601 lines
18 KiB
C++
601 lines
18 KiB
C++
#include "pch.h"
|
|
#include "imgui.h"
|
|
#include "Player.h"
|
|
|
|
#include <algorithm>
|
|
|
|
#include "colors.h"
|
|
#include "GameManager.h"
|
|
#include "GridSystem/GroundTileTypeManager.h"
|
|
#include "utils.h"
|
|
#include "Levels/World/WorldLevel.h"
|
|
#include "Animations/Animation.h"
|
|
#include "GridSystem/WorldTile.h"
|
|
|
|
Player::Player(const Vector2f& Position, TextureManager* manager) : m_Position(Position), m_Size(Vector2f { 40, 40 }), m_Vel(Vector2f { 0, 0 }), m_Acc(Vector2f { 0, 0 }) {
|
|
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
|
|
|
|
m_WalkAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_walk.png"),
|
|
8, 0.1f, Rectf { 0, 0, 70, 70 }, true);
|
|
m_TurnAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_turn.png"),
|
|
5, 0.07f, Rectf { 0, 0, 70, 70 }, false);
|
|
m_DigStartAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_dig_start.png"),
|
|
7, 0.07f, Rectf { 0, 0, 70, 70 }, false);
|
|
m_DigAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_dig.png"),
|
|
7, 0.05f, Rectf { 0, 0, 70, 70 }, true);
|
|
|
|
m_FlyStartAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_fly_start.png"),
|
|
12, 0.05f, Rectf { 0, 0, 70, 70 }, false);
|
|
|
|
m_FlyAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_fly.png"),
|
|
5, 0.01f, Rectf { 0, 0, 70, 70 }, true);
|
|
|
|
m_FlyTurnAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_fly_turn.png"),
|
|
3, 0.05f, Rectf { 0, 0, 70, 70 }, false);
|
|
|
|
m_DieStartAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_die_start.png"),
|
|
11, 0.05f, Rectf { 0, 0, 100, 100 }, false);
|
|
|
|
m_DieLoopAnimation = new Animation(
|
|
manager->GetTexture("animations/player/player_die_loop.png"),
|
|
4, 0.05f, Rectf { 0, 0, 100, 100 }, true);
|
|
|
|
m_CurrentAnimation = m_WalkAnimation;
|
|
|
|
|
|
m_IdleSound = new SoundEffect("sound/idle.wav");
|
|
m_FlySound = new SoundEffect("sound/fly.wav");
|
|
m_DigSound = new SoundEffect("sound/drill.wav");
|
|
m_DigSound->SetVolume(64);
|
|
m_WalkSound = new SoundEffect("sound/walk.wav");
|
|
m_CurrentSound = m_IdleSound;
|
|
|
|
}
|
|
|
|
Player::~Player() {
|
|
delete m_WalkAnimation;
|
|
delete m_TurnAnimation;
|
|
delete m_DigAnimation;
|
|
delete m_DigStartAnimation;
|
|
|
|
delete m_IdleSound;
|
|
delete m_FlySound;
|
|
delete m_DigSound;
|
|
delete m_WalkSound;
|
|
|
|
delete m_FlyStartAnimation;
|
|
delete m_FlyAnimation;
|
|
delete m_FlyTurnAnimation;
|
|
|
|
delete m_DieStartAnimation;
|
|
delete m_DieLoopAnimation;
|
|
|
|
for (Particle* particle : m_DigParticles) {
|
|
delete particle;
|
|
}
|
|
}
|
|
|
|
Collision::CollisionRect Player::GetCollisionRect() const {
|
|
Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
|
|
return rect;
|
|
}
|
|
|
|
void Player::Draw() const {
|
|
if (m_DrawCollisionRect) {
|
|
utils::SetColor(Colors::PINK);
|
|
utils::DrawRect(Rectf { m_Position.x, m_Position.y, m_Size.x, m_Size.y });
|
|
}
|
|
Vector2f center = m_Position + m_Size / 2;
|
|
|
|
const int frameWidth = 70; //TODO: fix this
|
|
int halfFrameWidth = frameWidth / 2;
|
|
