diff --git a/src/GameBall/logic/player_input.cpp b/src/GameBall/logic/player_input.cpp index c002a91..6b394a0 100644 --- a/src/GameBall/logic/player_input.cpp +++ b/src/GameBall/logic/player_input.cpp @@ -13,6 +13,9 @@ PlayerInput PlayerInputController::GetInput() { input_.move_left = (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS); input_.move_right = (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS); input_.brake = (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS); + input_.accelerate = (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS); + input_.flip_gravity = (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS); + auto camera_controller = app_->CameraController(); auto pitch_yaw = camera_controller->GetPitchYaw(); auto pitch = pitch_yaw.x; @@ -21,6 +24,7 @@ PlayerInput PlayerInputController::GetInput() { -glm::cos(glm::radians(yaw))}; auto result = input_; input_ = {}; + input_.flip_gravity = result.flip_gravity; return result; } diff --git a/src/GameBall/logic/player_input.h b/src/GameBall/logic/player_input.h index 98b60c0..5c19b74 100644 --- a/src/GameBall/logic/player_input.h +++ b/src/GameBall/logic/player_input.h @@ -12,6 +12,8 @@ struct PlayerInput { bool move_left{false}; bool move_right{false}; bool brake{false}; + bool accelerate{false}; + bool flip_gravity{0}; glm::vec3 orientation{0.0f, 0.0f, 1.0f}; }; diff --git a/src/GameBall/logic/units/regular_ball.cpp b/src/GameBall/logic/units/regular_ball.cpp index af1cc95..b095880 100644 --- a/src/GameBall/logic/units/regular_ball.cpp +++ b/src/GameBall/logic/units/regular_ball.cpp @@ -45,43 +45,57 @@ void RegularBall::UpdateTick() { auto physics_world = world_->PhysicsWorld(); auto &sphere = physics_world->GetSphere(sphere_id_); - // auto owner = world_->GetPlayer(player_id_); - // if (owner) { - // if (UnitId() == owner->PrimaryUnitId()) { - // auto input = owner->TakePlayerInput(); - // - // glm::vec3 forward = glm::normalize(glm::vec3{input.orientation}); - // glm::vec3 right = - // glm::normalize(glm::cross(forward, glm::vec3{0.0f, 1.0f, 0.0f})); - // - // glm::vec3 moving_direction{}; - // - // float angular_acceleration = glm::radians(2880.0f); - // - // if (input.move_forward) { - // moving_direction -= right; - // } - // if (input.move_backward) { - // moving_direction += right; - // } - // if (input.move_left) { - // moving_direction -= forward; - // } - // if (input.move_right) { - // moving_direction += forward; - // } - // - // if (glm::length(moving_direction) > 0.0f) { - // moving_direction = glm::normalize(moving_direction); - // sphere.angular_velocity += - // moving_direction * angular_acceleration * delta_time; - // } - // - // if (input.brake) { - // sphere.angular_velocity = glm::vec3{0.0f}; - // } - // } - // } + auto owner = world_->GetPlayer(player_id_); + if (owner) { + if (UnitId() == owner->PrimaryUnitId()) { + auto input = owner->TakePlayerInput(); + + glm::vec3 forward = glm::normalize(glm::vec3{input.orientation}); + glm::vec3 right = + glm::normalize(glm::cross(forward, glm::vec3{0.0f, 1.0f, 0.0f})); + + glm::vec3 moving_direction{}; + + float angular_acceleration = glm::radians(2880.0f); + + if (input.move_forward) { + moving_direction -= right; + } + if (input.move_backward) { + moving_direction += right; + } + if (input.move_left) { + moving_direction -= forward; + } + if (input.move_right) { + moving_direction += forward; + } + + float acceleration_multiplier = 1; + if (input.accelerate) { + acceleration_multiplier = 1.5; + } + + if (glm::length(moving_direction) > 0.0f) { + moving_direction = glm::normalize(moving_direction); + sphere.angular_velocity += + acceleration_multiplier * moving_direction * angular_acceleration * delta_time; + } + + if (input.brake) { + sphere.angular_velocity = glm::vec3{0.0f}; + } + + if (input.flip_gravity) { + if (sphere.flip_gravity_lapsed >= delta_time * 8) { + sphere.gravity = sphere.gravity * float(-1); + } + sphere.flip_gravity_lapsed = 0; + } + + sphere.flip_gravity_lapsed += delta_time; + } + } sphere.velocity *= std::pow(0.5f, delta_time); sphere.angular_velocity *= std::pow(0.2f, delta_time); diff --git a/src/GameX/physics/rigid_body.h b/src/GameX/physics/rigid_body.h index 4b43b4d..24a668b 100644 --- a/src/GameX/physics/rigid_body.h +++ b/src/GameX/physics/rigid_body.h @@ -16,5 +16,7 @@ struct RigidBody { glm::vec3 gravity{0.0f, -9.8f, 0.0f}; float friction{0.0f}; float elasticity{0.0f}; + + float flip_gravity_lapsed{0.0f}; }; } // namespace GameX::Physics