diff --git a/SQCSim2021/SQCSim2021.vcxproj b/SQCSim2021/SQCSim2021.vcxproj
index d2a7654..adbfa92 100644
--- a/SQCSim2021/SQCSim2021.vcxproj
+++ b/SQCSim2021/SQCSim2021.vcxproj
@@ -166,6 +166,9 @@
true
WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)
stdcpp17
+ AnySuitable
+ Speed
+ Fast
Console
@@ -185,6 +188,9 @@
true
WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)
stdcpp17
+ AnySuitable
+ Speed
+ Fast
Console
diff --git a/SQCSim2021/audio.cpp b/SQCSim2021/audio.cpp
index d2c428c..3a8b624 100644
--- a/SQCSim2021/audio.cpp
+++ b/SQCSim2021/audio.cpp
@@ -40,6 +40,10 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
sound->setVolume(volume);
}
+void Audio::PlaySong(const char* music) {
+ m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
+}
+
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
diff --git a/SQCSim2021/audio.h b/SQCSim2021/audio.h
index 8eca96a..22bbcc9 100644
--- a/SQCSim2021/audio.h
+++ b/SQCSim2021/audio.h
@@ -22,6 +22,8 @@ public:
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
+ void PlaySong(const char* music);
+
void ToggleMusicState();
void PauseEngine();
diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp
index 85636c1..1180f60 100644
--- a/SQCSim2021/engine.cpp
+++ b/SQCSim2021/engine.cpp
@@ -47,87 +47,48 @@ void Engine::Init()
// Objet de musique!
m_audio.ToggleMusicState();
- for (int x = 0; x < CHUNK_SIZE_X; ++x)
- for (int z = 0; z < CHUNK_SIZE_Z; ++z)
- for (int y = 0; y < 32; ++y)
- m_copychunk.SetBlock(x, y, z, BTYPE_GRASS);
-
- m_copychunk.SetBlock(5, 32, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(5, 33, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(5, 34, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(6, 34, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(7, 34, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(7, 33, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(7, 32, 15, BTYPE_GRASS);
- m_copychunk.SetBlock(8, 32, 3, BTYPE_GRASS);
- m_copychunk.SetBlock(8, 33, 4, BTYPE_GRASS);
- m_copychunk.SetBlock(8, 34, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(8, 35, 6, BTYPE_GRASS);
- m_copychunk.SetBlock(11, 32, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(11, 33, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(11, 34, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(11, 35, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(12, 32, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(12, 33, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(12, 34, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(12, 35, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(13, 32, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(13, 33, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(13, 34, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(13, 35, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(14, 32, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(14, 33, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(14, 34, 5, BTYPE_GRASS);
- m_copychunk.SetBlock(14, 35, 5, BTYPE_GRASS);
-
+ // Init Chunks
for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
- m_world.GetChunks().Set(chx, chy, &m_copychunk);
+ m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
- // Init Chunks
- //for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
- // for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
- // m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
+ // Génération Chunks.
+ for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
+ for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
- // // Génération Chunks.
- // for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
- // for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
-
- // for (int x = 0; x < CHUNK_SIZE_X; ++x)
- // for (int z = 0; z < CHUNK_SIZE_Z; ++z)
- // for (int y = 0; y < 32; ++y)
- // m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, ((chx + chy) % (BTYPE_LAST - 1)) + 1);
-
- // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
- // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
-
- // }
+ for (int x = 0; x < CHUNK_SIZE_X; ++x)
+ for (int z = 0; z < CHUNK_SIZE_Z; ++z)
+ for (int y = 0; y < 32; ++y)
+ m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, ((chx + chy) % (BTYPE_LAST - 1)) + 1);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
+ m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
+ }
// Gestion de souris.
CenterMouse();
@@ -204,7 +165,7 @@ void Engine::DrawHud(float elapsedTime) {
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
ss.str("");
- ss << " Delta : " << m_player.GetPOV();
+ ss << " CamPos : " << m_player.GetPOV();
PrintText(10, 40, ss.str());
// Affichage du crosshair
m_textureCrosshair.Bind();
@@ -301,7 +262,7 @@ void Engine::Render(float elapsedTime) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- if (m_player.GetPosition().y < -10.f) m_player = Player(Vector3f(64, 34, 64));
+ if (m_player.GetPosition().y < -10.f) m_player = Player(Vector3f(64, 34, 64)); // Respawn si le bonho- joueur tombe en bas du monde.
