Files
escape-the-dawn/Escape-the-Dawn/Systems/PlayerSystem.cpp
T
2015-06-02 00:39:49 +02:00

316 lines
10 KiB
C++

#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<float>(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<Components::Transform>(entity, "Transform");
if (transform == nullptr)
return;
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (input == nullptr)
return;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Sun") {
auto light = m_World->GetComponent<Components::PointLight>(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<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
}
}
}
if (name == "Player")
{
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
m_PlayerOriginalBounds = bounds->VolumeVector;
}
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
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>((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 * (m_PlayerSpeed - Euler.z);
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
{
transform->Position -= Ship_Right * (float)dt * Euler.z;
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));
}
// 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<Components::Collision>(entity, "Collision");
// Obstacle collision
for(auto ent : collision->CollidingEntities)
{
if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
{
auto deathSoundEntity = m_World->CreateEntity(ent);
auto deathTransform = m_World->AddComponent<Components::Transform>(deathSoundEntity, "Transform");
auto deathSoundEmitter = m_World->AddComponent<Components::SoundEmitter>(deathSoundEntity, "SoundEmitter");
deathSoundEmitter->Gain = 5.f;
deathSoundEmitter->ReferenceDistance = 1.5f;
auto deathSoundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
deathSoundSystem->PlaySound(deathSoundEmitter.get(), "Sounds/Explosion3.wav");
m_World->RemoveEntity(entity);
//TODO: Ljud som kommer från crashsite
}
if (m_World->GetProperty<std::string>(ent, "Name") == "Obstacle_SoundTrigger")
{
auto parent = m_World->GetEntityParent(ent);
auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
auto swoosh = m_World->CreateEntity(parent);
m_World->AddComponent<Components::Transform>(swoosh, "Transform");
auto swooshSound = m_World->AddComponent<Components::SoundEmitter>(swoosh, "SoundEmitter");
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);
auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
soundSystem->PlaySound(swooshSound.get(), "Sounds/swoosh.wav");
m_World->RemoveEntity(ent);
}
}
//powerup
for(auto ent : collision->CollidingEntities)
{
std::string name = m_World->GetProperty<std::string>(ent, "Name");
if(name == "PowerUp")
{
auto powerupComp = m_World->GetComponent<Components::PowerUp>(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 soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
soundSystem->PlaySound(soundEmitter, "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));
// Update camera
if(! freecamEnabled)
{
auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
auto cameraTransform = m_World->GetComponent<Components::Transform>(cameraEntity, "Transform");
if (cameraTransform) {
cameraTransform->Position = transform->Position + m_CameraOffset;
cameraTransform->Orientation = m_CameraOrientation;
}
auto cameracamera = m_World->GetComponent<Components::Camera>(cameraEntity, "Camera");
cameracamera->FOV = glm::radians(45.f + transform->Velocity.z / 3.f);
}
// Update ground
auto groundEntity = m_World->GetProperty<EntityID>(entity, "Ground");
if (m_World->ValidEntity(groundEntity)) {
auto groundTransform = m_World->GetComponent<Components::Transform>(groundEntity, "Transform");
groundTransform->Position.x = transform->Position.x;
}
// Update Sun
auto sunEntity = m_World->GetProperty<EntityID>(entity, "Sun");
if (m_World->ValidEntity(sunEntity)) {
auto sunTransform = m_World->GetComponent<Components::Transform>(sunEntity, "Transform");
sunTransform->Position.x = transform->Position.x;
}
}
}
void Systems::PlayerSystem::SetPlayerLightColor(EntityID player, glm::vec3 color)
{
auto light1 = m_World->GetProperty<EntityID>(player, "LightLeft");
auto light2 = m_World->GetProperty<EntityID>(player, "LightRight");
auto lightComponent1 = m_World->GetComponent<Components::PointLight>(light1, "PointLight");
auto lightComponent2 = m_World->GetComponent<Components::PointLight>(light2, "PointLight");
lightComponent1->Diffuse = color;
lightComponent2->Diffuse = color;
}