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Copy pathSecondPlayerObject.cpp
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147 lines (115 loc) · 5.02 KB
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#include "SecondPlayerObject.hpp"
#include "load_save_png.hpp"
SecondPlayerObject::SecondPlayerObject() {
}
SecondPlayerObject::SecondPlayerObject(float mass, const glm::vec3& pos, float w, float h,
const glm::vec3& vel, bool isFixed, const std::string& filename, float l) :
GameObject(mass, pos, vel, isFixed, filename, l), width(w), height(h) {
PlayerStats::Instance().player2SavedPos = pos;
PlayerStats::Instance().player2SavedVel = vel;
PlayerStats::Instance().player2Size = glm::vec2(w * 2, h * 2);
if (!filename.empty())
load_png(data_path(filename),
&(sz), &(pic), OriginLocation::LowerLeftOrigin);
else {
pic = vector<glm::u8vec4>(1, glm::u8vec4(0xff));
sz = glm::uvec2(1, 1);
}
createVerts();
prepareDraw();
box = std::shared_ptr<PlayerCollisionBox>(new PlayerCollisionBox(position, glm::vec2(width, height), false, "player2"));
CollisionSystem::Instance().player2_collision = box;
}
SecondPlayerObject::~SecondPlayerObject() {
}
void SecondPlayerObject::createVerts() {
vertex_positions = vector<glm::vec4>({
glm::vec4(width, height, 0.0f, 1.0f), // top right
glm::vec4(width, -height, 0.0f, 1.0f), // bottom right
glm::vec4(-width, -height, 0.0f, 1.0f), // bottom left
glm::vec4(-width, height, 0.0f, 1.0f) // top left
});
vertex_texcoords = vector<glm::vec2>({
glm::vec2(1.f,1.f),
glm::vec2(1.f,0.f),
glm::vec2(0.f,0.f),
glm::vec2(0.f,1.f)
});
indices = std::vector<unsigned int>({ 0, 1, 2, 2, 3, 0 });
}
void SecondPlayerObject::reset() {
std::cout << "player 2 reset" << std::endl;
model = glm::mat4(1.0f);
GameObject::reset();
//PlayerStats::Instance().reset();
position = PlayerStats::Instance().player2SavedPos;
velocity = PlayerStats::Instance().player2SavedVel;
//std::cout << "Before beng" << std::endl;
vertex_positions.clear();
createVerts();
prepareDraw();
}
void SecondPlayerObject::update(float elapsed) {
//std::cout << "update second player\n";
if (left.pressed && !right.pressed) {
// move left
//std::cout << "second player move left\n";
glm::vec2 new_pos = glm::vec2{ position.x, position.y };
new_pos += elapsed * speed * glm::vec2(-1.f, 0.f) * glm::mat2(PlayerStats::Instance().rotMat);
position.x = new_pos.x;
position.y = new_pos.y;
//cout << "checking collision\n";
}
else if (!left.pressed && right.pressed) {
// move right
glm::vec2 new_pos = glm::vec2{ position.x, position.y };
new_pos += elapsed * speed * glm::vec2(1.f, 0.f) * glm::mat2(PlayerStats::Instance().rotMat);
position.x = new_pos.x;
position.y = new_pos.y;
}
if (up.pressed && !down.pressed) {
// move left
glm::vec2 new_pos = glm::vec2{ position.x, position.y };
new_pos += elapsed * speed * glm::vec2(0.f, 1.f) * glm::mat2(PlayerStats::Instance().rotMat);
//cout << "checking collision\n";
position.x = new_pos.x;
position.y = new_pos.y;
}
else if (!up.pressed && down.pressed) {
// move right
glm::vec2 new_pos = glm::vec2{ position.x, position.y };
new_pos += elapsed * speed * glm::vec2(0.f, -1.f) * glm::mat2(PlayerStats::Instance().rotMat);
position.x = new_pos.x;
position.y = new_pos.y;
}
if (!isFixed) {
glm::vec3 accel = force / mass;
//cout << "Force: " << glm::to_string(force) << endl;
velocity += accel * elapsed;
glm::vec3 new_pos = position + velocity * elapsed;
//cout << "new_pos: " << glm::to_string(new_pos) << endl;
//cout << "\n";
if (!CollisionSystem::Instance().PlayerCheckCollision(glm::vec2{ new_pos.x, new_pos.y }, glm::vec2{ width * 2, height * 2 })) {
//cout << "Graivity Not colliding\n";
position.x = new_pos.x;
position.y = new_pos.y;
}
else {
//cout << " Gravity collided\n";
PlayerStats::Instance().canJump = true;
velocity = glm::vec3(0.f);
}
}
PlayerStats::Instance().player2Pos = position;
CollisionSystem::Instance().PlayerCheckTrigger(glm::vec2{ position.x, position.y }, glm::vec2{ width, height });
CollisionSystem::Instance().PlayerCheckCollectables(glm::vec2{ position.x, position.y }, glm::vec2{ width, height }, false);
//std::cout << "Triggers checked" << std::endl;
//box->SetPos(glm::vec2{ position.x, position.y });
//if (position.x <= 0.f || position.y <= 0.f || PlayerStats::Instance().health <= 0.f) {
// reset();
//}
// std::cout << "player position: x: " << transform->position.x << "; y: " << transform->position.y << "\n";
if(anims.count(type) && anims[type])
anims[type]->play(this->VAO, this->VBO_texcoords, sz, elapsed);
type = "Idle";
}