#include "Player.h" #include "Weapon.h" #include "CollisionManager.h" #include "Game.h" using namespace GameLogic; using namespace Oyster::Physics; const float MOVE_FORCE = 30; const float KEY_TIMER = 0.03f; Player::Player() :DynamicObject() { } Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { weapon = new Weapon(2,this); this->life = 100; this->teamID = teamID; this->playerState = PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float3(0,0,-1); key_forward = 0; key_backward = 0; key_strafeRight = 0; key_strafeLeft = 0; key_jump = 0; invincibleCooldown = 0; this->previousPosition = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0); this->moveSpeed = 100; this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); this->rotationUp = 0; } Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { weapon = new Weapon(2,this); this->life = 100; this->teamID = teamID; this->playerState = PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float3(0,0,-1); key_forward = 0; key_backward = 0; key_strafeRight = 0; key_strafeLeft = 0; key_jump = 0; invincibleCooldown = 0; this->previousPosition = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0); this->moveSpeed = 20; this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); this->rotationUp = 0; } Player::~Player(void) { if(weapon) { delete weapon; weapon = NULL; } } void Player::BeginFrame() { //weapon->Update(0.002f); //Object::BeginFrame(); Oyster::Math::Float maxSpeed = 30; Oyster::Math::Float4x4 xform; xform = this->rigidBody->GetState().GetOrientation(); /* Handle turning */ /*if (left) m_turnAngle -= dt * m_turnVelocity; if (right) m_turnAngle += dt * m_turnVelocity; xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/ Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength(); Oyster::Math::Float3 forwardDir = xform.v[2]; Oyster::Math::Float3 rightDir = xform.v[0]; forwardDir.Normalize(); rightDir.Normalize(); Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; if (key_forward > 0.001) { key_forward -= gameInstance->GetFrameTime(); walkDirection += forwardDir; walkDirection.Normalize(); } if (key_backward > 0.001) { key_backward -= gameInstance->GetFrameTime(); walkDirection -= forwardDir; walkDirection.Normalize(); } if (key_strafeRight > 0.001) { key_strafeRight -= gameInstance->GetFrameTime(); walkDirection -= rightDir; walkDirection.Normalize(); } if (key_strafeLeft > 0.001) { key_strafeLeft -= gameInstance->GetFrameTime(); walkDirection += rightDir; walkDirection.Normalize(); maxSpeed = 40; } if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f) { /* Dampen when on the ground and not being moved by the player */ linearVelocity *= 0.2f; this->rigidBody->SetLinearVelocity (linearVelocity); } else { if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f) { Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed; this->rigidBody->SetLinearVelocity(velocity); } else if(speed < maxSpeed) { Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f; this->rigidBody->SetLinearVelocity(velocity); } } if (key_jump > 0.001) { this->key_jump -= this->gameInstance->GetFrameTime(); if(this->rigidBody->GetLambda() < 1.0f) { Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20); this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; } } Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos; if(pos == Oyster::Math::Float3(0,0,0)) int i =0; //this->weapon->Update(0.01f); } void Player::EndFrame() { // snap to axis Oyster::Math::Float4 rotation; this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); //Object::EndFrame(); } void Player::Move(const PLAYER_MOVEMENT &movement) { switch(movement) { case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD: MoveForward(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD: MoveBackwards(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT: MoveLeft(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT: MoveRight(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP: Jump(); break; } } void Player::MoveForward() { key_forward = KEY_TIMER; } void Player::MoveBackwards() { key_backward = KEY_TIMER; } void Player::MoveRight() { key_strafeRight = KEY_TIMER; } void Player::MoveLeft() { key_strafeLeft = KEY_TIMER; } void Player::UseWeapon(const WEAPON_FIRE &usage) { this->weapon->Use(usage,gameInstance->GetFrameTime()); } void Player::Respawn(Oyster::Math::Float3 spawnPoint) { this->life = 100; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float4(1,0,0); this->rigidBody->SetPosition(spawnPoint); } void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) { // this is the camera right vector this->lookDir = lookDir; //Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; //this->rigidBody->SetUpAndRight(up, right); } void Player::TurnLeft(Oyster::Math3D::Float deltaRadians) { this->rotationUp += deltaRadians; this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); } void Player::Jump() { this->key_jump = KEY_TIMER; } bool Player::IsWalking() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING); } bool Player::IsJumping() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING); } bool Player::IsIdle() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE); } Oyster::Math::Float3 Player::GetPosition() const { return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos; } Oyster::Math::Float4x4 Player::GetOrientation() const { return this->rigidBody->GetState().GetOrientation(); } Oyster::Math::Float3 Player::GetLookDir() const { return this->lookDir; } int Player::GetTeamID() const { return this->teamID; } PLAYER_STATE Player::GetState() const { return this->playerState; } void Player::DamageLife(int damage) { this->life -= damage; this->life = 0; if(this->life <= 0) { this->life = 0; playerState = PLAYER_STATE_DEAD; this->gameInstance->onDisableFnc(this, 0.0f); } }