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This commit is contained in:
255
Game/Player.cpp
255
Game/Player.cpp
@@ -18,43 +18,72 @@ Player::Player(const Vector2f& Position, TextureManager* manager) : m_Position(P
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_walkAnimation = new Animation(
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m_WalkAnimation = new Animation(
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manager->GetTexture("animations/player/player_walk.png"),
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8, 0.1f, Rectf { 0, 0, 70, 70 }, true);
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m_turnAnimation = new Animation(
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m_TurnAnimation = new Animation(
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manager->GetTexture("animations/player/player_turn.png"),
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5, 0.07f, Rectf { 0, 0, 70, 70 }, false);
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m_digStartAnimation = new Animation(
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m_DigStartAnimation = new Animation(
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manager->GetTexture("animations/player/player_dig_start.png"),
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7, 0.07f, Rectf { 0, 0, 70, 70 }, false);
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m_digAnimation = new Animation(
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m_DigAnimation = new Animation(
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manager->GetTexture("animations/player/player_dig.png"),
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7, 0.05f, Rectf { 0, 0, 70, 70 }, true);
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m_flyStartAnimation = new Animation(
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m_FlyStartAnimation = new Animation(
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manager->GetTexture("animations/player/player_fly_start.png"),
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12, 0.05f, Rectf { 0, 0, 70, 70 }, false);
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m_flyAnimation = new Animation(
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m_FlyAnimation = new Animation(
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manager->GetTexture("animations/player/player_fly.png"),
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5, 0.01f, Rectf { 0, 0, 70, 70 }, true);
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m_flyTurnAnimation = new Animation(
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m_FlyTurnAnimation = new Animation(
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manager->GetTexture("animations/player/player_fly_turn.png"),
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3, 0.05f, Rectf { 0, 0, 70, 70 }, false);
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m_currentAnimation = m_walkAnimation;
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m_DieStartAnimation = new Animation(
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manager->GetTexture("animations/player/player_die_start.png"),
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11, 0.05f, Rectf { 0, 0, 100, 100 }, false);
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m_DieLoopAnimation = new Animation(
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manager->GetTexture("animations/player/player_die_loop.png"),
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4, 0.05f, Rectf { 0, 0, 100, 100 }, true);
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m_CurrentAnimation = m_WalkAnimation;
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m_IdleSound = new SoundEffect("sound/idle.wav");
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m_FlySound = new SoundEffect("sound/fly.wav");
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m_DigSound = new SoundEffect("sound/drill.wav");
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m_DigSound->SetVolume(64);
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m_WalkSound = new SoundEffect("sound/walk.wav");
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m_CurrentSound = m_IdleSound;
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}
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Player::~Player() {
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delete m_walkAnimation;
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delete m_turnAnimation;
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delete m_digAnimation;
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delete m_digStartAnimation;
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delete m_WalkAnimation;
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delete m_TurnAnimation;
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delete m_DigAnimation;
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delete m_DigStartAnimation;
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delete m_flyStartAnimation;
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delete m_flyAnimation;
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delete m_flyTurnAnimation;
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delete m_IdleSound;
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delete m_FlySound;
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delete m_DigSound;
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delete m_WalkSound;
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delete m_FlyStartAnimation;
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delete m_FlyAnimation;
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delete m_FlyTurnAnimation;
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delete m_DieStartAnimation;
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delete m_DieLoopAnimation;
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for (Particle* particle : m_DigParticles) {
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delete particle;
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}
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}
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Collision::CollisionRect Player::GetCollisionRect() const {
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@@ -81,13 +110,30 @@ void Player::Draw() const {
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glRotatef(m_Direction == PlayerDirection::Left ? rotateOffset : -rotateOffset, 0, 0, 1);
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}
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{
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m_currentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth });
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utils::SetColor(Colors::WHITE);
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m_CurrentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth });
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utils::SetColor(Colors::GREEN);
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}
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glPopMatrix();
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utils::FillEllipse(m_OutletPos + m_Position, 5, 5);
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for (Particle* particle : m_DigParticles) {
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utils::SetColor(Colors::WHITE);
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particle->Draw();
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}
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for (Particle* particle : m_SmokeParticles) {
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utils::SetColor(Colors::WHITE);
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particle->Draw();
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}
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}
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void Player::Die() {
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m_IsDead = true;
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m_CurrentAnimation = m_DieStartAnimation;