int bobOffset = m_BobUp ? 1 : 0;
|
|
|
|
float rotateOffset = std::abs(m_Vel.x) / 30;
|
|
Vector2f drawPos = Vector2f { center.x, center.y + 9 + bobOffset };
|
|
glPushMatrix();
|
|
glTranslatef(drawPos.x - halfFrameWidth, drawPos.y - halfFrameWidth, 0);
|
|
if (!m_Grounded && std::abs(m_Vel.y) > 0.1f) {
|
|
glRotatef(m_Direction == PlayerDirection::Left ? rotateOffset : -rotateOffset, 0, 0, 1);
|
|
}
|
|
{
|
|
utils::SetColor(Colors::WHITE);
|
|
m_CurrentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth });
|
|
utils::SetColor(Colors::GREEN);
|
|
|
|
|
|
}
|
|
glPopMatrix();
|
|
utils::FillEllipse(m_OutletPos + m_Position, 5, 5);
|
|
for (Particle* particle : m_DigParticles) {
|
|
utils::SetColor(Colors::WHITE);
|
|
particle->Draw();
|
|
}
|
|
|
|
for (Particle* particle : m_SmokeParticles) {
|
|
utils::SetColor(Colors::WHITE);
|
|
particle->Draw();
|
|
}
|
|
|
|
|
|
}
|
|
void Player::Die() {
|
|
m_IsDead = true;
|
|
m_CurrentAnimation = m_DieStartAnimation;
|
|
m_HasPlayedDeathAnimation = false;
|
|
}
|
|
void Player::ProcessImGui() {
|
|
ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
|
|
ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
|
|
ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
|
|
std::string currentState { "No idea" };
|
|
switch (m_State) {
|
|
case PlayerState::Idle:
|
|
currentState = "Idle";
|
|
break;
|
|
case PlayerState::Digging:
|
|
currentState = "Digging";
|
|
break;
|
|
case PlayerState::Walking:
|
|
currentState = "Walking";
|
|
break;
|
|
case PlayerState::Flying:
|
|
currentState = "Flying";
|
|
break;
|
|
}
|
|
ImGui::Text("Player State %s", currentState.c_str());
|
|
ImGui::Text("Is digging Primed: %s", m_IsDiggingPrimed ? "true" : "false");
|
|
ImGui::Text("Bob counter: %f", m_BobTimer);
|
|
ImGui::Text("Bob up: %s", m_BobUp ? "true" : "false");
|
|
ImGui::Text("Is Grounded: %s", m_Grounded ? "true" : "false");
|
|
std::string direction {};
|
|
switch (m_Direction) {
|
|
case PlayerDirection::Down:
|
|
direction = "Down";
|
|
break;
|
|
case PlayerDirection::Left:
|
|
direction = "Left";
|
|
break;
|
|
case PlayerDirection::Right:
|
|
direction = "Right";
|
|
break;
|
|
case PlayerDirection::Up:
|
|
direction = "Up";
|
|
break;
|
|
}
|
|
ImGui::Text("Direction: %s", direction.c_str());
|
|
|
|
|
|
//ContactMap
|
|
ImGui::Text("ContactMap:");
|
|
ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
|
|
ImGui::Text("Bottom: %s", m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr ? "true" : "false");
|
|
ImGui::Text("Left: %s", m_ContactMap[Collision::CollisionDirection::Left] != nullptr ? "true" : "false");
|
|
ImGui::Text("Right: %s", m_ContactMap[Collision::CollisionDirection::Right] != nullptr ? "true" : "false");
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Values");
|
|
ImGui::Text("Current Fuel: %f", GameManager::GetInstance().GetFuel());
|
|
ImGui::Text("Current Score: %d", GameManager::GetInstance().GetScore());
|
|
ImGui::Text("Current Hull Integrity: %d", GameManager::GetInstance().GetHullIntegrity());
|
|
ImGui::End();
|
|
}
|
|
void Player::Dig(Collision::CollisionDirection dir, WorldLevel& level) {
