AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash

This commit is contained in:
verysecrethero
2016-02-03 11:54:14 +01:00
parent 2391a0dbe9
commit 9d3171540d
3 changed files with 65 additions and 56 deletions
@@ -25,6 +25,10 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
protected:
const int m_PlayerID;
bool m_MouseLocked = false;
@@ -33,6 +37,23 @@ protected:
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
//assault dash enum
enum class AssaultDashDirection {
Left,
Right,
Forward,
Backward,
None
};
//assault dash membervariables
double m_AssaultDashDoubleTapDeltaTime = 0.0f;
double m_AssaultDashCoolDownTimer = 0.0f;
double m_AssaultDashCoolDownMaxTimer = 3.0f;
AssaultDashDirection m_AssaultDashDoubleTapLastKey = AssaultDashDirection::None;
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
AssaultDashDirection m_AssaultDashTapDirection = AssaultDashDirection::None;
bool m_AssaultDashDoubleTapped = false;
bool m_PlayerIsDashing = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -129,4 +150,45 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
return true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping) {
auto controllerMovement = Movement();
m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = m_AssaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (m_AssaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
} else {
m_PlayerIsDashing = false;
}
//reset the DoubleTapped state in case we recently doubleTapped
if (m_AssaultDashDoubleTapped) {
m_AssaultDashDoubleTapped = false;
}
//Assault Dash logic: tap left or right twice within 0.5sec to activate the doubletap-dash
if (controllerMovement.x > 0 && controllerMovement.y == 0.f && controllerMovement.z == 0.f) {
if (m_AssaultDashDoubleTapLastKey != AssaultDashDirection::Right && m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer
&& m_AssaultDashTapDirection == AssaultDashDirection::Right && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = m_AssaultDashCoolDownMaxTimer;
}
m_AssaultDashDoubleTapLastKey = AssaultDashDirection::Right;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashTapDirection = AssaultDashDirection::Right;
} else if (controllerMovement.x < 0 && controllerMovement.y == 0.f && controllerMovement.z == 0.f) {
if (m_AssaultDashDoubleTapLastKey != AssaultDashDirection::Left && m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer
&& m_AssaultDashTapDirection == AssaultDashDirection::Left && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = m_AssaultDashCoolDownMaxTimer;
}
m_AssaultDashDoubleTapLastKey = AssaultDashDirection::Left;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashTapDirection = AssaultDashDirection::Left;
} else {
m_AssaultDashDoubleTapLastKey = AssaultDashDirection::None;
}
}
#endif