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m_HasPlayedDeathAnimation = false;
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}
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void Player::ProcessImGui() {
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ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
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@@ -152,6 +198,7 @@ void Player::Dig(Collision::CollisionDirection dir, WorldLevel& level) {
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//Set the digging location in the center of the destination tile;
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const WorldTile* tile = m_ContactMap[dir];
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m_ToAddPoints = tile->GetTileType()->GetValue();
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m_ToAddTile = tile->GetTileType();
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//Add case for bottom because otherwise i clip through the floor
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m_DigDestination = tile->GetPosition();
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if (dir == Collision::Bottom) {
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@@ -171,7 +218,10 @@ bool Player::CanDig(Collision::CollisionDirection dir, WorldLevel& level) {
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return false;
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}
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GroundTileType type = *tile->GetTileType();
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//TODO: Add a list of non diggable tiles
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if (type == GroundTileTypeManager::GetInstance()->STONE) {
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return false;
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}
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if (type == GroundTileTypeManager::GetInstance()->HARD_LEFT || type == GroundTileTypeManager::GetInstance()->HARD_MIDDLE || type == GroundTileTypeManager::GetInstance()->
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HARD_RIGHT) {
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@@ -180,14 +230,32 @@ bool Player::CanDig(Collision::CollisionDirection dir, WorldLevel& level) {
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return true;
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}
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void Player::ChangeSound(SoundEffect* sound) {
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m_PrevSound = m_CurrentSound;
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// m_CurrentSound->Stop();
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m_CurrentSound = sound;
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}
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void Player::Update(float elapsedTime, WorldLevel& level) {
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if (m_IsDead) {
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m_CurrentAnimation->Update(elapsedTime);
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if (m_CurrentAnimation == m_DieStartAnimation) {
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if (m_CurrentAnimation->IsDone()) {
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m_CurrentAnimation = m_DieLoopAnimation;
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}
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}
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return;
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}
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m_BobTimer += elapsedTime;
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if (m_BobTimer >= m_BobTime) {
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m_BobUp = !m_BobUp;
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m_BobTimer = 0.0f;
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}
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std::vector<Particle *> particlesToDelete {};
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for (Particle* particle : m_DigParticles) {
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particle->Update(elapsedTime);
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@@ -200,17 +268,39 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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delete particle;
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}
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m_SmokeTimer += elapsedTime;
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if (m_SmokeTimer >= m_SmokeTime) {
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m_SmokeTimer = 0.0f;
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Vector2f Dir { static_cast<float>(m_Direction == PlayerDirection::Left ? 30 : -30), 20 };
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Particle* NewSmokeParticle = new Particle(m_OutletPos + m_Position, Dir, Vector2f { 0.0f, 9.81f * 30}, 5.f, TextureManager::GetInstance()->GetTexture("particles/smoke.png"));
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NewSmokeParticle->SetFlipped(m_Direction == PlayerDirection::Left);
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m_SmokeParticles.push_back(NewSmokeParticle);
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}
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std::vector<Particle*> smokeParticlesToDelete{};
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for (Particle* particle : m_SmokeParticles) {
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particle->Update(elapsedTime);
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if (particle->IsDead()) {
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smokeParticlesToDelete.push_back(particle);
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}
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}
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for (Particle* particle : smokeParticlesToDelete) {
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m_SmokeParticles.erase(std::remove(m_SmokeParticles.begin(), m_SmokeParticles.end(), particle), m_SmokeParticles.end());
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delete particle;
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}
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//check for keys
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if (m_State != PlayerState::Digging) {
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if (utils::isKeyDown(SDL_SCANCODE_W)) {
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m_State = PlayerState::Flying;
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// m_Vel.y = m_Speed / 10;
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m_Acc.y += m_Speed * 10;
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if(!m_IsPropellorDeployed) {
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m_currentAnimation = m_flyStartAnimation;
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m_flyStartAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
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} else {
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m_currentAnimation = m_flyAnimation;
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if (!m_IsPropellorDeployed) {
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m_CurrentAnimation = m_FlyStartAnimation;
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m_FlyStartAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
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}
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else {
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m_CurrentAnimation = m_FlyAnimation;
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}
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m_Grounded = false;
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}
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@@ -218,8 +308,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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if (m_Grounded) {
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if (this->CanDig(Collision::Bottom, level)) {