|
|
m_State = PlayerState::Digging;
|
|
m_DigProgress = 0;
|
|
m_DigTile = m_ContactMap[dir];
|
|
//Set the digging location in the center of the destination tile;
|
|
const WorldTile* tile = m_ContactMap[dir];
|
|
m_ToAddPoints = tile->GetTileType()->GetValue();
|
|
m_ToAddTile = tile->GetTileType();
|
|
//Add case for bottom because otherwise i clip through the floor
|
|
m_DigDestination = tile->GetPosition();
|
|
if (dir == Collision::Bottom) {
|
|
m_DigDestination += Vector2f { 0, 2 };
|
|
//Center
|
|
m_DigDestination.x += tile->GetSize().x / 2 - m_Size.x / 2;
|
|
}
|
|
if (dir == Collision::Left) {
|
|
m_DigDestination += Vector2f { 2, 0 };
|
|
}
|
|
m_ContactMap[dir] = nullptr;
|
|
}
|
|
|
|
bool Player::CanDig(Collision::CollisionDirection dir, WorldLevel& level) {
|
|
WorldTile* tile = m_ContactMap[dir];
|
|
if (tile == nullptr) {
|
|
return false;
|
|
}
|
|
GroundTileType type = *tile->GetTileType();
|
|
|
|
if (type == GroundTileTypeManager::GetInstance()->STONE) {
|
|
return false;
|
|
}
|
|
|
|
if (type == GroundTileTypeManager::GetInstance()->HARD_LEFT || type == GroundTileTypeManager::GetInstance()->HARD_MIDDLE || type == GroundTileTypeManager::GetInstance()->
|
|
HARD_RIGHT) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
void Player::ChangeSound(SoundEffect* sound) {
|
|
m_PrevSound = m_CurrentSound;
|
|
// m_CurrentSound->Stop();
|
|
m_CurrentSound = sound;
|
|
}
|
|
|
|
void Player::Update(float elapsedTime, WorldLevel& level) {
|
|
|
|
|
|
if (m_IsDead) {
|
|
m_CurrentAnimation->Update(elapsedTime);
|
|
if (m_CurrentAnimation == m_DieStartAnimation) {
|
|
if (m_CurrentAnimation->IsDone()) {
|
|
m_CurrentAnimation = m_DieLoopAnimation;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
m_BobTimer += elapsedTime;
|
|
if (m_BobTimer >= m_BobTime) {
|
|
m_BobUp = !m_BobUp;
|
|
m_BobTimer = 0.0f;
|
|
}
|
|
|
|
|
|
std::vector<Particle *> particlesToDelete {};
|
|
for (Particle* particle : m_DigParticles) {
|
|
particle->Update(elapsedTime);
|
|
if (particle->IsDead()) {
|
|
particlesToDelete.push_back(particle);
|
|
}
|
|
}
|
|
for (Particle* particle : particlesToDelete) {
|
|
m_DigParticles.erase(std::remove(m_DigParticles.begin(), m_DigParticles.end(), particle), m_DigParticles.end());
|
|
delete particle;
|
|
}
|
|
|
|
m_SmokeTimer += elapsedTime;
|
|
if (m_SmokeTimer >= m_SmokeTime) {
|
|
m_SmokeTimer = 0.0f;
|
|
Vector2f Dir { static_cast<float>(m_Direction == PlayerDirection::Left ? 30 : -30), 20 };
|
|
Particle* NewSmokeParticle = new Particle(m_OutletPos + m_Position, Dir, Vector2f { 0.0f, 9.81f * 30}, 5.f, TextureManager::GetInstance()->GetTexture("particles/smoke.png"));
|
|
NewSmokeParticle->SetFlipped(m_Direction == PlayerDirection::Left);
|
|
m_SmokeParticles.push_back(NewSmokeParticle);
|
|
}
|
|
std::vector<Particle*> smokeParticlesToDelete{};
|
|
for (Particle* particle : m_SmokeParticles) {
|
|
particle->Update(elapsedTime);
|
|
if (particle->IsDead()) {
|
|
smokeParticlesToDelete.push_back(particle);
|
|
}
|
|
}
|
|
for (Particle* particle : smokeParticlesToDelete) {
|
|
