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Character.h
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Character.h
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//
// Copyright (c) 2008-2016 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include <Urho3D/Input/Controls.h>
#include <Urho3D/Scene/LogicComponent.h>
using namespace Urho3D;
const int CTRL_FORWARD = 1;
const int CTRL_BACK = 2;
const int CTRL_LEFT = 4;
const int CTRL_RIGHT = 8;
const int CTRL_JUMP = 16;
const float MOVE_FORCE = 0.8f;
const float INAIR_MOVE_FORCE = 0.02f;
const float BRAKE_FORCE = 0.2f;
const float JUMP_FORCE = 7.0f;
const float YAW_SENSITIVITY = 0.1f;
const float INAIR_THRESHOLD_TIME = 0.1f;
/// Character component, responsible for physical movement according to controls, as well as animation.
class Character : public LogicComponent
{
URHO3D_OBJECT(Character, LogicComponent);
public:
/// Construct.
Character(Context* context);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Handle startup. Called by LogicComponent base class.
virtual void Start();
/// Handle physics world update. Called by LogicComponent base class.
virtual void FixedUpdate(float timeStep);
/// Movement controls. Assigned by the main program each frame.
Controls controls_;
private:
/// Handle physics collision event.
void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
/// Grounded flag for movement.
bool onGround_;
/// Jump flag.
bool okToJump_;
/// In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
float inAirTimer_;
};