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m_DigDirection = DigDirection::Down;
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m_currentAnimation = m_digStartAnimation;
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m_currentAnimation->Reset();
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m_CurrentAnimation = m_DigStartAnimation;
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m_CurrentAnimation->Reset();
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m_IsDiggingPrimed = false;
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this->Dig(Collision::CollisionDirection::Bottom, level);
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}
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@@ -227,15 +317,15 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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if (utils::isKeyDown(SDL_SCANCODE_A)) {
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if (!m_IsTurning) {
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m_walkAnimation->SetFlipped(false);
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m_flyAnimation->SetFlipped(false);
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m_WalkAnimation->SetFlipped(false);
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m_FlyAnimation->SetFlipped(false);
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}
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m_Acc.x = -m_Speed;
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if (m_Direction == PlayerDirection::Right) {
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m_IsTurning = true;
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m_currentAnimation = m_State == PlayerState::Walking ? m_turnAnimation : m_flyTurnAnimation;
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m_currentAnimation->SetFlipped(true);
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m_currentAnimation->Reset();
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m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation;
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m_CurrentAnimation->SetFlipped(true);
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m_CurrentAnimation->Reset();
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}
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m_Direction = PlayerDirection::Left;
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if (m_Grounded && !m_DidJustDigLeft) {
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@@ -255,16 +345,16 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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if (utils::isKeyDown(SDL_SCANCODE_D)) {
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if (!m_IsTurning) {
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m_walkAnimation->SetFlipped(true);
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m_flyAnimation->SetFlipped(true);
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m_WalkAnimation->SetFlipped(true);
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m_FlyAnimation->SetFlipped(true);
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}
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m_Acc.x = m_Speed;
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if (m_Direction == PlayerDirection::Left) {
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m_IsTurning = true;
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m_currentAnimation = m_State == PlayerState::Walking ? m_turnAnimation : m_flyTurnAnimation;
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m_currentAnimation->SetFlipped(false);
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m_currentAnimation->Reset();
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m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation;
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m_CurrentAnimation->SetFlipped(false);
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m_CurrentAnimation->Reset();
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}
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m_Direction = PlayerDirection::Right;
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@@ -296,37 +386,39 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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m_Acc = Vector2f { 0, 0 };
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m_currentAnimation->Update(elapsedTime);
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m_CurrentAnimation->Update(elapsedTime);
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if(m_State == PlayerState::Flying && m_Grounded) {
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if (m_State == PlayerState::Flying && m_Grounded) {
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m_State = PlayerState::Idle;
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m_walkAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
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m_currentAnimation = m_walkAnimation;
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m_WalkAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
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m_CurrentAnimation = m_WalkAnimation;
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m_IsPropellorDeployed = false;
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m_flyStartAnimation->Reset();
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m_FlyStartAnimation->Reset();
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}
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if (m_currentAnimation->IsDone() && m_IsTurning) {
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m_currentAnimation = m_State == PlayerState::Walking ? m_walkAnimation : m_flyAnimation;
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if (m_CurrentAnimation->IsDone() && m_IsTurning) {
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m_CurrentAnimation = m_State == PlayerState::Walking ? m_WalkAnimation : m_FlyAnimation;
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m_IsTurning = false;
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}
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if(m_currentAnimation == m_flyStartAnimation) {
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if(m_flyStartAnimation->IsDone()) {
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if (m_CurrentAnimation == m_FlyStartAnimation) {
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if (m_FlyStartAnimation->IsDone()) {
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m_IsPropellorDeployed = true;
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m_currentAnimation = m_flyAnimation;
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} else {
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m_currentAnimation = m_flyStartAnimation;
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m_CurrentAnimation = m_FlyAnimation;
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}
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else {
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m_CurrentAnimation = m_FlyStartAnimation;
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}
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}
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if (m_currentAnimation == m_digStartAnimation) {
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if (m_Direction == PlayerDirection::Left) {
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m_OutletPos = m_OutLeftPos;
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}
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else {
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m_OutletPos = m_OutRightPos;
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}
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#pragma region Collision
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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@@ -393,7 +485,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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}
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Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
