feat: added boost

This commit is contained in:
Sara 2024-10-01 10:25:32 +02:00
parent 4d28ff8829
commit b60cf6cb6c
3 changed files with 16 additions and 7 deletions

View file

@ -59,6 +59,7 @@ void ConfigureInput() {
AddAction("yaw_right", INPUT_LISTENER_KEY, 0, KEY_E);
AddAction("yaw_left", INPUT_LISTENER_KEY, 0, KEY_Q);
AddAction("brake", INPUT_LISTENER_KEY, 0, KEY_SPACE);
AddAction("boost", INPUT_LISTENER_KEY, 0, KEY_LEFT_SHIFT);
}
int main() {

View file

@ -46,7 +46,8 @@ void PlayerControllerEnterTree(PlayerController *self) {
AddListener("roll_right", ButtonInputListener(self, PlayerControllerInputRollRight));
AddListener("yaw_left", ButtonInputListener(self, PlayerControllerInputYawLeft));
AddListener("yaw_right", ButtonInputListener(self, PlayerControllerInputYawRight));
AddListener("stop", ButtonInputListener(self, PlayerControllerInputBrake));
AddListener("brake", ButtonInputListener(self, PlayerControllerInputBrake));
AddListener("boost", ButtonInputListener(self, PlayerControllerInputBoost));
}
void PlayerControllerExitTree(PlayerController *self) {
@ -72,9 +73,9 @@ void PlayerControllerTickAngularAcceleration(PlayerController *self, double delt
//! linear acceleration limited to the local Z axis
static
void PlayerControllerTickLinearAcceleration(PlayerController *self, double delta) {
float const target = self->brake ? 5.f : (self->rotation.y == 0.f ? 30.f : 10.f);
float const speed_diff = target - self->speed;
self->speed = self->speed + copysignf(fminf(fabsf(speed_diff), 15.f * delta), speed_diff);
float const target = self->brake ? 5.f : (self->boost ? 50.f : (self->rotation.y == 0.f ? 30.f : 10.f));
float const acceleration = self->brake ? 40.f : (self->boost ? 60.f : 10.f);
self->speed = MoveTowards(self->speed, target, delta * acceleration);
}
//! Update linear transform based on velocities
@ -82,10 +83,11 @@ static
void PlayerControllerTickTransform(PlayerController *self, double delta) {
Transform global_transform = self->transform.tc->get_global_transform(self->transform.data);
Matrix global_matrix = TransformGetMatrix(global_transform);
float const rotate_speed = 1.f - self->speed / 60.f;
global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), self->speed * delta));
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 2.f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * 2.5f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_UP(global_matrix), self->rotation.z * 0.5f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 1.25f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * rotate_speed * 3.75f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_UP(global_matrix), self->rotation.z * .2f * delta), global_transform.rotation);
self->transform.tc->set_global_transform(self->transform.data, global_transform);
}
@ -122,3 +124,7 @@ void PlayerControllerInputYawLeft(PlayerController *self, bool value) {
void PlayerControllerInputBrake(PlayerController *self, bool value) {
self->brake = value;
}
void PlayerControllerInputBoost(PlayerController *self, bool value) {
self->boost = value;
}

View file

@ -16,6 +16,7 @@ typedef struct PlayerController {
Vector3 rotation;
float speed;
bool brake;
bool boost;
} PlayerController;
SceneNode *CreatePlayerController();
@ -32,6 +33,7 @@ extern void PlayerControllerInputPitchDown(PlayerController *self, bool value);
extern void PlayerControllerInputYawRight(PlayerController *self, bool value);
extern void PlayerControllerInputYawLeft(PlayerController *self, bool value);
extern void PlayerControllerInputBrake(PlayerController *self, bool value);
extern void PlayerControllerInputBoost(PlayerController *self, bool value);
DECL_REFLECT(PlayerController);
decl_typeclass_impl(SceneNodeEntity, PlayerController);