Esempio n. 1
0
void PlayerState::step(float dt)
{
    GameState::step(dt);
    g_fpsCamera.update(dt);
    s_input.update(dt);

    float axis[2] = { 0, 0 };
    LocomotionInput input = { dt, 0, 0 };

    hkQsTransform t;
    t.setIdentity();

    hkVector4 dir;
    hkVector4 fwd;
    fwd.set(0, 0, 1, 0);
    hkVector4 up;
    up.set(0, 1, 0, 0);

    hkQuaternion rstOut;
    hkSimdFloat32 angle_out = 0;

    dir.setRotatedDir(t.m_rotation, fwd);

    hkVector4 cam_dir;
    const float *from = g_camera.m_eye;
    const float *to = g_camera.m_at;
    cam_dir.set(from[0] - to[0], 0, from[2] - to[2]);
    cam_dir.normalize3();

    Actor *a = g_actorWorld.get_actor(m_player);

    float camera_angle = hkMath::atan2(cam_dir.getSimdAt(0), cam_dir.getSimdAt(2)) - HK_REAL_PI;
    camera_angle = clamp_angle(camera_angle);

    float input_angle = s_input.m_leftAngle;
    float character_angle = get_up_axis_angle(a->m_transform.m_rotation);
    float angle_diff = input_angle + camera_angle - character_angle;
    angle_diff = clamp_angle(angle_diff);

    input.m_desireAngle = input_angle + camera_angle;
    input.m_dt = dt;
    input.m_moveVec = s_input.m_leftInput[2];

    s_locomotion.m_turnSpeed = 4.0f;
    update_locomotion(&s_locomotion, input, m_player);

    g_debugDrawMgr.add_text(RGBCOLOR(125,100,200),
        "input_angle=%f camera_angle=%f character_angle=%f angle_diff=%f",
        input_angle * HK_FLOAT_RAD_TO_DEG,
        camera_angle * HK_FLOAT_RAD_TO_DEG,
        character_angle * HK_FLOAT_RAD_TO_DEG,
        angle_diff * HK_FLOAT_RAD_TO_DEG);

    debug_draw_locomotion(&s_locomotion, m_player);
    step_debug_ctrl(dt);

    g_debugDrawMgr.add_grid(20, 5, RGBCOLOR(175,175,175), true);
    g_debugDrawMgr.add_axis(hkQsTransform::getIdentity(), 2);
}
Esempio n. 2
0
// JFL 22 Jul 09
// JS 21 Apr 12; Added court, paddles, and ball objects
// JS 22 Apr 12; Added many object and collision resolution
// JS 24 Apr 12; Implemented winning condition
int gameMainLoop()
{
   int errorCode = 0; // in case functions return errors

   // Game object pointers
   Camera *cam;
   HeadsUp *hud;
   InputController *inpCtrl;
   Court *court;
   Paddle *paddles[NUM_PLYRS];
   Ball *ball;
   CollisionController *collCtrl;

   //
   // UPDATE
   //

   // Get input from Keyboard and QE
   if(inpCtrl = Game.inpCtrl)
   {
      inpCtrl->update();
   } // if

   // Update state of the HUD
   if(hud = Game.hud)
   {
      hud->update();
   } // if

   // Only update game-playing state if currently in play
   if(Game.inPlay)
   {      
      // Check collisions
      if(collCtrl = Game.collCtrl)
      {
         collCtrl->update();
      } // if
      
      // Update and resolve paddles
      for(int i=0; i<NUM_PLYRS; i++)
      {
         if(paddles[i] = Game.paddles[i])
         {
            errorCode = paddles[i]->update();
            // Print error if any
            if (errorCode != 0)
            {
               qePrintf("**Error: Paddle%d's *inpCtrl invalid!", i);
            } // if
            // Resolve collision of the paddles
            if(collCtrl && errorCode == 0)
            {
               if(collCtrl->phw[i])
               {
                  errorCode = collCtrl->resolvePaddle(i);
                  // Print error if any
                  if (errorCode != 0)
                  {
                     qePrintf("**CollCtrl's *xyzPad%d invalid!", i);
                  } // if
               } // if
            } // if
         } // if
      } // for

