SyndicatQuebecoisdelaConstr.../SQCSim2021/player.cpp
Marc-Eric Martel 47eca60cf5 Ajout du Dash!
2021-10-04 15:01:25 -04:00

134 lines
4.1 KiB
C++

#include "player.h"
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { }
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;
}
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;
static int dashtimeout = 0;
if (dashtimeout > 0) {
dash = false;
--dashtimeout;
}
else if (dash) dashtimeout = 100;
if ((jump || dash) && !jumped) {
accjmp = jump? m_jumpforce: 0.1f;
jumped = true;
}
else if (m_position.y > -0.2f && accjmp != 0) {
if (accjmp > 0.f) {
if (jump) {
accjmp *= 0.95f - accjmp * elapsedTime;
accjmp -= elapsedTime * 1.1;
}
else {
accjmp *= 0.75f - accjmp * elapsedTime;
accjmp -= elapsedTime * 1.1;
}
}
else {
if (jump) accjmp -= elapsedTime * 0.7;
else accjmp -= elapsedTime * 0.9;
}
//front = false; // Empêche le déplacement dans les airs.
//back = false;
//left = false;
//right = false;
}
else accjmp = 0;
if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage.
m_position.y += elapsedTime * 5.f;
if (m_position.y > 0.f) {
jumped = false;
m_position.y = 0;
}
}
m_position.y += accjmp;
if (!jumped && ( left || right || front || back)) {
yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
xrotrad = (m_rotX / 57.2957795056f);
}
if (front) {
if (!jumped)
if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
if (dash) {
accWS *= 3.f;
//m_position.y += float(-sin(xrotrad)) * elapsedTime * 70; // à remettre pour implémenter une fonction de vol.
}
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
}
else if (back) {
if (!jumped)
if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
if (dash) {
accWS *= 3.f;
//m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol.
}
m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS;
m_position.z += float(cos(yrotrad)) * elapsedTime * -accWS;
}
else if (accWS != 0) {
accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 120);
m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
if (accWS < 1 && accWS > -1) accWS = 0;
}
if (left) {
if (!jumped)
if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
if (dash) accAD *= 3.f;
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
}
else if (right) {
if (!jumped)
if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
if (dash) accAD *= 3.f;
m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD;
m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD;
}
else if (accAD != 0) {
accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 120);
m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
if (accAD < 1 && accAD > -1) 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 ((accWS >= 0 ? accWS : -accWS + accAD >= 0 ? accAD : -accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
accWS *= 0.9f;
accAD *= 0.9f;
}
}
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);
}