Files
TheSubterranean/src/components/player.cpp

96 lines
2.8 KiB
C++

#include "player.h"
Player::Player(glm::vec2 pos, glm::vec2 size)
:Position(pos), Size(size)
{
ResourceManager::LoadTexture("../art/player/playerAnim.png", "idle1");
this->Sprite = ResourceManager::GetTexture("idle1");
}
Player::~Player(){}
void Player::drawPlayer(SpriteRenderer &renderer) {
renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->Size, 0.0f);
}
void Player::calcPos(float dt) {
//walking
if (this->hSpeed && this->hSpeed < maxRunningSpeed && this->hSpeed > -maxRunningSpeed) {
this->state = WALK;
}
//running
else if (this->hSpeed >= this->maxRunningSpeed || this->hSpeed <= -this->maxRunningSpeed) {
this->state = RUN;
}
else { this->state = IDLE; }
//vSpeed
if (this->onGround) {
this->vSpeed = 0.0f;
this->onGround = 0;
}
else if (!this->onGround && this->vSpeed <= maxGravity) {
this->vSpeed += gravity*dt; this->state = JUMP;
}
else { this->vSpeed = maxGravity; this->state = JUMP; }
this->Position += glm::vec2(this->hSpeed, this->vSpeed) *dt;
this->playerBody.min = c2V(this->Position.x + 50.0, this->Position.y + 50.0);
this->playerBody.max = c2V(this->Position.x - 50.0 + this->Size.x, this->Position.y + this->Size.y);
}
void Player::animSprite(float dt) {
switch (state) {
case IDLE:
this->numTiles = 6;
this->animSpeed = 4.0f;
this->index = 50;
break;
case WALK:
this->numTiles = 8;
this->animSpeed = 6.5f;
this->index = 40;
break;
case RUN:
this->numTiles = 14;
this->animSpeed = 12.0f;
this->index = 80;
break;
case JUMP:
this->numTiles = 1;
this->index = 100;
//start jump
if (this->vSpeed >= this->jumpStrength && this->vSpeed <= this->jumpStrength*7.5f/9.0f) {
this->index = 110;
}
//medium
else if (this->vSpeed >= this->jumpStrength * 7.5f / 9.0f && this->vSpeed <= this->jumpStrength * 5.0f / 9.0f) {
this->index = 111;
}
//high
else if (this->vSpeed >= this->jumpStrength * 5.0 / 9.0f && this->vSpeed <= this->jumpStrength * 2.0f / 9.0f) {
this->index = 112;
}
//hover1
else if (this->vSpeed >= this->jumpStrength * 2.0 / 9.0f && this->vSpeed <= this->jumpStrength * 0.0f / 9.0f) {
this->index = 113;
}
//hover2
else if (this->vSpeed >= this->jumpStrength * 0.0 / 9.0f && this->vSpeed <= -this->jumpStrength * 2.0f / 9.0f) {
this->index = 114;
}
//falling
else if (this->vSpeed >= -this->jumpStrength * 2.0 / 9.0f /*&& this->vSpeed <= -this->jumpStrength * 6.0f / 9.0f*/) {
this->index = 115;
}
break;
}
this->animTime += animSpeed*dt;
this->index += (int)this->animTime % this->numTiles;
this->spriteUVs = this->spriteSheet->getUVs(this->index);
if (this->direction == -1) {
float z = this->spriteUVs.z;
this->spriteUVs.z = this->spriteUVs.x;
this->spriteUVs.x = z;
}
}