permanent disable of player friction
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@ -6,6 +6,8 @@
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Oyster::Math;
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const float MOVE_FORCE = 30;
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const float KEY_TIMER = 0.03f;
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const float AFFECTED_TIMER = 1.0f;
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@ -52,7 +54,7 @@ void Player::initPlayerData()
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this->playerStats.hp = MAX_HP;
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this->playerStats.movementSpeed = BASIC_SPEED;
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this->playerState = PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float3(0,0,-1);
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this->lookDir = Float3( 0.0f, 0.0f, -1.0f );
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this->key_forward = 0;
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this->key_backward = 0;
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@ -63,82 +65,84 @@ void Player::initPlayerData()
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this->deathTimer = 0;
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this->rotationUp = 0;
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ICustomBody::State state = this->rigidBody->GetState();
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state.staticFrictionCoeff = 0.0f;
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state.dynamicFrictionCoeff = 0.0f;
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this->rigidBody->SetState( state );
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}
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void Player::BeginFrame()
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{
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if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED)
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if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED )
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{
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weapon->Update(0.002f);
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static const Float maxSpeed = 30.0f;
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Oyster::Math::Float maxSpeed = 30;
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weapon->Update( 0.002f );
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// Rotate player accordingly
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this->rigidBody->AddRotationAroundY(this->rotationUp);
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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this->rotationUp = 0;
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float4x4 orientation;
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orientation = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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Float3 &forwardDir = orientation.v[2].xyz;
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Float3 &upDir = orientation.v[1].xyz;
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Float3 &rightDir = orientation.v[0].xyz;
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Pre-update velocities data
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Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Float3 forwardVelocity = linearVelocity * Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z) );
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Float forwardSpeed = (linearVelocity * forwardDir).GetLength();
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Float3 rightVelocity = linearVelocity * Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z) );
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Float rightSpeed = (linearVelocity * rightDir).GetLength();
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Float3 upVelocity = linearVelocity * Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z) );
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
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Float3 walkDirection = Float3( 0.0f );
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Float &walkSpeed = this->playerStats.movementSpeed;
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Float frameTime = gameInstance->GetFrameTime();
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// Check for input
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if(key_forward > 0.001)
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{
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key_forward -= gameInstance->GetFrameTime();
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key_forward -= frameTime;
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walkDirection += forwardDir;
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}
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if(key_backward > 0.001)
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{
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key_backward -= gameInstance->GetFrameTime();
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key_backward -= frameTime;
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walkDirection -= forwardDir;
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}
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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key_strafeRight -= frameTime;
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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key_strafeLeft -= frameTime;
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && IsWalking())
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if( key_jump <= 0.001 && IsWalking() )
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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forwardVelocity *= Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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rightVelocity *= Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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if(walkDirection == Oyster::Math::Float3::null)
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if( walkDirection == Float3::null )
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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@ -147,9 +151,8 @@ void Player::BeginFrame()
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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}
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}
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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else
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{ // Walk if walkdirection is something
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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@ -164,6 +167,7 @@ void Player::BeginFrame()
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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}
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// If in the air, accelerate slower
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if(IsJumping())
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{
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@ -176,6 +180,7 @@ void Player::BeginFrame()
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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}
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
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@ -10,7 +10,7 @@
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#include "DynamicArray.h"
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const float MAX_HP = 100.0f;
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const float BASIC_SPEED = 30.0f;
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const float BASIC_SPEED = 30.0f;// * 0.2f;
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namespace GameLogic
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{
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