Large refactoring. Also, reimplemented resource manager to use parsers. Changed from json to xml (it allows comments!!!).

This commit is contained in:
2016-12-01 21:08:28 +02:00
parent 9c8cbf8518
commit 0b6a988184
71 changed files with 1608 additions and 923 deletions

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/*
* PlayerController.cpp
*
* Created on: Nov 27, 2016
* Author: tibi
*/
#include <GameState.h>
#include <controller/player/PlayerController.h>
#include <graphics/SpriteRenderer.h>
#include <input/Input.h>
#include <utils/Assert.h>
using namespace farmlands::input;
using namespace farmlands::graphics;
using namespace farmlands::model;
namespace farmlands {
namespace controller {
namespace player {
static const float PlayerWalkVelocity = 2.0f; // The default velocity of the player when walking (units/sec).
static const float PlayerRunVelocity = 4.0f; // The default velocity of the player when running (units/sec).
static const float PlayerAttackVelocity = 0.1f; // Movement speed when attacking.
/**
* Direction enum based on sign of velocity on x and y
*/
static const Direction VelocitySignDirections[3][3] =
{
{ Direction::NorthWest, Direction::West, Direction::SouthWest },
{ Direction::North, Direction::None, Direction::South },
{ Direction::NorthEast, Direction::East, Direction::SouthEast },
};
PlayerController::PlayerController()
: m_transform(nullptr),
m_attackTimeLeft(0),
m_facingDirection(Direction::South),
m_walking(false),
m_running(false)
{
}
PlayerController::~PlayerController()
{
}
void PlayerController::onInitialize()
{
m_transform = gameObject->component<base::Transform>();
}
bool PlayerController::onEvent(SDL_Event& event)
{
bool attack1 = (Input::instance().down(GameKey::Action, event));
bool attack2 = (Input::instance().down(GameKey::Action2, event));
if (m_attackTimeLeft == 0 && (attack1 || attack2))
{
attack();
m_attackTimeLeft = 20 + attack2 * 20;
}
return false;
}
void PlayerController::onUpdateLogic()
{
m_running = false;
m_walking = false;
// Compute movement velocity
float velMultiplier = PlayerWalkVelocity;
if (m_attackTimeLeft)
{
velMultiplier = PlayerAttackVelocity;
--m_attackTimeLeft;
}
else if (Input::instance().pressed(GameKey::Run))
{
velMultiplier = PlayerRunVelocity;
m_running = true;
}
// Make movement time independent
velMultiplier *= GameState::current().elapsedTime;
// Get velocity of axes
float vx = Input::instance().getX() * velMultiplier;
float vy = Input::instance().getY() * velMultiplier;
// Check if we can move to the new position
float newX = m_transform->x + vx;
float newY = m_transform->y + vy;
if ((vx || vy) && canMove(newX, newY))
{
m_walking = true;
m_transform->x = newX;
m_transform->y = newY;
m_facingDirection = getDirection(vx, vy);
}
}
void PlayerController::onPreRender()
{
// Get sprite
SpriteRenderer* spriteRenderer = gameObject->component<SpriteRenderer>();
// Compute current state
std::string stateName = (m_walking) ? "Walking " : "Idle ";
if (m_facingDirection & Direction::East)
stateName += "right";
else if (m_facingDirection & Direction::West)
stateName += "left";
else if (m_facingDirection & Direction::North)
stateName += "up";
else
stateName += "down";
spriteRenderer->sprite->setState(stateName);
// Set animation velocity
float animVelocity = (m_running) ? 1.0f : 0.7f;
if (m_attackTimeLeft)
animVelocity = 0.1f;
spriteRenderer->sprite->setAnimationVelocity(animVelocity);
// Set camera
base::Transform* cam = GameState::current().renderContext.cameraTransform();
cam->x = m_transform->x;
cam->y = m_transform->y - 1;
}
bool PlayerController::canMove(float x, float y)
{
// TODO: check collisions & stuff. For now, nothing
return true;
}
Direction PlayerController::getDirection(float vx, float vy)
{
int xx = (0 < vx) - (vx < 0);
int yy = (0 < vy) - (vy < 0);
return VelocitySignDirections[xx + 1][yy + 1];
}
void PlayerController::attack()
{
// For now - nothing
}
}
} /* namespace controller */
} /* namespace farmlands */