From 9dd1733689e062bda078fdddbeefa0971e310bbc Mon Sep 17 00:00:00 2001 From: Tobias Dahl Date: Thu, 13 Mar 2014 00:54:49 +0100 Subject: [PATCH] Ship is movable --- Escape-the-Dawn/GameWorld.cpp | 2 + Escape-the-Dawn/Systems/PlayerSystem.cpp | 61 ++++++++++++++++++++---- Escape-the-Dawn/Systems/PlayerSystem.h | 3 +- 3 files changed, 56 insertions(+), 10 deletions(-) diff --git a/Escape-the-Dawn/GameWorld.cpp b/Escape-the-Dawn/GameWorld.cpp index 5d3711a..4569985 100644 --- a/Escape-the-Dawn/GameWorld.cpp +++ b/Escape-the-Dawn/GameWorld.cpp @@ -85,10 +85,12 @@ void GameWorld::Initialize() // Player ent = CreateEntity(); + SetProperty(ent, "Name", std::string("PlayerShip")); transform = AddComponent(ent, "Transform"); transform->Position = glm::vec3(0.f, 0.f, 0.f); model = AddComponent(ent, "Model"); model->ModelFile = "ship.obj"; + AddComponent(ent, "Input"); ent = CreateEntity(); transform = AddComponent(ent, "Transform"); diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp b/Escape-the-Dawn/Systems/PlayerSystem.cpp index aeb7ca2..ef28f37 100644 --- a/Escape-the-Dawn/Systems/PlayerSystem.cpp +++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp @@ -1,6 +1,10 @@ #include "PlayerSystem.h" #include "World.h" +Systems::PlayerSystem::PlayerSystem( World* world ) : System(world) +{ +} + void Systems::PlayerSystem::Update(double dt) @@ -17,23 +21,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa if (input == nullptr) return; + float speed = 10.0f; + auto name = m_World->GetProperty(entity, "Name"); if (name == "Camera") { - if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) { + 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 = 8.0f; + if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) { - speed *= 2.0f; + speed *= 4.0f; } if(input->KeyState[GLFW_KEY_LEFT_ALT]) { - speed /= 2.0f; + speed /= 4.0f; } - if(input->KeyState[GLFW_KEY_A]) { + if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) { transform->Position -= Camera_Right * (float)dt * speed; } - if(input->KeyState[GLFW_KEY_D]) { + if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) { transform->Position += Camera_Right * (float)dt * speed; } if(input->KeyState[GLFW_KEY_W]) { @@ -48,7 +54,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa 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; @@ -57,6 +63,45 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa //--------------------------------------------------------------------- // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS } - + } + + name = m_World->GetProperty(entity, "Name"); + if (name == "PlayerShip") + { + 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 = 2.0f; + glm::vec3 Euler = glm::eulerAngles(transform->Orientation); + LOG_DEBUG("Euler: %f", Euler.z); + + if(input->KeyState[GLFW_KEY_LEFT]) { + transform->Position -= Ship_Right * (float)dt * speed; + + if(Euler.z < 25.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,1)); + } + } + else if(input->KeyState[GLFW_KEY_RIGHT]) { + transform->Position += Ship_Right * (float)dt * speed; + + if(Euler.z > -25.f) + { + transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,-1)); + } + } + else + { + if(Euler.z < 0.5f && Euler.z > -0.5f) + 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)); + } + + } } + diff --git a/Escape-the-Dawn/Systems/PlayerSystem.h b/Escape-the-Dawn/Systems/PlayerSystem.h index 8058956..6d995e0 100644 --- a/Escape-the-Dawn/Systems/PlayerSystem.h +++ b/Escape-the-Dawn/Systems/PlayerSystem.h @@ -14,8 +14,7 @@ namespace Systems class PlayerSystem : public System { public: - PlayerSystem(World* world) - : System(world) { } + PlayerSystem(World* world); void Update(double dt) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override;