diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp.orig b/Escape-the-Dawn/Systems/PlayerSystem.cpp.orig new file mode 100644 index 0000000..400ae8e --- /dev/null +++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp.orig @@ -0,0 +1,323 @@ +#include "PlayerSystem.h" +#include "World.h" + +Systems::PlayerSystem::PlayerSystem( World* world ) : System(world) +{ + m_PlayerSpeed = 35; + m_PlayerOriginalBounds = glm::vec3(0); + + m_CameraOffset = glm::vec3(0.f, 5.f, 14.f); + m_CameraOrientation = glm::angleAxis(glm::radians(15.0f),glm::vec3(1,0,0)); + + freecamEnabled = false; + m_PowerUpTotalDuration = 5.f; + m_poweruptimeleft = 0; + m_basespeed = 125.f; + m_maxspeed = 125.f; + +} + +void Systems::PlayerSystem::Update(double dt) +{ + if (m_poweruptimeleft > 0) + m_poweruptimeleft -= (float)dt; + else + m_poweruptimeleft = 0; +} + +void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) +{ + auto transform = m_World->GetComponent(entity, "Transform"); + if (transform == nullptr) + return; + auto input = m_World->GetComponent(entity, "Input"); + if (input == nullptr) + return; + + auto name = m_World->GetProperty(entity, "Name"); + + if (name == "Sun") { + auto light = m_World->GetComponent(entity, "PointLight"); + + if (input->KeyState[GLFW_KEY_KP_ADD]) + { + if (input->KeyState[GLFW_KEY_1]) { + light->constantAttenuation += 0.001; + } + if (input->KeyState[GLFW_KEY_2]) { + light->linearAttenuation += 0.001; + } + if (input->KeyState[GLFW_KEY_3]) { + light->quadraticAttenuation += 0.00001; + } + } + if (input->KeyState[GLFW_KEY_KP_SUBTRACT]) + { + if (input->KeyState[GLFW_KEY_1]) { + light->constantAttenuation -= 0.001; + + } + if (input->KeyState[GLFW_KEY_2]) { + light->linearAttenuation -= 0.001; + + } + if (input->KeyState[GLFW_KEY_3]) { + light->quadraticAttenuation -= 0.00001; + + } + } + + //LOG_DEBUG("Constant: %f\nLinear: %f\nQuadratic: %f", light->constantAttenuation, light->linearAttenuation, light->quadraticAttenuation); + } + + if (name == "Camera") { + + if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) { + if(freecamEnabled) + freecamEnabled = false; + else + freecamEnabled = true; + } + + if(freecamEnabled) + { + glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation); + glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation); + + float speed = m_PlayerSpeed; + if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) { + speed *= 4.0f; + } + if(input->KeyState[GLFW_KEY_LEFT_ALT]) { + speed /= 4.0f; + } + if(input->KeyState[GLFW_KEY_A]) { + transform->Position -= Camera_Right * (float)dt * speed; + } + else if(input->KeyState[GLFW_KEY_D]) { + transform->Position += Camera_Right * (float)dt * speed; + } + if(input->KeyState[GLFW_KEY_W]) { + transform->Position -= Camera_Forward * (float)dt * speed; + } + if(input->KeyState[GLFW_KEY_S]) { + transform->Position += Camera_Forward * (float)dt * speed; + } + if(input->KeyState[GLFW_KEY_SPACE]) { + transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed; + } + if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) { + transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed; + } + + if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) { + // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS + //--------------------------------------------------------------------- + transform->Orientation = glm::angleAxis(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation; + + transform->Orientation = transform->Orientation * glm::angleAxis(input->dX/300.f,glm::vec3(0,1,0)); + //--------------------------------------------------------------------- + // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS + } + } + + } + + + if (name == "Player") + { + auto bounds = m_World->GetComponent(entity, "Bounds"); + if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) { + m_PlayerOriginalBounds = bounds->VolumeVector; + } + + glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0)); + glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0)); + + float TurnSpeed = 1.0f; + glm::vec3 Euler = glm::degrees(glm::eulerAngles(transform->Orientation)); + + // Controls + if(input->KeyState[GLFW_KEY_LEFT]) { + transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z); + + if(Euler.z < 10.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,1)); + } + else if(Euler.z < 20.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/2,glm::vec3(0,0,1)); + } + else if (Euler.z < 25.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/4,glm::vec3(0,0,1)); + } + } + else if(input->KeyState[GLFW_KEY_RIGHT]) { + transform->Position += Ship_Right * (float)dt * (m_PlayerSpeed - Euler.z); + + if(Euler.z > -10.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,-1)); + } + else if(Euler.z > -20.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/2,glm::vec3(0,0,-1)); + } + else if (Euler.z > -25.