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#include "player_physics.h"
#include "muxer.h"
#include "game.h"
#include "consts.h"
#define JUMP_VELOCITY(h, l) (-2 * (h) / (l))
#define JUMP_GRAVITY(h, l) (2 * ((h) / (l)) / (l))
PlayerPhysicsComponent::PlayerPhysicsComponent()
{
jump_velocity = JUMP_VELOCITY(TILE_HEIGHT*4.5, 0.3);
jump_gravity = JUMP_GRAVITY(TILE_HEIGHT*4.5, 0.3);
jump_gravity_short = JUMP_GRAVITY(TILE_HEIGHT*3.5, 0.233);
accel.second = jump_gravity_short;
}
void PlayerPhysicsComponent::receive(Game&, Entity& entity, const Message& msg)
{
if (msg.type == Message::Type::walkLeft)
{
velocity.first = -90;
direction = -1;
} else if (msg.type == Message::Type::walkRight)
{
velocity.first = 90;
direction = 1;
} else if (msg.type == Message::Type::stopWalking)
{
velocity.first = 0.0;
direction = 0;
} else if (msg.type == Message::Type::stopMovingHorizontally)
{
velocity.first = 0.0;
} else if (msg.type == Message::Type::stopMovingVertically)
{
velocity.second = 0.0;
} else if (msg.type == Message::Type::hitTheGround)
{
if (isFalling)
{
playSound("res/Randomize27.wav", 0.05);
isFalling = false;
}
velocity.second = 0.0;
} else if (msg.type == Message::Type::jump)
{
playSound("res/Randomize87.wav", 0.25);
velocity.second = jump_velocity;
accel.second = jump_gravity;
} else if (msg.type == Message::Type::stopJump)
{
accel.second = jump_gravity_short;
} else if (msg.type == Message::Type::canDrop)
{
canDrop = true;
} else if (msg.type == Message::Type::cantDrop)
{
canDrop = false;
} else if (msg.type == Message::Type::drop)
{
if (canDrop)
{
canDrop = false;
} else {
entity.position.second = msg.dropAxis - entity.size.second;
velocity.second = 0;
}
} else if (msg.type == Message::Type::die)
{
frozen = true;
} else if (msg.type == Message::Type::stopDying)
{
frozen = false;
}
}
void PlayerPhysicsComponent::tick(Game& game, Entity& entity, double dt)
{
// If frozen, do nothing
if (frozen)
{
return;
}
// Continue walking even if blocked earlier
if (velocity.first == 0)
{
if (direction < 0)
{
velocity.first = -90;
} else if (direction > 0)
{
velocity.first = 90;
}
}
// Increase gravity at the height of jump
if ((accel.second == jump_gravity) && (velocity.second >= 0))
{
accel.second = jump_gravity_short;
}
// Do the movement
std::pair<double, double> old_position = entity.position;
PhysicsBodyComponent::tick(game, entity, dt);
// Check for collisions
game.detectCollision(entity, old_position);
// Are we moving due to gravity?
if (velocity.second != 0.0)
{
isFalling = true;
}
}
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