permanent disable of player friction
This commit is contained in:
parent
5ad5ad6f5f
commit
2089b7f01f
|
@ -6,6 +6,8 @@
|
||||||
|
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
using namespace Oyster::Physics;
|
using namespace Oyster::Physics;
|
||||||
|
using namespace Oyster::Math;
|
||||||
|
|
||||||
const float MOVE_FORCE = 30;
|
const float MOVE_FORCE = 30;
|
||||||
const float KEY_TIMER = 0.03f;
|
const float KEY_TIMER = 0.03f;
|
||||||
const float AFFECTED_TIMER = 1.0f;
|
const float AFFECTED_TIMER = 1.0f;
|
||||||
|
@ -52,7 +54,7 @@ void Player::initPlayerData()
|
||||||
this->playerStats.hp = MAX_HP;
|
this->playerStats.hp = MAX_HP;
|
||||||
this->playerStats.movementSpeed = BASIC_SPEED;
|
this->playerStats.movementSpeed = BASIC_SPEED;
|
||||||
this->playerState = PLAYER_STATE_IDLE;
|
this->playerState = PLAYER_STATE_IDLE;
|
||||||
this->lookDir = Oyster::Math::Float3(0,0,-1);
|
this->lookDir = Float3( 0.0f, 0.0f, -1.0f );
|
||||||
|
|
||||||
this->key_forward = 0;
|
this->key_forward = 0;
|
||||||
this->key_backward = 0;
|
this->key_backward = 0;
|
||||||
|
@ -63,65 +65,67 @@ void Player::initPlayerData()
|
||||||
this->deathTimer = 0;
|
this->deathTimer = 0;
|
||||||
|
|
||||||
this->rotationUp = 0;
|
this->rotationUp = 0;
|
||||||
|
|
||||||
|
ICustomBody::State state = this->rigidBody->GetState();
|
||||||
|
state.staticFrictionCoeff = 0.0f;
|
||||||
|
state.dynamicFrictionCoeff = 0.0f;
|
||||||
|
this->rigidBody->SetState( state );
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::BeginFrame()
|
void Player::BeginFrame()
|
||||||
{
|
{
|
||||||
if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED )
|
if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED )
|
||||||
{
|
{
|
||||||
|
static const Float maxSpeed = 30.0f;
|
||||||
|
|
||||||
weapon->Update( 0.002f );
|
weapon->Update( 0.002f );
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Oyster::Math::Float maxSpeed = 30;
|
|
||||||
|
|
||||||
// Rotate player accordingly
|
// Rotate player accordingly
|
||||||
this->rigidBody->AddRotationAroundY(this->rotationUp);
|
this->rigidBody->AddRotationAroundY(this->rotationUp);
|
||||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||||
this->rotationUp = 0;
|
this->rotationUp = 0;
|
||||||
|
|
||||||
// Direction data
|
// Direction data
|
||||||
Oyster::Math::Float4x4 xform;
|
Oyster::Math::Float4x4 orientation;
|
||||||
xform = this->rigidBody->GetState().GetOrientation();
|
orientation = this->rigidBody->GetState().GetOrientation();
|
||||||
|
|
||||||
Oyster::Math::Float3 forwardDir = xform.v[2];
|
Float3 &forwardDir = orientation.v[2].xyz;
|
||||||
Oyster::Math::Float3 upDir = xform.v[1];
|
Float3 &upDir = orientation.v[1].xyz;
|
||||||
Oyster::Math::Float3 rightDir = xform.v[0];
|
Float3 &rightDir = orientation.v[0].xyz;
|
||||||
forwardDir.Normalize();
|
|
||||||
upDir.Normalize();
|
|
||||||
rightDir.Normalize();
|
|
||||||
|
|
||||||
// Previous velocities data
|
// Pre-update velocities data
|
||||||
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
||||||
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
|
Float3 forwardVelocity = linearVelocity * Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z) );
|
||||||
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
|
Float forwardSpeed = (linearVelocity * forwardDir).GetLength();
|
||||||
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
|
Float3 rightVelocity = linearVelocity * Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z) );
|
||||||
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
|
Float rightSpeed = (linearVelocity * rightDir).GetLength();
|
||||||
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
|
Float3 upVelocity = linearVelocity * Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z) );