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/4,glm::vec3(0,0,-1)); + } + } + else + { + transform->Position -= Ship_Right * (float)dt * Euler.z; + if(Euler.z < 1.5f && Euler.z > -1.5f) + transform->Orientation = glm::angleAxis(0,glm::vec3(0,0,1)); + else if(Euler.z < 0.f) + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt,glm::vec3(0,0,1)); + else if(Euler.z > 0.f) + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt,glm::vec3(0,0,-1)); + } + + // Update player bounds based on rotation + if (bounds) { + Euler = glm::eulerAngles(transform->Orientation); + bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z)); + } + + auto collision = m_World->GetComponent(entity, "Collision"); + + // Obstacle collision + for(auto ent : collision->CollidingEntities) + { + if(m_World->GetProperty(ent, "Name") == "Obstacle") + { + + auto deathSoundEntity = m_World->CreateEntity(ent); + + auto deathTransform = m_World->AddComponent(deathSoundEntity, "Transform"); + auto deathSoundEmitter = m_World->AddComponent(deathSoundEntity, "SoundEmitter"); + deathSoundEmitter->Gain = 5.f; + deathSoundEmitter->ReferenceDistance = 1.5f; + + auto deathSoundSystem = m_World->GetSystem("SoundSystem"); + deathSoundSystem->PlaySound(deathSoundEmitter.get(), "Sounds/Explosion3.wav"); + + m_World->RemoveEntity(entity); + + //TODO: Ljud som kommer från crashsite + } + + if (m_World->GetProperty(ent, "Name") == "Obstacle_SoundTrigger") + { + auto parent = m_World->GetEntityParent(ent); + auto parentTransform = m_World->GetComponent(parent, "Transform"); + auto swoosh = m_World->CreateEntity(parent); + m_World->AddComponent(swoosh, "Transform"); + auto swooshSound = m_World->AddComponent(swoosh, "SoundEmitter"); +<<<<<<< HEAD + float gainchanger = float(transform->Velocity.z) / float(m_basespeed); + swooshSound->Gain = 2 * gainchanger; + swooshSound->MaxDistance = 1000; + swooshSound->ReferenceDistance = 2.f; + swooshSound->Pitch = 1.f - (glm::length(parentTransform->Scale) / 12.f) * 0.5f; + LOG_ERROR("Pitch: %f", swooshSound->Pitch); + LOG_ERROR("Gain: %f. Vel: %f", swooshSound->Gain, transform->Velocity.z); +======= + swooshSound->Gain = 2.f; + swooshSound->MaxDistance = 5.f; + swooshSound->ReferenceDistance = 1.f; + swooshSound->Pitch = 1.f - (glm::length(parentTransform->Scale) / 12.f) * 0.5f;; +>>>>>>> a7a17b3ebfbb928756847526e287f7c1ed3aae52 + auto soundSystem = m_World->GetSystem("SoundSystem"); + soundSystem->PlaySound(swooshSound.get(), "Sounds/swoosh.wav"); + m_World->RemoveEntity(ent); + } + } + + //powerup + for(auto ent : collision->CollidingEntities) + { + std::string name = m_World->GetProperty(ent, "Name"); + if(name == "PowerUp") + { + auto powerupComp = m_World->GetComponent(ent, "PowerUp"); + m_maxspeed = powerupComp->Speed; + m_PowerUpTotalDuration = powerupComp->Duration; + m_poweruptimeleft = powerupComp->Duration; + m_World->RemoveEntity(ent); + SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0)); + auto soundEmitterPU = m_World->GetProperty(entity, "SoundEmitterPowerUp"); + auto soundSystem = m_World->GetSystem("SoundSystem"); + soundSystem->PlaySound(soundEmitterPU, "Sounds/boom.wav"); + } + } + + if(m_poweruptimeleft <= 0) + { + m_maxspeed = m_basespeed; + } + + if(transform->Velocity.z < m_maxspeed) + { + transform->Velocity.z += 100.f*dt; + if(transform->Velocity.z >= m_maxspeed) + transform->Velocity.z = m_maxspeed; + } + else if(transform->Velocity.z > m_maxspeed) + { + transform->Velocity.z -= 50.f*dt; + if(transform->Velocity.z <= m_maxspeed) + transform->Velocity.z = m_maxspeed; + } + + float percentage = m_poweruptimeleft / m_PowerUpTotalDuration; + SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0) * percentage + (1.f - percentage) * glm::vec3(0.05f, 0.36f, 1.f)); + auto soundEmitterEngine = m_World->GetProperty(entity, "SoundEmitterEngine"); + soundEmitterEngine->Pitch = 1.f + percentage * 0.5f; + + // Update camera + if(! freecamEnabled) + { + auto cameraEntity = m_World->GetProperty(entity, "Camera"); + + auto cameraTransform = m_World->GetComponent(cameraEntity, "Transform"); + if (cameraTransform) { + cameraTransform->Position = transform->Position + m_CameraOffset; + cameraTransform->Orientation = m_CameraOrientation; + } + + auto cameracamera = m_World->GetComponent(cameraEntity, "Camera"); + cameracamera->FOV = glm::radians(45.f + transform->Velocity.z / 3.f); + } + + // Update ground + auto groundEntity = m_World->GetProperty(entity, "Ground"); + if (m_World->ValidEntity(groundEntity)) { + auto groundTransform = m_World->GetComponent(groundEntity, "Transform"); + groundTransform->Position.x = transform->Position.x; + } + + // Update Sun + auto sunEntity = m_World->GetProperty(entity, "Sun"); + if (m_World->ValidEntity(sunEntity)) { + auto sunTransform = m_World->GetComponent(sunEntity, "Transform"); + sunTransform->Position.x = transform->Position.x; + } + } +} + +void Systems::PlayerSystem::SetPlayerLightColor(EntityID player, glm::vec3 color) +{ + auto light1 = m_World->GetProperty(player, "LightLeft"); + auto light2 = m_World->GetProperty(player, "LightRight"); + + auto lightComponent1 = m_World->GetComponent(light1, "PointLight"); + auto lightComponent2 = m_World->GetComponent(light2, "PointLight"); + + lightComponent1->Diffuse = color; + lightComponent2->Diffuse = color; +} +