Files
escape-the-dawn/Escape-the-Dawn/Systems/PlayerSystem.cpp
T
Adam 192589f9e5 Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts:
	Escape-the-Dawn/GameWorld.cpp
2014-03-13 03:01:53 +01:00

124 lines
4.1 KiB
C++

#include "PlayerSystem.h"
#include "World.h"
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt)
{
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transform == nullptr)
return;
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (input == nullptr)
return;
float speed = 20.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
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);
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] || input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Camera_Right * (float)dt * speed;
}
else if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
if(collision->CollidingEntities.size() != 0)
int c = 1; // lol
}
name = m_World->GetProperty<std::string>(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);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
if(Euler.z < 10.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
}
else if(Euler.z < 20.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,1));
}
else if (Euler.z < 25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,1));
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
if(Euler.z > -10.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
}
else if(Euler.z > -20.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,-1));
}
else if (Euler.z > -25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,-1));
}
}
else
{
if(Euler.z < 1.5f && Euler.z > -1.5f)
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
else if(Euler.z < 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
}
}