#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; }