Danbias/Code/Game/GameLogic/Player.cpp

329 lines
8.5 KiB
C++

#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;
// 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;
}
}
//this->weapon->Update(0.01f);
}
void Player::EndFrame()
{
//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;
}
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);
}
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);
}
}