#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); AffectedObjects.Reserve(15); 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->deathTimeLeft = 0; this->deathTime = 5; 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); AffectedObjects.Reserve(15); 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->deathTimeLeft = 0; this->deathTime = 5; 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() { if( this->playerState != PLAYER_STATE_DEAD) { weapon->Update(0.002f); Oyster::Math::Float maxSpeed = 30; // Rotate player accordingly this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion; this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion; this->rigidBody->SetRotation(secondTurn*firstUp); // Direction data Oyster::Math::Float4x4 xform; xform = this->rigidBody->GetState().GetOrientation(); Oyster::Math::Float3 forwardDir = xform.v[2]; Oyster::Math::Float3 upDir = xform.v[1]; Oyster::Math::Float3 rightDir = xform.v[0]; forwardDir.Normalize(); upDir.Normalize(); rightDir.Normalize(); // Previous velocities data Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength(); Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength(); Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); // Walking data Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; // Check for input if(key_forward > 0.001) { key_forward -= gameInstance->GetFrameTime(); walkDirection += forwardDir; } if(key_backward > 0.001) { key_backward -= gameInstance->GetFrameTime(); walkDirection -= forwardDir; } if(key_strafeRight > 0.001) { key_strafeRight -= gameInstance->GetFrameTime(); walkDirection += rightDir; } if(key_strafeLeft > 0.001) { key_strafeLeft -= gameInstance->GetFrameTime(); walkDirection -= rightDir; } // Dampen velocity if certain keys are not pressed if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f) { 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)); } 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)); } } // Walk if walkdirection is something if(walkDirection != Oyster::Math::Float3::null) { walkDirection.Normalize(); // If on the ground, accelerate normally if(this->rigidBody->GetLambda() < 0.9f) { if(forwardSpeed < maxSpeed) { forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed; } if(rightSpeed < maxSpeed) { rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed; } } // If in the air, accelerate slower if(this->rigidBody->GetLambda() >= 0.9f) { if(forwardSpeed < maxSpeed) { forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f; } if(rightSpeed < maxSpeed) { rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f; } } } // Adjust velocities so no squaring occurs forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity); //Jump if(key_jump > 0.001) { this->key_jump -= this->gameInstance->GetFrameTime(); if(this->rigidBody->GetLambda() < 0.9f) { Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20); this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; } } } else { // player is dead // TODO move this logic to lvl this->deathTimeLeft -= gameInstance->GetFrameTime(); if( this->deathTimeLeft <= 0) { Respawn( Oyster::Math::Float3( -50, 180, 0)); } } } void Player::EndFrame() { //check if there are any objects that can be removed from the AffectedObjects list for(int i = 0; i < this->AffectedObjects.Size(); i++) { if((this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f) { this->AffectedObjects[i]->RemoveAffectedBy(); this->AffectedObjects.Remove(i); } } } 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) { if( this->playerState == PLAYER_STATE_DEAD) { this->life = 100; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; //this->lookDir = Oyster::Math::Float4(1,0,0); this->rigidBody->SetPosition(spawnPoint); this->gameInstance->onRespawnFnc( this, spawnPoint); this->gameInstance->onDamageTakenFnc( this, this->life); } } void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir) { // this is the camera right vector this->lookDir = -lookDir; } void Player::TurnLeft(Oyster::Math3D::Float deltaRadians) { this->rotationUp += deltaRadians; } 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); } void Player::Inactivate() { //this-> } 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->gameInstance->onDamageTakenFnc( this, this->life); if(this->life <= 0) { this->life = 0; playerState = PLAYER_STATE_DEAD; this->deathTimeLeft = this->deathTime; this->gameInstance->onDeadFnc(this, this->deathTimeLeft); } } void Player::AddAffectedObject(DynamicObject &AffectedObject) { //check if object already exists in the list, if so then do not add for(int i = 0; i < AffectedObjects.Size(); i++) { if(AffectedObjects[i]->GetID() == AffectedObject.GetID()) { //object already exists, exit function return; } } //else you add the object to the stack AffectedObjects.Push(&AffectedObject); }