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Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect();
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Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
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}
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#pragma endregion
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@@ -408,25 +500,35 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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}
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switch (m_State) {
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case PlayerState::Flying:
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GameManager::GetInstance().DecreaseFuel(0.06f);
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ChangeSound(m_FlySound);
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break;
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case PlayerState::Idle:
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m_walkAnimation->SetPlaying(false);
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m_WalkAnimation->SetPlaying(false);
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GameManager::GetInstance().DecreaseFuel(0.02f);
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ChangeSound(m_IdleSound);
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break;
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case PlayerState::Walking:
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m_walkAnimation->SetPlaying(true);
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m_WalkAnimation->SetPlaying(true);
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GameManager::GetInstance().DecreaseFuel(0.04f);
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ChangeSound(m_WalkSound);
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break;
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case PlayerState::Digging: {
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// m_walkAnimation->SetPlaying(false);
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GameManager::GetInstance().DecreaseFuel(0.06f);
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ChangeSound(m_DigSound);
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//Diganimation
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m_currentAnimation->Update(elapsedTime);
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if (m_currentAnimation->IsDone() && m_State == PlayerState::Digging && !m_IsDiggingPrimed) {
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m_CurrentAnimation->Update(elapsedTime);
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if (m_CurrentAnimation->IsDone() && m_State == PlayerState::Digging && !m_IsDiggingPrimed) {
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m_IsDiggingPrimed = true;
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m_currentAnimation = m_digAnimation;
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m_CurrentAnimation = m_DigAnimation;
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}
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if (m_IsDiggingPrimed) {
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if (!m_Digging) { //TODO: fix for setting the start position
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if (!m_Digging) {
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m_Digging = true;
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m_DigStart = m_Position;
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m_Vel = Vector2f { 0, 0 };
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@@ -436,9 +538,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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//lerp to the destination
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float progress = utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 1.0f);
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int particleProgress = (int)utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 100.0f);
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std::cout << progress << '\n';
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if (particleProgress % 2 == 0) {
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m_DigParticles.push_back(new Particle(m_Position + Vector2f{ 20, 0 }, Vector2f { (float)utils::randRange(-200, 200), (float)utils::randRange(-100, -300) }, 5.f,
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m_DigParticles.push_back(new Particle(m_Position + Vector2f { 20, 0 }, Vector2f { (float)utils::randRange(-200, 200), (float)utils::randRange(-100, -300) },Vector2f { 0.0f, -9.81f * 20}, 5.f,
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TextureManager::GetInstance()->GetTexture("particles/dirt_" + std::to_string(utils::randRange(1, 8)) + ".png")));
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}
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m_Position = utils::lerp(m_DigStart, m_DigDestination, progress);
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@@ -449,11 +550,30 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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if (progress >= 1.0f) {
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m_State = PlayerState::Idle;
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m_currentAnimation = m_walkAnimation;
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m_CurrentAnimation = m_WalkAnimation;
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m_HasDeletedTile = false;
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m_Digging = false;
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GameManager::GetInstance().IncreaseScore(m_ToAddPoints);
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m_ToAddPoints = 0;
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//Add the dug item to the inventory
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PlayerInventory* inventory = GameManager::GetInstance().GetInventory();
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InventoryItem item = inventory->GetItemByType(m_ToAddTile);
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ItemStack stack = ItemStack { item, 1 };
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inventory->AddItem(stack);
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std::cout << "Added: " << PlayerInventory::GetItemName(item) << std::endl;
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//Print the inventory
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std::cout << "-----------------------" << std::endl;
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std::cout << "Inventory: " << std::endl;
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std::vector<ItemStack *> items = inventory->GetItems();
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for (ItemStack* i : items) {
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std::cout << PlayerInventory::GetItemName(i->m_ItemType) << " Quantity: " << i->m_Quantity << std::endl;
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}
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std::cout << "-----------------------" << std::endl;
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}
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}
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@@ -466,4 +586,15 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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if (m_State != PlayerState::Digging) {
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m_Position = m_Position + m_Vel * elapsedTime;
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}
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if (m_DidSoundChange) {
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m_CurrentSound->Stop();
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m_DidSoundChange = false;
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}
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if (m_CurrentSound != nullptr) {
|
||||
if (!m_CurrentSound->IsPlaying()) {
|
||||
m_CurrentSound->Play(1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user