Danbias/Code/Game/GameLogic/Player.cpp

298 lines
7.2 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;
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);
}
}