Temporary movement code.
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fce08ed793
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3 changed files with 37 additions and 13 deletions
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@ -62,7 +62,7 @@ namespace cloonel {
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void GameplaySceneClassic::Prepare() {
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std::unique_ptr<MoverSine> moverSine(new MoverSine());
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std::unique_ptr<Character> player(new Character("resources/graphics/player.png", SDLObject(), ushort2(80, 120)));
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std::unique_ptr<MoverLeftRight> moverLeftRight(new MoverLeftRight());
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std::unique_ptr<MoverLeftRight> moverLeftRight(new MoverLeftRight(1.5f, 5.0f, 40.0f));
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player->Prepare();
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moverSine->RegisterPlaceable(player.get());
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@ -18,27 +18,49 @@
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*/
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#include "moverleftright.hpp"
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#include <algorithm>
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#include <cmath>
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namespace cloonel {
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namespace {
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float Clamp ( float parValue, float parMin, float parMax ) __attribute__((pure));
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float Clamp ( float parValue, float parMin, float parMax ) {
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assert(parMin <= parMax);
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return std::max(parMin, std::min(parMax, parValue));
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}
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} //unnamed namespace
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///--------------------------------------------------------------------------
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///--------------------------------------------------------------------------
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MoverLeftRight::MoverLeftRight() :
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m_movement(0.0f),
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m_velocity(320.0f),
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m_step(0.0f)
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MoverLeftRight::MoverLeftRight (float parMaxVelocity, float parMass, float parForce) :
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//TODO: mass does not belong to here
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m_velocity(0.0f),
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m_maxVelocity(parMaxVelocity),
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m_invMass(1.0f / parMass),
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m_force(parForce),
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m_movementTarget(0.0f)
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{
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}
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///--------------------------------------------------------------------------
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///--------------------------------------------------------------------------
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void MoverLeftRight::ApplyMotion (float parDelta) {
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m_step = m_velocity * parDelta * m_movement;
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//TODO: implement a movement that is more mathematically correct and
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//that feels nice.
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//const float forceDirection = std::abs(m_movementTarget) * 2.0f - 1.0f;
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const float notMoving = 1.0f - std::abs(m_movementTarget);
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const float friction = 1.757f * m_velocity * notMoving * parDelta;
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m_velocity += m_movementTarget * m_force * m_invMass * parDelta - std::copysign(friction, m_velocity);
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m_velocity = Clamp(m_velocity, -m_maxVelocity, m_maxVelocity);
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if (m_movementTarget == 0.0f and std::abs(m_velocity) < 0.1f)
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m_velocity = 0.0f;
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}
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///--------------------------------------------------------------------------
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///--------------------------------------------------------------------------
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float2 MoverLeftRight::GetOffset() const {
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return float2(m_step, 0.0f);
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return float2(m_velocity, 0.0f);
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}
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///--------------------------------------------------------------------------
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@ -46,13 +68,13 @@ namespace cloonel {
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void MoverLeftRight::SetMovement (MovementDirectionType parDirection) {
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switch (parDirection) {
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case MovementDirection_Left:
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m_movement = -1.0f;
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m_movementTarget = -1.0f;
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break;
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case MovementDirection_Right:
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m_movement = 1.0f;
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m_movementTarget = 1.0f;
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break;
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case MovementDirection_Still:
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m_movement = 0.0f;
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m_movementTarget = 0.0f;
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break;
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}
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}
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@ -31,7 +31,7 @@ namespace cloonel {
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MovementDirection_Still
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};
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MoverLeftRight ( void );
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MoverLeftRight ( float parMaxVelocity, float parMass, float parForce );
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virtual ~MoverLeftRight ( void ) noexcept = default;
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void SetMovement ( MovementDirectionType parDirection );
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@ -40,9 +40,11 @@ namespace cloonel {
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virtual float2 GetOffset ( void ) const;
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virtual void ApplyMotion ( float parDelta );
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float m_movement;
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float m_velocity;
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float m_step;
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float m_maxVelocity;
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float m_invMass;
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float m_force;
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float m_movementTarget;
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};
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} //namespace cloonel
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