#include "PlayerSystem.h" #include "World.h" Systems::PlayerSystem::PlayerSystem( World* world ) : System(world) { m_PlayerSpeed = 20; 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_poweruptimeleft = 0; m_basespeed = 100.f; m_maxspeed = 100.f; } void Systems::PlayerSystem::Update(double dt) { m_poweruptimeleft -= (float)dt; } 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 collision = m_World->GetComponent(entity, "Collision"); auto name = m_World->GetProperty(entity, "Name"); if(collision != nullptr) { for(auto ent : collision->CollidingEntities) { if(m_World->GetProperty(ent, "Name") == "Obstacle") { m_World->RemoveEntity(entity); } } } 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::eulerAngles(transform->Orientation); 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)); } //powerup auto cameraEntity = m_World->GetProperty(entity, "Camera"); auto cameracamera = m_World->GetComponent(cameraEntity, "Camera"); cameracamera->FOV = glm::radians(20.f + transform->Velocity.z/3 ); auto collisionComponent = m_World->GetComponent(entity, "Collision"); for(auto ent : collisionComponent->CollidingEntities) { std::string name = m_World->GetProperty(ent, "Name"); if(name == "PowerUp") { auto powerupComp = m_World->GetComponent(ent, "PowerUp"); m_maxspeed = powerupComp->Speed; m_poweruptimeleft = 5.f; m_World->RemoveEntity(ent); } } 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; } // Update camera if(! freecamEnabled) { auto cameraTransform = m_World->GetComponent(cameraEntity, "Transform"); if (cameraTransform) { cameraTransform->Position = transform->Position + m_CameraOffset; cameraTransform->Orientation = m_CameraOrientation; } } } }