}
void Engine::KeyPressEvent(unsigned char key)
diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h
index 2eb4860..49c4d66 100644
--- a/SQCSim2021/engine.h
+++ b/SQCSim2021/engine.h
@@ -61,8 +61,6 @@ private:
bool m_keylshift = false;
bool m_keySpace = false;
-
-
};
#endif // ENGINE_H__
diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp
index 9b74d84..a0856ce 100644
--- a/SQCSim2021/player.cpp
+++ b/SQCSim2021/player.cpp
@@ -2,7 +2,6 @@
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;
}
@@ -20,186 +19,51 @@ void Player::TurnTopBottom(float value) {
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));
+ float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
+ float xrotrad = (m_rotX / 57.2957795056f);
- if ((jump || dash) && !m_airborne) {
- delta.y += jump ? m_jumpforce : 0.1f;
+ m_direction = Vector3f(cos(yrotrad) * cos(xrotrad),
+ -sin(xrotrad),
+ sin(yrotrad) * cos(xrotrad));
+
+ 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;
+ }
+
+ delta.Normalize();
+ delta.x *= .6f;
+ delta.z *= .6f;
+
+ if (jump && !m_airborne) {
+ delta.y += .32f;
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 */
+ /* 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);
@@ -212,54 +76,80 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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);
+ bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z);
if (bt3 != BTYPE_AIR) {
m_velocity.y = 0;
m_airborne = false;
}
+ else if (bt1 != BTYPE_AIR) {
+ m_velocity.y = -.1f;
+ }
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;
+ input.x = m_velocity.x = 0;
+ m_velocity.z *= .5f;
}
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;
+ input.z = m_velocity.z = 0;
+ m_velocity.x *= .5f;
}
/* Fin gestion de collisions */
+ /* Gestion de la friction */
+
+ if (!m_airborne) {
+ m_velocity.x += input.x * 2.f * elapsedTime;
+ m_velocity.z += input.z * 2.f * elapsedTime;
+
+ if (input.x == 0.f)
+ m_velocity.x *= .6f;
+
+ if (input.z == 0.f)
+ m_velocity.z *= .6f;
+ }
+ else {
+ m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs.
+ m_velocity.z += input.z * .4f * elapsedTime;
+ m_velocity.x *= .99f;
+ m_velocity.z *= .99f;
+ }
+
+ /* Fin gestion de la friction */
+
+ float vy = m_velocity.y;
+ m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
+ if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
+ m_velocity.y = 0;
+ if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
+ m_velocity.y = vy;
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));
+ if (bobbingtime <= 360.f) bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
+ m_POV = m_position.y;
+ m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
}
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);
+ if (rel) transformation.ApplyTranslation(-m_position.x,-m_POV,-m_position.z);
}
Vector3f Player::GetPosition() const { return m_position; }
Vector3f Player::GetVelocity() const { return m_velocity; }
-Vector3f Player::GetPOV() const
-{
- return m_POV;
-}
+Vector3f Player::GetPOV() const { return Vector3f(m_position.x, m_POV, m_position.z); }
Vector3f Player::GetDirection() const { return m_direction; }
diff --git a/SQCSim2021/player.h b/SQCSim2021/player.h
index 8797d6f..3e90c95 100644
--- a/SQCSim2021/player.h
+++ b/SQCSim2021/player.h
@@ -21,18 +21,14 @@ public:
private:
Vector3f m_position;
- Vector3f m_POV;
Vector3f m_velocity;
Vector3f m_direction;
float m_rotX = 0;
float m_rotY = 0;
- float m_topspeed = 20;
- float m_jumpforce = 0.3f;
+ float m_POV;
bool m_airborne;
- bool m_jumped;
- int m_dbljump; // Peut sauter ou dasher tant que la variable est en dessous de 2.
};
#endif //_PLAYER_H__
diff --git a/SQCSim2021/world.h b/SQCSim2021/world.h
index 6a03554..ec0f70f 100644
--- a/SQCSim2021/world.h
+++ b/SQCSim2021/world.h
@@ -25,41 +25,5 @@ private:
int m_center[2] = {0, 0};
};
-//
-//template
-//Chunk* World::ChunkAt(T x, T y, T z) const {
-// int cx = (int)x / CHUNK_SIZE_X;
-// int cz = (int)z / CHUNK_SIZE_Z;
-//
-// if (cx >= VIEW_DISTANCE || // L'array en ce moment est de VIEW_DISTANCE par VIEW_DISTANCE.
-// cz >= VIEW_DISTANCE ||
-// cx < 0 || cz < 0)
-// return 0;
-//
-// return m_chunks.Get(cx, cz);
-//}
-//
-//template
-//Chunk* World::ChunkAt(const Vector3& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
-//
-//template
-//BlockType World::BlockAt(T x, T y, T z, BlockType defaultBlockType) const {
-// Chunk* c = ChunkAt(x, y, z);
-//
-// if (!c)
-// return defaultBlockType;
-//
-// int bx = (int)x % CHUNK_SIZE_X;
-// int by = (int)y % CHUNK_SIZE_Y;
-// int bz = (int)z % CHUNK_SIZE_Z;
-//
-// return c->GetBlock(bx, by, bz);
-//}
-//
-//template
-//BlockType World::BlockAt(const Vector3& pos, BlockType defaultBlockType) const {
-// return BlockAt(pos.x, pos.y, pos.z);
-//}
-
-#endif
+#endif // WORLD_H__