      // Update and resolve ball
      if(ball = Game.ball)
      {
         ball->update();
         // Resolve collision of ball
         if(collCtrl)
         {
            if(collCtrl->bhp[IDNX_PLY_1] ||  // After hitting Player1
               collCtrl->bhp[IDNX_PLY_2] ||  // After hitting Player2
               collCtrl->bhhw ||             // After hitting horizontal walls
               collCtrl->bhbw)               // After hitting side walls
            {
               errorCode = collCtrl->resolveBall();
               // Print error if any
               if (errorCode != 0)
               {
                  qePrintf("**CollCtrl's *xyzBal invalid!");
               } // if
            } // if
         } // if
      } // if ball
   } // if inPlay

   //
   // WIN CONDITION CHECK
   //

   // Check to see if the game is over (If someone gets 3 points)
   if(Game.scores[IDNX_PLY_1] == 3 || Game.scores[IDNX_PLY_2] == 3)
   {
      // Not the first game anymore, regardless
      Game.firstGame = false;
      // Game is not in play anymore (until game is restarted)
      Game.inPlay = false;
      // Play game end sound
      Game.sndId = qeSndPlay(snd[SDR_INDX_STR_END_GAME].name);
      
      // Manage scores of each paddle
      for(int i=0; i<NUM_PLYRS; i++)
      {
         // Record last scores
         Game.lastScores[i] = Game.scores[i];

         // Clear scores, to prevent this routine from running concurrently
         Game.scores[i] = 0;
      } // for 
   } // if

   //
   // RESET CONDITONS
   //

   // Implement soft reset (spacebar)
   if(inpCtrl && inpCtrl->pressedSpace())
   {
      // Play game end sound
      Game.sndId = qeSndPlay(snd[SDR_INDX_STR_END_GAME].name);

      // Reposition ball's position
      if(ball = Game.ball)
      {
         ball->xyz.x = 0;
         ball->xyz.z = 0;
      } // if
      
      // Pause game very briefly
      qeSleep(0.5);

      // Manage scores of each paddle
      for(int i=0; i<NUM_PLYRS; i++)
      {
         // Record last scores
         Game.lastScores[i] = Game.scores[i];

         // Clear scores, to prevent this routine from running concurrently
         Game.scores[i] = 0;

         // Reset the z-position of each paddle
         if(paddles[i] = Game.paddles[i])
         {
            paddles[i]->xyz.z = PADDLE_INIT_Z;
         } // if
      } // for 

      // Skip rest of game loop
      goto END_RESET;

   } // if

   // Implement hard reset (pressing "1")
   if(inpCtrl && inpCtrl->pressedOne())
   {
      // Play game end sound
      Game.sndId = qeSndPlay(snd[SDR_INDX_STR_END_GAME].name);

      // Pause game
      qeSleep(1.5);

      // Reinitialize game
      gameFinal();
      gameInit();
      gameSetup();

      // Skip rest of game loop
      goto END_RESET;
   } // if

   //
   // DRAW
   //

   // DRAW 3D

   // set 3D camera
   if((cam=Game.cam) && !(qeInpButton(QEINPBUTTON_ZERO)&2))
   {
      cam->apply(); // set the camera
   } // if

   // DRAW COURT, PADDLES, BALL

   // Draw court
   if(court=Game.court)
   {
      court->draw();
   } // if

   // Draw paddles
   for(int i=0; i<NUM_PLYRS; i++)
   {
      if(paddles[i] = Game.paddles[i])
      {
         paddles[i]->draw();
      } // if
   } // for

   // Draw ball
   if(ball=Game.ball)
   {
      ball->draw();
   } // if

   // DRAW HUD

   qefnSysCamBitmap(); // set camera (also turns off depth testing)

   if((hud=Game.hud))
   {
      hud->draw();
   } // if

END_RESET:

    return 0;
} // gameMainLoop()