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now); Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__

View File

@ -229,6 +229,8 @@ void Engine::LoadResource() {
m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1); m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
m_animeAtlas.TextureIndexToCoord(0, u, v, s, s); m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
m_sensitivity = m_player.GetSensitivity();
m_options.SetMouseSensitivity(m_sensitivity);
std::cout << " Loading and compiling shaders ..." << std::endl; std::cout << " Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
@ -1623,8 +1625,8 @@ void Engine::DisplayGameplayMenu(float centerX, float centerY) {
float sensibleTop = centerY + Height() * 0.2f; float sensibleTop = centerY + Height() * 0.2f;
DrawSliderBackground(centerX, centerY, minBar, maxBar, sensibleBottom, sensibleTop); DrawSliderBackground(centerX, centerY, minBar, maxBar, sensibleBottom, sensibleTop);
DrawSlider(centerX, centerY, m_volSensible, minBar, maxBar, sensibleBottom, sensibleTop); DrawSlider(centerX, centerY, m_sensitivity, minBar, maxBar, sensibleBottom, sensibleTop);
DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_volSensible); DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_sensitivity);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
} }
@ -1644,7 +1646,14 @@ void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, fl
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
float percentage = (value / (maxVal - minVal)) * 100; if (value < 0.1f) {
value = 0.1f;
}
else if (value > 1.0f) {
value = 1.0f;
}
float percentage = value * 100;
if (percentage < 0.0f) { if (percentage < 0.0f) {
percentage = 0.0f; percentage = 0.0f;
@ -1665,19 +1674,23 @@ void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, fl
} }
void Engine::DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue) { void Engine::DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
if (value < 0.0f) { float barLength = maxVal - minVal;
value = 0.0f;
if (value < 0.1f) {
value = 0.1f;
} }
else if (value > (maxVal - minVal)) { else if (value > 1.0f) {
value = (maxVal - minVal); value = 1.0f;
} }
if (value >= 0.0f && value <= (maxVal - minVal)) { float scaledLength = minVal + value * barLength;
if (value >= 0.0f && value <= 1.0f) {
glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue); glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
glTexCoord2f(1, 0); glVertex2i(minVal + value, bottomSideValue); glTexCoord2f(1, 0); glVertex2i(scaledLength, bottomSideValue);
glTexCoord2f(1, 1); glVertex2i(minVal + value, topSideValue); glTexCoord2f(1, 1); glVertex2i(scaledLength, topSideValue);
glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue); glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
glEnd(); glEnd();
} }
@ -2095,11 +2108,10 @@ void Engine::HandlePlayerInput(float elapsedTime) {
PrintText(Width() * 0.6f, Height() * 0.4f, ss.str(), 2.0f); PrintText(Width() * 0.6f, Height() * 0.4f, ss.str(), 2.0f);
} }
void Engine::MouseMoveEvent(int x, int y) { void Engine::MouseMoveEvent(int x, int y) {
if (m_gamestate == GameState::PLAY) { if (m_gamestate == GameState::PLAY) {
m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnLeftRight(x - (Width() / 2), m_sensitivity);
m_player.TurnTopBottom(y - (Height() / 2)); m_player.TurnTopBottom(y - (Height() / 2), m_sensitivity);
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e // Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber // Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
@ -2117,18 +2129,21 @@ void Engine::MouseMoveEvent(int x, int y) {
float centerY = Height() * 0.5f; float centerY = Height() * 0.5f;
float leftBar = centerX - Width() * 0.15f; float leftBar = centerX - Width() * 0.15f;
float rightBar = centerX + Width() * 0.3f; float rightBar = centerX + Width() * 0.3f;
float barLength = rightBar - leftBar;
float normalizedPosition = (x - leftBar) / barLength;
if (m_selectedOption == 0 && m_selectedOptAudioMainBar) { if (m_selectedOption == 0 && m_selectedOptAudioMainBar) {
m_volPrincipal = x - leftBar; m_volPrincipal = normalizedPosition;
} }
else if (m_selectedOption == 0 && m_selectedOptAudioMusicBar) { else if (m_selectedOption == 0 && m_selectedOptAudioMusicBar) {
m_volMusique = x - leftBar; m_volMusique = normalizedPosition;
} }
else if (m_selectedOption == 0 && m_selectedOptAudioSfxBar) { else if (m_selectedOption == 0 && m_selectedOptAudioSfxBar) {
m_volEffets = x - leftBar; m_volEffets = normalizedPosition;
} }
else if (m_selectedOption == 2 && m_selectedGameplaySensitivityBar) { else if (m_selectedOption == 2 && m_selectedGameplaySensitivityBar) {
m_volSensible = x - leftBar; m_sensitivity = normalizedPosition;
} }
} }
} }
@ -2237,6 +2252,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
// Audio // Audio
float leftBar = centerX - Width() * 0.15f; float leftBar = centerX - Width() * 0.15f;
float rightBar = centerX + Width() * 0.3f; float rightBar = centerX + Width() * 0.3f;
float barLength = rightBar - leftBar;
float topBarPrincipal = centerY - Height() * 0.165f; float topBarPrincipal = centerY - Height() * 0.165f;
float bottomBarPrincipal = centerY - Height() * 0.2f; float bottomBarPrincipal = centerY - Height() * 0.2f;
@ -2247,6 +2263,8 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
float topBarEffets = centerY + Height() * 0.085f; float topBarEffets = centerY + Height() * 0.085f;
float bottomBarEffets = centerY + Height() * 0.05f; float bottomBarEffets = centerY + Height() * 0.05f;
float normalizedPosition = (x - leftBar) / barLength;
if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) { if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
m_volPrincipal = x - leftBar; m_volPrincipal = x - leftBar;
m_selectedOptAudioMainBar = true; m_selectedOptAudioMainBar = true;
@ -2291,7 +2309,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
// Gameplay // Gameplay
if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) { if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
m_volSensible = x - leftBar; m_sensitivity = normalizedPosition;
m_selectedGameplaySensitivityBar = true; m_selectedGameplaySensitivityBar = true;
} }
} }

View File

@ -180,7 +180,7 @@ private:
float m_volPrincipal = 0.0f; float m_volPrincipal = 0.0f;
float m_volMusique = 0.0f; float m_volMusique = 0.0f;
float m_volEffets = 0.0f; float m_volEffets = 0.0f;
float m_volSensible = 0.0f; float m_sensitivity;
int m_selectedOption = 0; int m_selectedOption = 0;

View File

@ -9,7 +9,7 @@ Settings::Settings(Audio& audio)
m_fullscreen(false), m_fullscreen(false),
m_brightness(0.5f), m_brightness(0.5f),
m_contrast(0.5f), m_contrast(0.5f),
m_mouseSensitivity(0.5f) { m_mouseSensitivity(0.0f) {
ApplyResolution(m_resolution); ApplyResolution(m_resolution);
} }