m_SmokeParticles.erase(std::remove(m_SmokeParticles.begin(), m_SmokeParticles.end(), particle), m_SmokeParticles.end());
|
|
delete particle;
|
|
}
|
|
|
|
|
|
//check for keys
|
|
if (m_State != PlayerState::Digging) {
|
|
if (utils::isKeyDown(SDL_SCANCODE_W)) {
|
|
m_State = PlayerState::Flying;
|
|
// m_Vel.y = m_Speed / 10;
|
|
m_Acc.y += m_Speed * 10;
|
|
if (!m_IsPropellorDeployed) {
|
|
m_CurrentAnimation = m_FlyStartAnimation;
|
|
m_FlyStartAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
|
|
}
|
|
else {
|
|
m_CurrentAnimation = m_FlyAnimation;
|
|
}
|
|
m_Grounded = false;
|
|
}
|
|
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
|
|
if (m_Grounded) {
|
|
if (this->CanDig(Collision::Bottom, level)) {
|
|
m_DigDirection = DigDirection::Down;
|
|
m_CurrentAnimation = m_DigStartAnimation;
|
|
m_CurrentAnimation->Reset();
|
|
m_IsDiggingPrimed = false;
|
|
this->Dig(Collision::CollisionDirection::Bottom, level);
|
|
}
|
|
}
|
|
}
|
|
if (utils::isKeyDown(SDL_SCANCODE_A)) {
|
|
if (!m_IsTurning) {
|
|
m_WalkAnimation->SetFlipped(false);
|
|
m_FlyAnimation->SetFlipped(false);
|
|
}
|
|
m_Acc.x = -m_Speed;
|
|
if (m_Direction == PlayerDirection::Right) {
|
|
m_IsTurning = true;
|
|
m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation;
|
|
m_CurrentAnimation->SetFlipped(true);
|
|
m_CurrentAnimation->Reset();
|
|
}
|
|
m_Direction = PlayerDirection::Left;
|
|
if (m_Grounded && !m_DidJustDigLeft) {
|
|
//Check if the player doesnt come from digging a tile
|
|
if (this->CanDig(Collision::CollisionDirection::Left, level)) {
|
|
m_DigDirection = DigDirection::Left;
|
|
this->Dig(Collision::CollisionDirection::Left, level);
|
|
m_DidJustDigLeft = true;
|
|
}
|
|
}
|
|
}
|
|
if (m_DidJustDigLeft) {
|
|
if (!utils::isKeyDown(SDL_SCANCODE_A)) {
|
|
m_DidJustDigLeft = false;
|
|
}
|
|
}
|
|
|
|
if (utils::isKeyDown(SDL_SCANCODE_D)) {
|
|
if (!m_IsTurning) {
|
|
m_WalkAnimation->SetFlipped(true);
|
|
m_FlyAnimation->SetFlipped(true);
|
|
}
|
|
m_Acc.x = m_Speed;
|
|
|
|
if (m_Direction == PlayerDirection::Left) {
|
|
m_IsTurning = true;
|
|
m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation;
|
|
m_CurrentAnimation->SetFlipped(false);
|
|
m_CurrentAnimation->Reset();
|
|
}
|
|
|
|
m_Direction = PlayerDirection::Right;
|
|
if (m_Grounded && !m_DidJustDigRight) {
|
|
//Check if the player doesnt come from digging a tile
|
|
if (this->CanDig(Collision::CollisionDirection::Right, level)) {
|
|
m_DigDirection = DigDirection::Right;
|
|
this->Dig(Collision::CollisionDirection::Right, level);
|
|
m_DidJustDigRight = true;
|
|
}
|
|
}
|
|
}
|
|
if (m_DidJustDigRight) {
|
|
if (!utils::isKeyDown(SDL_SCANCODE_D)) {
|
|
m_DidJustDigRight = false;
|
|
}
|
|
}
|
|
|
|
m_Vel = m_Vel + m_Gravity * elapsedTime;
|
|
m_Vel = m_Vel + m_Acc * elapsedTime;
|
|
m_Vel = utils::clamp(m_Vel, Vector2f { -m_Speed, -m_Speed }, Vector2f { m_Speed, m_Speed });
|
|
|
|
//air resistance
|
|
//only if not moving
|
|
if (abs(m_Acc.x) < 0.1f) {
|
|
m_Vel.x = m_Vel.x * 0.90f;
|
|
}
|
|
|
|
m_Acc = Vector2f { 0, 0 };
|
|
|
|
|
|
m_CurrentAnimation->Update(elapsedTime);
|
|
|
|
if (m_State == PlayerState::Flying && m_Grounded) {
