Merge remote-tracking branch 'origin/master' into AssaultBoost

# Conflicts:
#	resources/Schema/Components.xsd
This commit is contained in:
verysecrethero
2016-02-17 11:52:06 +01:00
264 changed files with 22496 additions and 2483 deletions
+109 -33
View File
@@ -1,8 +1,7 @@
#include "Systems/PlayerMovementSystem.h"
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
}
@@ -15,6 +14,12 @@ PlayerMovementSystem::~PlayerMovementSystem()
}
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
updateVelocity(dt);
}
void PlayerMovementSystem::updateMovementControllers(double dt)
{
for (auto& kv : m_PlayerInputControllers) {
EntityWrapper player = kv.first;
@@ -24,12 +29,21 @@ void PlayerMovementSystem::Update(double dt)
continue;
}
// Aim pitch
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
// Set third person model aim pitch
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
float pitch = cameraOrientation.x + 0.2;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time;
}
}
ComponentWrapper& cTransform = player["Transform"];
@@ -38,6 +52,7 @@ void PlayerMovementSystem::Update(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -45,7 +60,7 @@ void PlayerMovementSystem::Update(double dt)
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
@@ -64,18 +79,18 @@ void PlayerMovementSystem::Update(double dt)
}
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
ImGui::Text(isOnGround ? "On ground" : "In air");
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
//ImGui::Text(isOnGround ? "On ground" : "In air");
//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
glm::vec3 groundVelocity(0.f, 0.f, 0.f);
groundVelocity.x = velocity.x;
groundVelocity.z = velocity.z;
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
float addSpeed = wishSpeed - currentSpeedProj;
ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
ImGui::Text("wishSpeed: %f", wishSpeed);
ImGui::Text("addSpeed: %f", addSpeed);
//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
//ImGui::Text("wishSpeed: %f", wishSpeed);
//ImGui::Text("addSpeed: %f", addSpeed);
if (addSpeed > 0) {
static float accel = 15.f;
@@ -100,12 +115,20 @@ void PlayerMovementSystem::Update(double dt)
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (velocity.y == 0.f) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
if (IsClient) {
//put a hexagon at the players feet
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
@@ -123,24 +146,74 @@ void PlayerMovementSystem::Update(double dt)
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimation = playerModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
std::string& animationName2 = cAnimation["AnimationName2"];
double& animationTime1 = cAnimation["Time1"];
double& animationTime2 = cAnimation["Time2"];
double& animationSpeed1 = cAnimation["Speed1"];
double& animationSpeed2 = cAnimation["Speed2"];
double& animationWeight1 = cAnimation["Weight1"];
double& animationWeight2 = cAnimation["Weight2"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch Walk";
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
double forwardMovement = controller->Movement().z;
double strafeMovement = controller->Movement().x;
if (controller->Crouching() && animationName1 != "CrouchWalk") {
animationName1 = "CrouchWalk";
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
} else {
cAnimation["Name"] = "Run";
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
if (glm::abs(forwardMovement) > 0) {
if (animationName1 != "Run") {
animationName1 = "Run";
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
animationTime1 = animationTime2;
} else {
animationTime1 = 0.0;
}
}
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
}
if (glm::abs(strafeMovement) > 0) {
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
if (strafeMovement < 0) {
animationName2 = "StrafeLeft";
}
if (strafeMovement > 0) {
animationName2 = "StrafeRight";
}
if (animationName1 == "Run") {
animationTime2 = animationTime1;
} else {
animationTime2 = 0.0;
}
}
animationSpeed2 = 2.f * glm::abs(strafeMovement);
}
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
animationWeight2 = strafeWeight;
animationWeight1 = 1.0 - strafeWeight;
}
} else {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch";
(double&)cAnimation["Speed"] = 1.f;
animationName1 = "Crouch";
animationName2 = "";
animationSpeed1 = 1.0;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
} else {
cAnimation["Name"] = "Hold Pos";
(double&)cAnimation["Speed"] = 1.f;
animationName1 = "Idle";
animationName2 = "";
animationSpeed1 = 1.f;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
//cAnimation["AnimationName2"] = "Idle";
}
}
}
@@ -151,14 +224,16 @@ void PlayerMovementSystem::Update(double dt)
playerStep(dt);
}
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
void PlayerMovementSystem::updateVelocity(double dt)
{
ComponentWrapper& cTransform = entity["Transform"];
if (!entity.HasComponent("Physics")) {
// Only apply velocity to local player
if (!LocalPlayer.Valid()) {
return;
}
ComponentWrapper& cPhysics = entity["Physics"];
ComponentWrapper& cTransform = LocalPlayer["Transform"];
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
@@ -166,7 +241,8 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
float speed = glm::length(velocity);
static float groundFriction = 7.f;
ImGui::InputFloat("groundFriction", &groundFriction);
static float airFriction = 0.f;
static float airFriction = 2.f;
ImGui::InputFloat("airFriction", &airFriction);
float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) {
@@ -176,6 +252,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
velocity.z *= multiplier;
}
// Gravity
if (cPhysics["Gravity"]) {
velocity.y -= 9.82f * (float)dt;
}
@@ -191,13 +268,12 @@ void PlayerMovementSystem::playerStep(double dt)
}
// Position of the local player, used see how far a player has moved.
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
// Velocity of the local player, used to see if a player is airborne.
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
// Used to see if a player is airborne.
bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
m_DistanceMoved += glm::length(pos - m_LastPosition);
// Set the last position for next iteration
m_LastPosition = pos;
bool isAirborne = vel.y != 0;
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
if (m_DistanceMoved > m_PlayerStepLength && grounded) {
// Player moved a step's distance
// Create footstep sound
Events::PlaySoundOnEntity e;