74 lines
2.7 KiB
C++
74 lines
2.7 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <Urho3D/Input/Controls.h>
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#include <Urho3D/Scene/LogicComponent.h>
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using namespace Urho3D;
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const unsigned CTRL_FORWARD = 1;
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const unsigned CTRL_BACK = 2;
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const unsigned CTRL_LEFT = 4;
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const unsigned CTRL_RIGHT = 8;
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const unsigned CTRL_JUMP = 16;
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const float MOVE_FORCE = 0.8f;
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const float INAIR_MOVE_FORCE = 0.02f;
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const float BRAKE_FORCE = 0.2f;
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const float JUMP_FORCE = 7.0f;
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const float YAW_SENSITIVITY = 0.1f;
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const float INAIR_THRESHOLD_TIME = 0.1f;
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/// Character component, responsible for physical movement according to controls, as well as animation.
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class Character : public LogicComponent
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{
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URHO3D_OBJECT(Character, LogicComponent);
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public:
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/// Construct.
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explicit Character(Context* context);
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/// Register object factory and attributes.
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static void RegisterObject(Context* context);
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/// Handle startup. Called by LogicComponent base class.
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void Start() override;
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/// Handle physics world update. Called by LogicComponent base class.
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void FixedUpdate(float timeStep) override;
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/// Movement controls. Assigned by the main program each frame.
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Controls controls_;
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private:
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/// Handle physics collision event.
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void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
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/// Grounded flag for movement.
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bool onGround_;
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/// Jump flag.
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bool okToJump_;
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/// In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
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float inAirTimer_;
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};
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