Esempio n. 1
0
static void State_ParkourController_Rotate(State* state)
{
    //Get a reference to the camera
    Camera* cam = RenderingManager_GetRenderingBuffer()->camera;
    //Grab the state members
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    //If the player's mouse is locked
    if(InputManager_GetInputBuffer().mouseLock)
    {
        //Get the change in mouse position
        int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
        int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

        //If there is X rotation
        if(deltaMouseX != 0)
        {
            //Rotate the camera
            Camera_ChangeYaw(cam, (float)deltaMouseX * members->angularVelocity);
        }
        //If there is Y rotation
        if(deltaMouseY != 0)
        {

            //TODO: Prevent camera from looking "Too high"
            //Rotate the camera
            Camera_ChangePitch(cam, (float)deltaMouseY * members->angularVelocity);
        }
    }
}
///
//Rotates the runner controller
//	obj: A pointer to the game object to rotate
//	state: A pointer to the runner controller rotating the object
void State_RunnerController_Rotate(GObject* obj, State* state)
{
	// create a camera object
	Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

	//Grab the state members
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	// if player's mouse is locked
	if(InputManager_GetInputBuffer().mouseLock)
	{

		int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
		int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

		Vector* axis = Vector_Allocate();
		Vector_Initialize(axis,3);

		if(deltaMouseX != 0)
		{
			axis->components[1] = 1.0f;
			// rotate the camera
			Camera_ChangeYaw(cam, members->angularVelocity * deltaMouseX);
			axis->components[1] = 0.0f;
		}

		if (deltaMouseY != 0)
		{
			Vector forwardVector;
			Vector_INIT_ON_STACK(forwardVector, 3);
			Matrix_SliceRow(&forwardVector, cam->rotationMatrix, 2, 0, 3);

			// Keep camera from overextending it's boundaries.
			if (deltaMouseY > 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) < 0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
			else if (deltaMouseY < 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) > -0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
		}
	}
}
///
//Updates the object attached to a runner controller
//This object will always accelerate forward while on a surface unless the velocity is already at the max velocity.
//
//Parameters:
//	obj: A pointer to the gameobject to update as a runner
//	state: A pointer to the runner controller state
void State_RunnerController_Update(GObject* obj, State* state)
{
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	//If the object is colliding with something, allow it to possibly wall run
	if(obj->collider->currentCollisions->size > 0)
	{
		//If the user is pressing RMB
		if(InputManager_IsMouseButtonPressed(2))
		{
			State_RunnerController_Wallrun(obj, state);
		}
		else if(members->verticalRunning || members->horizontalRunning)
		{
			//Wall jump
			if(members->verticalRunning)
			{
				members->spinningTimer = 0.0f;
			}

			State_RunnerController_WallJump(obj, state);

			members->verticalRunning = members->horizontalRunning = 0;

		}
		else
		{
			if(State_RunnerController_IsOnGround(obj, state))
			{
				State_RunnerController_Accelerate(obj, state);
			}
		}


		//If the user is pressing LMB
		if(InputManager_IsMouseButtonPressed(0))
		{
			State_RunnerController_Jump(obj, state);
		}

	}
	else if(members->verticalRunning || members->horizontalRunning)
	{

		//Wall vault
		if(members->verticalRunning)
		{
			State_RunnerController_WallVault(obj, state);
		}

		members->verticalRunning = members->horizontalRunning = 0;

	}


	Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

	if(members->spinningTimer < members->spinningTime)
	{
		float dt = TimeManager_GetDeltaSec();
		members->spinningTimer += dt;
		Camera_ChangeYaw(cam, spinningRate * dt);
	}
	else
	{
		//Rotate runner
		State_RunnerController_Rotate(obj, state);
	}
	//Grab the camera

	// Set position of Camera to the body
	Camera_SetPosition(cam, obj->body->frame->position);
}
Esempio n. 4
0
///
//Updates a GObject using a Template state
//
//Parameters:
//	obj: A pointer to the GObject being updated
//	state: A pointer to the state updating the GObject
void State_ParkourController_Update(GObject* obj, State* state)
{
    //Get a reference to the state members
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;


    //If it needs to be updated, update the shoot timer
    if(members->shootTimer < members->shootCooldown)
    {
        float dt = TimeManager_GetDeltaSec();
        members->shootTimer += dt;
    }
    //If the left mouse button is down, shoot
    if(InputManager_IsMouseButtonPressed(0))
    {
        State_ParkourController_Shoot(obj, state);
    }

    //Get a reference to the camera
    Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

    //Determine if the object is colliding with anything
    if(obj->collider->currentCollisions->size > 0)
    {
        //Determine if the object is on the ground
        if(State_ParkourController_IsOnGround(obj))
        {
            //Allow the object to accelerate
            State_ParkourController_Accelerate(obj, state);
            if(InputManager_IsKeyDown(' '))
            {
                State_ParkourController_Jump(obj, state);
            }
        }

        //If the spacebar is being pressed even if the object is not on the floor
        if(InputManager_IsKeyDown(' '))
        {
            //Attempt to wallrun!
            State_ParkourController_Wallrun(obj, state);
        }
        else if(members->verticalRunning || members->horizontalRunning)
        {
            //Wall jump!
            State_ParkourController_WallJump(obj, state);

            //If vertically wallrunning, start spinning right round baby right round!
            if(members->verticalRunning) members->spinningTimer = 0.0f;

            //The object was wallrunning but now (s)he stopped before the wall ended
            members->verticalRunning = members->horizontalRunning = 0;
        }
    }
    else if(members->verticalRunning || members->horizontalRunning)
    {
        if(members->verticalRunning)
        {
            State_ParkourController_WallVault(obj, state);
        }

        //The character was wallrunning but now there is no wall
        members->verticalRunning = members->horizontalRunning = 0;
    }

    //If the parkour controller currently spinning off a wall, let it continue, else let the player rotate the controller
    if(members->spinningTimer < members->spinningTime)
    {
        float dt = TimeManager_GetDeltaSec();
        members->spinningTimer += dt;
        Camera_ChangeYaw(cam, spinningRate * dt);
    }
    else
    {
        //Allow the user to rotate the parkour controller
        State_ParkourController_Rotate(state);
    }

    //Set the position of the camera to match the object
    Camera_SetPosition(cam, obj->frameOfReference->position);
}