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#include "player.h"
#include "game.h"

Player createPlayer()
{
  return (Player){
    .position = Vector3Zero(),
    .direction = (Vector3){0.0, 0.0, 0.0},
    .velocity = Vector3Zero(),
    .camera = (Camera){
      .position = (Vector3){0.0, 0.0, 0.0},
      .target = Vector3Zero(),
      .up = (Vector3){0.0, 1.0, 0.0},
      .fovy = 100,
      .projection = CAMERA_PERSPECTIVE
    },
    .cameraAngle = Vector2Zero()
  };
}

// TODO: subpixel hackery
void readoutMapHeight(Player* player, Game* game)
{
  Vector3 position = player->position;
  Image* map = &game->assets.images[HEIGHT_MAP_IMAGE];

  // Map player position to height map pixel.
  int pixelX = (int)roundf(position.x) * (map->width / 100);
  int pixelY = (int)roundf(position.z) * (map->height / 100);
  pixelX = Clamp(pixelX, 0, map->width);
  pixelY = Clamp(pixelY, 0, map->height);

  Color color = game->heightmapColors[pixelY * map->width + pixelX];
  float height = Vector3Length((Vector3){color.r, color.g, color.b})
    * (30.0 / 255.0) - 15.0;

  printf("%f\n", height);
  player->position.y = height + 1.0;
}

// TODO: move magic numbers to settings
void updatePlayer(Player* player, Game* game)
{
  Camera* camera = &player->camera;
  Vector2* cameraAngle = &player->cameraAngle;
  Settings* settings = &game->settings;

  // Get mouse speed.
  Vector2 mouseSpeed = Vector2Scale(GetMouseDelta(), settings->mouseSpeed);
  mouseSpeed = Vector2Scale(mouseSpeed, 1.0 / (PI * 2.0));

  // Update camera angle.
  *cameraAngle = Vector2Add(*cameraAngle, mouseSpeed);
  cameraAngle->x = Wrap(cameraAngle->x, -PI, PI);
  cameraAngle->y = Clamp(cameraAngle->y, -PI / 2.5, PI / 2.5);

  // Set player direction
  Matrix matrix = MatrixRotateXYZ(
    (Vector3){-cameraAngle->y, cameraAngle->x, 0.0});
  player->direction = (Vector3){matrix.m2, matrix.m6, matrix.m10};

  // Player movement.
  player->velocity = Vector3Zero();

  if (IsKeyDown(settings->forwardKey))
  {
    player->velocity.z += cosf(cameraAngle->x);
    player->velocity.x += -sinf(cameraAngle->x);
  }
  if (IsKeyDown(settings->leftKey))
  {
    player->velocity.z += cosf(cameraAngle->x - (PI / 2.0));
    player->velocity.x += -sinf(cameraAngle->x - (PI / 2.0));
  }
  if (IsKeyDown(settings->backwardKey))
  {
    player->velocity.z += -cosf(cameraAngle->x);
    player->velocity.x += sinf(cameraAngle->x);
  }
  if (IsKeyDown(settings->rightKey))
  {
    player->velocity.z += cosf(cameraAngle->x + (PI / 2.0));
    player->velocity.x += -sinf(cameraAngle->x + (PI / 2.0));
  }

  player->velocity = Vector3Scale(player->velocity, 5.0);

  // Apply velocity
  player->position = Vector3Add(
    player->position, Vector3Scale(player->velocity, GetFrameTime()));
  
  // Apply camera.
  camera->position = player->position;
  camera->target = Vector3Add(player->position, player->direction);

  readoutMapHeight(player, game);
}