void StateCharacterTurning::Update(float timeStep)
{
	StateCharacterGrounded::Update();
	
	RigidBody* body = pawn_->GetBody();
	AnimationController* animCtrl = static_cast<PawnAnimated*>(pawn_)->GetAnimationController();

	//apply a force to slow it down further, since we are changing direction
	body->ApplyImpulse(moveDir_ * pawn_->GetMoveForce() *0.25);//0.25 to dampen it

    //get the speed that we are travelling, that will determine when we turn around
    if(!flipped_)
    {
        //before we are flipped around, we drive the turning animation
        //float spd = pawn_->GetPlaneVelocity().Length();
        //float turnTime = Fit(spd,0.0f,speed_,1.0f,0.0f);
        
        animCtrl->PlayExclusive("Models/Man/MAN_TurnSkidGunning.ani", 0,false, 0.1f);
        //animCtrl->SetTime("Models/Man/MAN_TurnSkidGunning.ani",turnTime);

        if(animCtrl->IsAtEnd("Models/Man/MAN_TurnSkidGunning.ani"))
        {
            Turn();
            animCtrl->Play("Models/Man/MAN_TurnSkidGunningFlipped.ani", false, 0.0f);
            flipped_=true;
        }
    }
    else
    {
        animCtrl->Play("Models/Man/MAN_TurnSkidGunningFlipped.ani", false, 0.0f);
        //now that we are flipped we can set it to the next state too
        pawn_->SetState( new StateCharacterRunning(context_) );
    }
}
static duk_ret_t RigidBody_ApplyImpulse_float3_float3(duk_context* ctx)
{
    int numArgs = duk_get_top(ctx);
    RigidBody* thisObj = GetThisWeakObject<RigidBody>(ctx);
    float3& impulse = *GetCheckedValueObject<float3>(ctx, 0, float3_ID);
    float3 position = numArgs > 1 ? *GetCheckedValueObject<float3>(ctx, 1, float3_ID) : float3::zero;
    thisObj->ApplyImpulse(impulse, position);
    return 0;
}
Example #3
0
void Character::FixedUpdate(float timeStep)
{
    /// \todo Could cache the components for faster access instead of finding them each frame
    RigidBody* body = GetComponent<RigidBody>();
    AnimationController* animCtrl = GetComponent<AnimationController>();
    
    // Update the in air timer. Reset if grounded
    if (!onGround_)
        inAirTimer_ += timeStep;
    else
        inAirTimer_ = 0.0f;
    // When character has been in air less than 1/10 second, it's still interpreted as being on ground
    bool softGrounded = inAirTimer_ < INAIR_THRESHOLD_TIME;
    
    // Update movement & animation
    const Quaternion& rot = node_->GetRotation();
    Vector3 moveDir = Vector3::ZERO;
    const Vector3& velocity = body->GetLinearVelocity();
    // Velocity on the XZ plane
    Vector3 planeVelocity(velocity.x_, 0.0f, velocity.z_);
    
    if (controls_.IsDown(CTRL_FORWARD))
        moveDir += Vector3::FORWARD;
    if (controls_.IsDown(CTRL_BACK))
        moveDir += Vector3::BACK;
    if (controls_.IsDown(CTRL_LEFT))
        moveDir += Vector3::LEFT;
    if (controls_.IsDown(CTRL_RIGHT))
        moveDir += Vector3::RIGHT;
    
    // Normalize move vector so that diagonal strafing is not faster
    if (moveDir.LengthSquared() > 0.0f)
        moveDir.Normalize();
    
    // If in air, allow control, but slower than when on ground
    body->ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
    
    if (softGrounded)
    {
        // When on ground, apply a braking force to limit maximum ground velocity
        Vector3 brakeForce = -planeVelocity * BRAKE_FORCE;
        body->ApplyImpulse(brakeForce);
        
        // Jump. Must release jump control inbetween jumps
        if (controls_.IsDown(CTRL_JUMP))
        {
            if (okToJump_)
            {
                body->ApplyImpulse(Vector3::UP * JUMP_FORCE);
                okToJump_ = false;
            }
        }
        else
            okToJump_ = true;
    }
    
    // Play walk animation if moving on ground, otherwise fade it out
    if (softGrounded && !moveDir.Equals(Vector3::ZERO))
        animCtrl->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2f);
    else
        animCtrl->Stop("Models/Jack_Walk.ani", 0.2f);
    // Set walk animation speed proportional to velocity
    animCtrl->SetSpeed("Models/Jack_Walk.ani", planeVelocity.Length() * 0.3f);
    
    // Reset grounded flag for next frame
    onGround_ = false;
}
Example #4
0
void WizardSkill0::HandleNodeCollisionStart(StringHash eventType, VariantMap& eventData)
{
	using namespace NodeCollisionStart;

	SharedPtr<Node> otherNode = SharedPtr<Node>(static_cast<Node*>(eventData[P_OTHERNODE].GetPtr()));
	RigidBody* otherRB = static_cast<RigidBody*>(eventData[P_OTHERBODY].GetPtr());

	RigidBody* rb = static_cast<RigidBody*>(eventData[P_BODY].GetPtr());
	Node* noed = rb->GetNode();

	if (!otherNode->HasComponent<Health>())
	{
		/*Node* particleStartNode_ = noed->GetScene()->CreateChild(0,LOCAL);
		ParticleEmitter* emitterStartFX_ = particleStartNode_->CreateComponent<ParticleEmitter>(LOCAL);
		emitterStartFX_->SetEffect(main_->cache_->GetResource<ParticleEffect>("Particle/dustCloud.xml"));
		emitterStartFX_->SetViewMask(1);
		particleStartNode_->SetPosition(noed->GetPosition() + (Vector3::UP));
		emitterStartFX_->SetEmitting(true);

		particleStartNode_->AddComponent(new TimedRemove(context_, main_, 2.0f), 0, LOCAL);*/

		/*Node* lightNode = noed->GetScene()->CreateChild(0,LOCAL);
		lightNode->SetPosition(noed->GetPosition() + (Vector3::UP));
		Light* light = lightNode->CreateComponent<Light>(LOCAL);
		light->SetBrightness(2.0f);
		light->SetPerVertex(true);
		light->SetRange(5.0f);
		lightNode->AddComponent(new TimedRemove(context_, main_, 0.1f), 0, LOCAL);*/

		//noed->Remove();
		return;
	}

	if (otherNode->GetVar("npcType").GetInt() == 1)//terry
	{
		otherNode->GetComponent<Health>()->ModifyHealth(50, -1, false);

		if (otherNode->GetComponent<Health>()->health_ <= 0)
		{
			otherNode->GetComponent<Health>()->ModifyHealth(100, 0, false);
			otherNode->GetScene()->GetComponent<TerrySpawner>()->RespawnTerry(otherNode);
		}

		Vector3 victoria = otherNode->GetPosition();
		Vector3 dir = (victoria - noed->GetPosition()).Normalized();
		dir.y_ = 1.0f;
		dir *= 10.0f;

		otherNode->AddComponent(new Stunned(context_, main_, 4.0f), 0, LOCAL);

		otherRB->ApplyImpulse(dir);

		/*Node* particleStartNode_ = noed->GetScene()->CreateChild(0,LOCAL);
		ParticleEmitter* emitterStartFX_ = particleStartNode_->CreateComponent<ParticleEmitter>(LOCAL);
		emitterStartFX_->SetEffect(main_->cache_->GetResource<ParticleEffect>("Particle/dustCloud.xml"));
		emitterStartFX_->SetViewMask(1);
		particleStartNode_->SetPosition(noed->GetPosition() + (Vector3::UP));
		emitterStartFX_->SetEmitting(true);

		particleStartNode_->AddComponent(new TimedRemove(context_, main_, 2.0f), 0, LOCAL);*/

		/*Node* lightNode = noed->GetScene()->CreateChild(0,LOCAL);
		lightNode->SetPosition(noed->GetPosition() + (Vector3::UP));
		Light* light = lightNode->CreateComponent<Light>(LOCAL);
		light->SetBrightness(2.0f);
		light->SetPerVertex(true);
		light->SetRange(5.0f);
		lightNode->AddComponent(new TimedRemove(context_, main_, 0.1f), 0, LOCAL);*/

		//noed->Remove();
	}
}