|
||||||
|
|
||||||
// Walking data
|
// Walking data
|
||||||
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
|
Float3 walkDirection = Float3( 0.0f );
|
||||||
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
|
Float &walkSpeed = this->playerStats.movementSpeed;
|
||||||
|
|
||||||
|
Float frameTime = gameInstance->GetFrameTime();
|
||||||
|
|
||||||
// Check for input
|
// Check for input
|
||||||
if(key_forward > 0.001)
|
if(key_forward > 0.001)
|
||||||
{
|
{
|
||||||
key_forward -= gameInstance->GetFrameTime();
|
key_forward -= frameTime;
|
||||||
walkDirection += forwardDir;
|
walkDirection += forwardDir;
|
||||||
}
|
}
|
||||||
if(key_backward > 0.001)
|
if(key_backward > 0.001)
|
||||||
{
|
{
|
||||||
key_backward -= gameInstance->GetFrameTime();
|
key_backward -= frameTime;
|
||||||
walkDirection -= forwardDir;
|
walkDirection -= forwardDir;
|
||||||
}
|
}
|
||||||
if(key_strafeRight > 0.001)
|
if(key_strafeRight > 0.001)
|
||||||
{
|
{
|
||||||
key_strafeRight -= gameInstance->GetFrameTime();
|
key_strafeRight -= frameTime;
|
||||||
walkDirection += rightDir;
|
walkDirection += rightDir;
|
||||||
}
|
}
|
||||||
if(key_strafeLeft > 0.001)
|
if(key_strafeLeft > 0.001)
|
||||||
{
|
{
|
||||||
key_strafeLeft -= gameInstance->GetFrameTime();
|
key_strafeLeft -= frameTime;
|
||||||
walkDirection -= rightDir;
|
walkDirection -= rightDir;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -130,15 +134,15 @@ void Player::BeginFrame()
|
||||||
{
|
{
|
||||||
if(key_forward <= 0.001 && key_backward <= 0.001)
|
if(key_forward <= 0.001 && key_backward <= 0.001)
|
||||||
{
|
{
|
||||||
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
|
forwardVelocity *= Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
|
||||||
}
|
}
|
||||||
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
|
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
|
||||||
{
|
{
|
||||||
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
|
rightVelocity *= Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(walkDirection == Oyster::Math::Float3::null)
|
if( walkDirection == Float3::null )
|
||||||
{
|
{
|
||||||
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
|
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
|
||||||
{
|
{
|
||||||
|
@ -147,9 +151,8 @@ void Player::BeginFrame()
|
||||||
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Walk if walkdirection is something
|
else
|
||||||
if(walkDirection != Oyster::Math::Float3::null)
|
{ // Walk if walkdirection is something
|
||||||
{
|
|
||||||
walkDirection.Normalize();
|
walkDirection.Normalize();
|
||||||
|
|
||||||
// If on the ground, accelerate normally
|
// If on the ground, accelerate normally
|
||||||
|
@ -164,6 +167,7 @@ void Player::BeginFrame()
|
||||||
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
|
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// If in the air, accelerate slower
|
// If in the air, accelerate slower
|
||||||
if(IsJumping())
|
if(IsJumping())
|
||||||
{
|
{
|
||||||
|
@ -176,6 +180,7 @@ void Player::BeginFrame()
|
||||||
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
|
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
|
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
|
||||||
{
|
{
|
||||||
if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
|
if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
|
||||||
|
|
|
@ -10,7 +10,7 @@
|
||||||
#include "DynamicArray.h"
|
#include "DynamicArray.h"
|
||||||
|
|
||||||
const float MAX_HP = 100.0f;
|
const float MAX_HP = 100.0f;
|
||||||
const float BASIC_SPEED = 30.0f;
|
const float BASIC_SPEED = 30.0f;// * 0.2f;
|
||||||
|
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue