Prep for walls, not done

This commit is contained in:
2023-03-16 20:24:43 -07:00
parent e13158e6c3
commit 810d0e4aef
8 changed files with 142 additions and 35 deletions

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
GameCamera.cpp
PlayerController.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "GameCamera.hpp"
using namespace Dawn;
GameCamera::GameCamera(SceneItem *i) : SceneItemComponent(i) {}
std::vector<SceneItemComponent*> GameCamera::getDependencies() {
return {
(this->camera = item->getComponent<Camera>())
};
}
void GameCamera::onStart() {
assertNotNull(this->camera);
assertNotNull(this->player);
useEvent([&](float_t delta) {
glm::vec3 cameraTarget = player->transform->getLocalPosition();
camera->transform->lookAt(
cameraTarget + glm::vec3(0, 10.0f, 1.5f),
cameraTarget
);
}, getScene()->eventSceneUpdate);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/display/Camera.hpp"
#include "scene/components/PlayerController.hpp"
namespace Dawn {
class GameCamera : public SceneItemComponent {
protected:
Camera *camera = nullptr;
public:
PlayerController *player = nullptr;
GameCamera(SceneItem *item);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PlayerController.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
PlayerController::PlayerController(SceneItem *item) : SceneItemComponent(item) {
}
void PlayerController::onStart() {
useEvent([&](float_t delta){
auto camera = getScene()->findComponent<Camera>();
assertNotNull(camera);
// Friction
velocity -= velocity * friction * delta;
// Movement
auto inputMove = getGame()->inputManager.getAxis2D(
INPUT_BIND_NEGATIVE_X, INPUT_BIND_POSITIVE_X,
INPUT_BIND_NEGATIVE_Y, INPUT_BIND_POSITIVE_Y
) * delta * moveSpeed;
if(inputMove.x != 0 || inputMove.y != 0) {
float_t angle = atan2(inputMove.y, inputMove.x);
glm::vec3 movement = glm::vec3(cos(angle), 0, sin(angle));
velocity += movement * delta * moveSpeed;
}
// Move / Update
transform->setLocalPosition(transform->getLocalPosition() + (velocity * delta));
}, getScene()->eventSceneUpdate);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
namespace Dawn {
class PlayerController : public SceneItemComponent {
public:
glm::vec3 velocity;
float_t moveSpeed = 40.0f;
float_t friction = 12.0f;
PlayerController(SceneItem *item);
void onStart() override;
};
}