Files
Attacks-for-Bombs-1/source/A4B1/player.cpp
T
2026-09-27 00:29:48 -03:00

235 lines
3.7 KiB
C++

#include "raylib.h"
#include <cmath>
extern bool IsSolidAt(Vector3 position, float radius);
Vector3 playerPosition = {-76.0f, 1.0f, -76.0f};
float verticalVelocity = 0.0f;
float playerYaw = 0.0f;
float playerPitch = 0.0f;
float weaponBobTime = 0.0f;
float weaponShootTime = 0.0f;
const float moveSpeed = 11.0f;
const float jumpForce = 9.0f;
const float gravity = 20.0f;
static const float PLAYER_RADIUS = 0.45f;
static const float PLAYER_GROUND_Y = 1.0f;
static const float PLAYER_HEAD_Y = 2.0f;
static const float CEILING_Y = 3.0f;
Camera3D GetPlayerCamera()
{
Camera3D camera = {};
camera.position = playerPosition;
Vector3 forward =
{
cosf(playerPitch) * cosf(playerYaw),
sinf(playerPitch),
cosf(playerPitch) * sinf(playerYaw)
};
camera.target =
{
camera.position.x + forward.x,
camera.position.y + forward.y,
camera.position.z + forward.z
};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 75.0f;
camera.projection = CAMERA_PERSPECTIVE;
return camera;
}
static void MovePlayer(Vector3 movement)
{
Vector3 nextX = playerPosition;
nextX.x += movement.x;
if (!IsSolidAt(nextX, PLAYER_RADIUS))
playerPosition.x = nextX.x;
Vector3 nextZ = playerPosition;
nextZ.z += movement.z;
if (!IsSolidAt(nextZ, PLAYER_RADIUS))
playerPosition.z = nextZ.z;
}
void UpdatePlayer(float deltaTime)
{
Vector2 mouse = GetMouseDelta();
playerYaw += mouse.x * 0.003f;
playerPitch -= mouse.y * 0.003f;
if (playerPitch > 1.45f)
playerPitch = 1.45f;
if (playerPitch < -1.45f)
playerPitch = -1.45f;
Vector3 movement = {0.0f, 0.0f, 0.0f};
Vector3 forward =
{
cosf(playerYaw),
0.0f,
sinf(playerYaw)
};
Vector3 right =
{
-sinf(playerYaw),
0.0f,
cosf(playerYaw)
};
if (IsKeyDown(KEY_W))
{
movement.x += forward.x;
movement.z += forward.z;
}
if (IsKeyDown(KEY_S))
{
movement.x -= forward.x;
movement.z -= forward.z;
}
if (IsKeyDown(KEY_D))
{
movement.x += right.x;
movement.z += right.z;
}
if (IsKeyDown(KEY_A))
{
movement.x -= right.x;
movement.z -= right.z;
}
float movementLength =
sqrtf(
movement.x * movement.x +
movement.z * movement.z
);
if (movementLength > 0.0f)
{
movement.x /= movementLength;
movement.z /= movementLength;
MovePlayer({
movement.x * moveSpeed * deltaTime,
0.0f,
movement.z * moveSpeed * deltaTime
});
weaponBobTime += deltaTime * 10.0f;
}
bool grounded =
playerPosition.y <= PLAYER_GROUND_Y + 0.001f;
if (grounded)
{
playerPosition.y = PLAYER_GROUND_Y;
verticalVelocity = 0.0f;
if (IsKeyPressed(KEY_SPACE))
verticalVelocity = jumpForce;
}
verticalVelocity -= gravity * deltaTime;
playerPosition.y +=
verticalVelocity * deltaTime;
if (playerPosition.y < PLAYER_GROUND_Y)
{
playerPosition.y = PLAYER_GROUND_Y;
verticalVelocity = 0.0f;
}
if (playerPosition.y + PLAYER_HEAD_Y > CEILING_Y)
{
playerPosition.y =
CEILING_Y - PLAYER_HEAD_Y;
if (verticalVelocity > 0.0f)
verticalVelocity = 0.0f;
}
if (weaponShootTime > 0.0f)
weaponShootTime -= deltaTime;
}
void DrawPlayerWeapon()
{
float bobX = 0.0f;
float bobY = 0.0f;
bobX = sinf(weaponBobTime) * 5.0f;
bobY = fabsf(cosf(weaponBobTime)) * 4.0f;
if (weaponShootTime > 0.0f)
{
bobX += GetRandomValue(-4, 4);
bobY += GetRandomValue(-5, 5);
}
int w = GetScreenWidth();
int h = GetScreenHeight();
float x = w * 0.76f + bobX;
float y = h * 0.68f + bobY;
DrawRectangle(
(int)x,
(int)y,
190,
95,
DARKGRAY
);
DrawRectangle(
(int)x + 55,
(int)y - 35,
80,
55,
GRAY
);
DrawRectangle(
(int)x + 72,
(int)y - 62,
45,
40,
BLACK
);
DrawRectangle(
(int)x + 20,
(int)y + 30,
45,
65,
BLACK
);
DrawRectangle(
(int)x + 120,
(int)y + 15,
65,
35,
BLACK
);
}