|
|
m_State = PlayerState::Idle;
|
|
m_WalkAnimation->SetFlipped(m_Direction == PlayerDirection::Right);
|
|
m_CurrentAnimation = m_WalkAnimation;
|
|
m_IsPropellorDeployed = false;
|
|
m_FlyStartAnimation->Reset();
|
|
|
|
|
|
}
|
|
|
|
if (m_CurrentAnimation->IsDone() && m_IsTurning) {
|
|
m_CurrentAnimation = m_State == PlayerState::Walking ? m_WalkAnimation : m_FlyAnimation;
|
|
m_IsTurning = false;
|
|
}
|
|
|
|
if (m_CurrentAnimation == m_FlyStartAnimation) {
|
|
if (m_FlyStartAnimation->IsDone()) {
|
|
m_IsPropellorDeployed = true;
|
|
m_CurrentAnimation = m_FlyAnimation;
|
|
}
|
|
else {
|
|
m_CurrentAnimation = m_FlyStartAnimation;
|
|
}
|
|
}
|
|
|
|
if (m_Direction == PlayerDirection::Left) {
|
|
m_OutletPos = m_OutLeftPos;
|
|
}
|
|
else {
|
|
m_OutletPos = m_OutRightPos;
|
|
}
|
|
#pragma region Collision
|
|
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
|
|
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
|
|
m_Grounded = false;
|
|
|
|
float t = 0, min_t = INFINITY;
|
|
Vector2f intersectionPoint, normal;
|
|
|
|
std::vector<std::pair<int, float>> contactTimes {};
|
|
|
|
const WorldGridManager& gridManager = level.GetGridManager();
|
|
|
|
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
|
|
for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
|
|
WorldTile* tile = gridManager.GetTileAtIndex(x, y);
|
|
if (*tile->GetTileType() != GroundTileTypeManager::GetInstance()->AIR) {
|
|
tile->m_Hightlight = false;
|
|
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
|
|
contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b)
|
|
{
|
|
return a.second < b.second;
|
|
});
|
|
|
|
for (std::pair<int, float> contact_time : contactTimes) {
|
|
int x = contact_time.first % WORLD_WIDTH;
|
|
int y = contact_time.first / WORLD_WIDTH;
|
|
WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
|
|
|
|
const Vector2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
|
|
const Vector2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
|
|
|
|
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
|
|
if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
|
|
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
|
|
//Right of player
|
|
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
|
|
if (WorldTilePos.x < m_Position.x + m_Size.x) {
|
|
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
|
|
//Left of player
|
|
m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Below the player
|
|
if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
|
|
if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
|
|
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
|
|
m_Grounded = true;
|
|
world_tile->m_Hightlight = true;
|
|
}
|
|
}
|
|
|
|
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect();
|
|
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
|
|
}
|
|
#pragma endregion
|
|
|
|
if (m_State == PlayerState::Walking || m_State == PlayerState::Idle) { //Fix for when the state is JUST set to digging
|
|
if (std::abs(m_Vel.x) < 0.1f) {
|
|
m_State = PlayerState::Idle;
|
|
}
|
|
else {
|
|
m_State = PlayerState::Walking;
