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__