1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
#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);
}
|