WIP. Improving player walk logic.

This commit is contained in:
stiffly
2016-02-05 17:21:48 +01:00
parent febbadbd01
commit 454eef8225
5 changed files with 47 additions and 52 deletions
+22 -29
View File
@@ -18,39 +18,32 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
void SoundSystem::Update(double dt)
{
SoundManager::Update(dt);
playerStep(dt);
SoundManager::Update(dt);
}
void SoundSystem::playerStep(double dt)
{
if (!m_LocalPlayer.Valid()) {
return;
}
if (m_LocalPlayer.ID == EntityID_Invalid) {
return;
}
m_TimeSinceLastFootstep += dt;
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
float playerSpeed = glm::length(vel);
bool isAirborne = vel.y != 0;
if (playerSpeed > 1 && !isAirborne) {
// Player is walking
if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
// Create footstep sound
Events::PlaySoundOnEntity e;
e.EmitterID = createChildEmitter();
if (m_LeftFoot) {
e.FilePath = "Audio/footstep/footstep2.wav";
} else {
e.FilePath = "Audio/footstep/footstep3.wav";
}
m_LeftFoot = !m_LeftFoot;
m_EventBroker->Publish(e);
m_TimeSinceLastFootstep = 0;
}
}
//if (!m_LocalPlayer.Valid()) {
// return;
//}
//glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
//glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
//glm::vec3 difference = pos - m_LastPosition;
//m_DistanceMoved += glm::length(difference);
//bool isAirborne = vel.y != 0;
//if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
// // Player is walking
// if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
// // Create footstep sound
// Events::PlaySoundOnEntity e;
// e.EmitterID = createChildEmitter(m_LocalPlayer);
// e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
// m_LeftFoot = !m_LeftFoot;
// m_EventBroker->Publish(e);
// m_TimeSinceLastFootstep = 0;
// }
//}
}
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
@@ -59,7 +52,7 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
m_World->AttachComponent(e.Player.ID, "Listener");
m_LocalPlayer = e.Player;
Events::PlaySoundOnEntity event;
event.EmitterID = createChildEmitter();
event.EmitterID = createChildEmitter(m_LocalPlayer);
event.FilePath = "Audio/announcer/go.wav";
m_EventBroker->Publish(event);
// TEMP: starts bgm