fixed player movement (hopefully)

This commit is contained in:
Looki2000 2023-03-12 02:08:44 +01:00
parent 23cf208d71
commit 8994f1e296

View File

@ -53,7 +53,7 @@ int main(int argc, char *argv[])
float leftRightVel;
float angularVel;
float rotVel;
float movementAngle;
irr::core::vector2df movementVec;
pb.device = createDevice(irr::video::EDT_OPENGL, irr::core::dimension2d<irr::u32>(pb.screenWidth, pb.screenHeight), 16, false, true, false, &pb.er);
pb.driver = pb.device -> getVideoDriver();
@ -133,28 +133,31 @@ int main(int argc, char *argv[])
// 180 - 200 grads
// 270 - 300 grads
if(pb.er.isKeyDown(irr::KEY_KEY_W))
movementVec = irr::core::vector2df(0, 0);
if(pb.er.isKeyDown(irr::KEY_KEY_W) || pb.er.isKeyDown(irr::KEY_KEY_S) || pb.er.isKeyDown(irr::KEY_KEY_D) || pb.er.isKeyDown(irr::KEY_KEY_A))
{
angularVel = pb.speed * frameDeltaTime;
movementAngle = 180;
}
else if(pb.er.isKeyDown(irr::KEY_KEY_S))
if(pb.er.isKeyDown(irr::KEY_KEY_W))
{
angularVel = pb.speed * frameDeltaTime;
movementAngle = 0;
movementVec.Y += angularVel;
}
if(pb.er.isKeyDown(irr::KEY_KEY_S))
{
movementVec.Y -= angularVel;
}
if(pb.er.isKeyDown(irr::KEY_KEY_A))
{
angularVel = pb.speed * frameDeltaTime;
movementAngle = 90;
movementVec.X -= angularVel;
}
else if(pb.er.isKeyDown(irr::KEY_KEY_D))
if(pb.er.isKeyDown(irr::KEY_KEY_D))
{
angularVel = pb.speed * frameDeltaTime;
movementAngle = 270;
movementVec.X += angularVel;
}
@ -231,12 +234,19 @@ int main(int argc, char *argv[])
if(pb.er.isKeyDown(irr::KEY_KEY_W) || pb.er.isKeyDown(irr::KEY_KEY_S) || pb.er.isKeyDown(irr::KEY_KEY_D) || pb.er.isKeyDown(irr::KEY_KEY_A))
{
pb.player -> setPosition(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
}
// rotating movementVec vector by playerRot.Y degrees
movementAngle.X = movementAngle.X * cos(irr::core::degToRad(playerRot.Y)) - movementAngle.Y * sin(irr::core::degToRad(playerRot.Y));
movementAngle.Y = movementAngle.X * sin(irr::core::degToRad(playerRot.Y)) + movementAngle.Y * cos(irr::core::degToRad(playerRot.Y));
pb.camera -> setTarget(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
//pb.player -> setPosition(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
//pb.camera -> setTarget(irr::core::vector3df(playerPos.X - cos(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + sin(irr::core::degToRad(playerRot.Y + movementAngle)) * angularVel));
pb.player -> setPosition(irr::core::vector3df(playerPos.X - movementAngle.X * angularVel, playerPos.Y, playerPos.Z + movementAngle.Y * angularVel));
pb.camera -> setTarget(irr::core::vector3df(playerPos.X - movementAngle.X * angularVel, playerPos.Y + pb.verticalCamRot, playerPos.Z + movementAngle.Y * angularVel));
pb.player -> updateAbsolutePosition();
}
// Water on Level 7 //
if(levelSwitcher.currentLevel == 7)