Files
farmlands/src/controller/player/PlayerController.cpp

241 lines
6.1 KiB
C++

/*
* PlayerController.cpp
*
* Created on: Nov 27, 2016
* Author: tibi
*/
#include <GameState.h>
#include <controller/items/Giftable.h>
#include <controller/items/Weapon.h>
#include <controller/player/PlayerController.h>
#include <graphics/SpriteRenderer.h>
#include <input/Input.h>
#include <model/Item.h>
#include <utils/Assert.h>
#include <iostream>
using namespace farmlands::base;
using namespace farmlands::controller::items;
using namespace farmlands::graphics;
using namespace farmlands::input;
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_facingDirection(Direction::South),
m_walking(false),
m_running(false),
m_currentItem(nullptr)
{
}
PlayerController::~PlayerController()
{
}
base::Component* PlayerController::clone()
{
return new PlayerController();
}
void PlayerController::onInitialize()
{
m_transform = gameObject->component<base::Transform>();
}
bool PlayerController::onEvent(SDL_Event& event)
{
handleAttackEvents(event);
handleInventoryEvents(event);
return false;
}
void PlayerController::handleAttackEvents(SDL_Event& event)
{
bool attack = (Input::instance().down(GameKey::Action, event));
if (attack && m_currentItem != nullptr)
{
// Weapon behavior
Weapon* weapon = m_currentItem->component<Weapon>();
if (weapon)
weapon->performAttack(m_transform->x, m_transform->y, m_facingDirection);
// Gift behavior
Giftable* giftable = m_currentItem->component<Giftable>();
if (giftable)
giftable->offerGift(m_transform->x, m_transform->y, m_facingDirection);
}
}
void PlayerController::handleInventoryEvents(SDL_Event& event)
{
// See what key was pressed
int slot = -1;
if (Input::instance().down(GameKey::Inventory1, event)) slot = 1;
if (Input::instance().down(GameKey::Inventory2, event)) slot = 2;
if (Input::instance().down(GameKey::Inventory3, event)) slot = 3;
if (Input::instance().down(GameKey::Inventory4, event)) slot = 4;
if (Input::instance().down(GameKey::Inventory5, event)) slot = 5;
if (Input::instance().down(GameKey::Inventory6, event)) slot = 6;
if (Input::instance().down(GameKey::Inventory7, event)) slot = 7;
if (Input::instance().down(GameKey::Inventory8, event)) slot = 8;
if (Input::instance().down(GameKey::Inventory9, event)) slot = 9;
if (Input::instance().down(GameKey::Inventory10, event)) slot = 10;
// For now we don't have an inventory, so just instantiate some object
if (0 <= slot && slot <= GameState::current().itemPrefabs.size())
{
GameObject* itemPrefab = GameState::current().itemPrefabs[slot - 1];
// Get rid of old object
if (m_currentItem != nullptr)
gameObject->destroyChild(m_currentItem);
// Instantiate new object
m_currentItem = GameObject::instantiate(itemPrefab, "Current item", gameObject);
// Print some information
// Item* item = itemPrefab->component<Item>();
// std::string name = (item == nullptr) ? "unknown" : item->name;
// std::cout << "Instantiated object " << slot << " (" << name << ")\n";
}
else if (0 <= slot)
{
std::cout << "Slot " << slot << "empty\n";
}
}
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 weapon
if (m_currentItem)
{
Transform* itemTransf = m_currentItem->component<Transform>();
itemTransf->x = 0.2f;
itemTransf->y = -0.8f;
}
// 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
}
void PlayerController::dump(unsigned level)
{
for (unsigned i = 0; i < level; i++)
std::cout<<" ";
std::cout << " .Component: PlayerController\n";
}
}
} /* namespace controller */
} /* namespace farmlands */