Files
SDBA/src/entities/main_character.cpp
2021-06-11 09:59:35 +02:00

100 lines
2.7 KiB
C++

#include "main_character.h"
#include "../models/Model.h"
#include <iostream>
#include "entity.h"
#include"../renderEngine/Renderer.h"
#include"../renderEngine/obj_loader.h"
#include"../renderEngine/loader.h"
namespace entities
{
float movement_speed;
float down_speed;
float side_speed;
bool is_playing;
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
: CollisionEntity(model, position, rotation, scale, bounding_box)
{
is_playing = true;
}
void MainCharacter::Move(GLFWwindow* window)
{
if (is_playing) {
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
side_speed = 0; //Side speed adjustment
//For gameplay with use of keyboard keys: W, A, S, D
//W: Go forward
//A: Go left
//S: Go backwards
//D: Go right
//TODO Implement CV actions
SetRotation(glm::vec3(0, 90, 0));
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
movement_speed -= SIDE_SPEED;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
movement_speed += SIDE_SPEED;
}
//top right
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
side_speed += SIDE_SPEED;
down_speed += UP_SPEED;
}
//right
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
side_speed += SIDE_SPEED;
}
//top left
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
down_speed += UP_SPEED;
side_speed -= SIDE_SPEED;
}
//left
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
side_speed -= SIDE_SPEED;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
down_speed += UP_SPEED;
SetRotation(glm::vec3(10, 90, 0));
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
down_speed -= UP_SPEED;
}
}
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
//Use only for binding bee to house, such that it doesn't go outside of the room.
//TODO delete when boundingbox is implemented!
if (position.x > 190) position.x = 190;
else if (position.x < -190) position.x = -190;
if (position.y > 350) position.y = 350;
else if (position.y < -40) position.y = -40;
//Move player bounding box according to the position on screen
MoveCollisionBox();
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
{
is_playing = true;
}
}
void MainCharacter::OnCollide(const collision::Collision& collision) {
down_speed = -2.0f;
movement_speed = 0.0f;
is_playing = false;
std::cout << "collision" << std::endl;
}
}