|
|
}
|
|
}
|
|
}
|
|
switch (m_State) {
|
|
case PlayerState::Flying:
|
|
GameManager::GetInstance().DecreaseFuel(0.06f);
|
|
ChangeSound(m_FlySound);
|
|
break;
|
|
case PlayerState::Idle:
|
|
m_WalkAnimation->SetPlaying(false);
|
|
GameManager::GetInstance().DecreaseFuel(0.02f);
|
|
ChangeSound(m_IdleSound);
|
|
|
|
break;
|
|
case PlayerState::Walking:
|
|
m_WalkAnimation->SetPlaying(true);
|
|
GameManager::GetInstance().DecreaseFuel(0.04f);
|
|
ChangeSound(m_WalkSound);
|
|
|
|
break;
|
|
case PlayerState::Digging: {
|
|
// m_walkAnimation->SetPlaying(false);
|
|
GameManager::GetInstance().DecreaseFuel(0.06f);
|
|
ChangeSound(m_DigSound);
|
|
//Diganimation
|
|
m_CurrentAnimation->Update(elapsedTime);
|
|
if (m_CurrentAnimation->IsDone() && m_State == PlayerState::Digging && !m_IsDiggingPrimed) {
|
|
m_IsDiggingPrimed = true;
|
|
m_CurrentAnimation = m_DigAnimation;
|
|
}
|
|
|
|
if (m_IsDiggingPrimed) {
|
|
if (!m_Digging) {
|
|
m_Digging = true;
|
|
m_DigStart = m_Position;
|
|
m_Vel = Vector2f { 0, 0 };
|
|
}
|
|
|
|
m_DigProgress += elapsedTime;
|
|
//lerp to the destination
|
|
float progress = utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 1.0f);
|
|
int particleProgress = (int)utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 100.0f);
|
|
if (particleProgress % 2 == 0) {
|
|
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,
|
|
TextureManager::GetInstance()->GetTexture("particles/dirt_" + std::to_string(utils::randRange(1, 8)) + ".png")));
|
|
}
|
|
m_Position = utils::lerp(m_DigStart, m_DigDestination, progress);
|
|
if (progress >= 0.5f && !m_HasDeletedTile) {
|
|
m_DigTile->SetTileType(GroundTileTypeManager::GetInstance()->AIR);
|
|
m_DigTile = nullptr;
|
|
m_HasDeletedTile = true;
|
|
}
|
|
if (progress >= 1.0f) {
|
|
m_State = PlayerState::Idle;
|
|
m_CurrentAnimation = m_WalkAnimation;
|
|
m_HasDeletedTile = false;
|
|
m_Digging = false;
|
|
GameManager::GetInstance().IncreaseScore(m_ToAddPoints);
|
|
m_ToAddPoints = 0;
|
|
|
|
//Add the dug item to the inventory
|
|
PlayerInventory* inventory = GameManager::GetInstance().GetInventory();
|
|
InventoryItem item = inventory->GetItemByType(m_ToAddTile);
|
|
ItemStack stack = ItemStack { item, 1 };
|
|
inventory->AddItem(stack);
|
|
|
|
std::cout << "Added: " << PlayerInventory::GetItemName(item) << std::endl;
|
|
|
|
//Print the inventory
|
|
std::cout << "-----------------------" << std::endl;
|
|
std::cout << "Inventory: " << std::endl;
|
|
std::vector<ItemStack *> items = inventory->GetItems();
|
|
for (ItemStack* i : items) {
|
|
std::cout << PlayerInventory::GetItemName(i->m_ItemType) << " Quantity: " << i->m_Quantity << std::endl;
|
|
}
|
|
|
|
std::cout << "-----------------------" << std::endl;
|
|
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (m_State != PlayerState::Digging) {
|
|
m_Position = m_Position + m_Vel * elapsedTime;
|
|
}
|
|
|
|
if (m_DidSoundChange) {
|
|
m_CurrentSound->Stop();
|
|
m_DidSoundChange = false;
|
|
}
|
|
if (m_CurrentSound != nullptr) {
|
|
if (!m_CurrentSound->IsPlaying()) {
|
|
m_CurrentSound->Play(1);
|
|
}
|
|
}
|
|
|
|
}
|