[DEV] tutorial 18 'player movement' implementation

This commit is contained in:
Edouard DUPIN 2020-04-20 23:28:00 +02:00
parent 6cd99d61cb
commit c8548d0f78
5 changed files with 135 additions and 50 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

After

Width:  |  Height:  |  Size: 22 KiB

View File

@ -12,6 +12,7 @@ import org.lwjgl.openvr.Texture;
import entities.Camera;
import entities.Entity;
import entities.Light;
import entities.Player;
import models.RawModel;
import models.TexturedModel;
import renderEngine.DisplayManager;
@ -102,6 +103,11 @@ public class MainGameLoop {
new Vector3f(0,0,0),1.5f));
}
TexturedModel stanfordBunnyModel = new TexturedModel(OBJLoader.loadObjModel("bunny", loader),
new ModelTexture(loader.loadTexture("white")));
Player player = new Player(stanfordBunnyModel, new Vector3f(0,0,-50), new Vector3f(0,0,0), 1);
MasterRenderer renderer = new MasterRenderer();
manager.setDrawer(new DisplayManagerDraw() {
@Override
@ -110,8 +116,10 @@ public class MainGameLoop {
//entity.increaseRotation(0, 0, 0.01f);
//entity.increaseRotation(0.01f, 0.02f, 0.0f);
camera.move();
player.move();
renderer.processTerrain(terrain);
renderer.processTerrain(terrain2);
renderer.processEntity(player);
for (Entity entity : entities) {
renderer.processEntity(entity);
}

View File

@ -14,18 +14,6 @@ public class Camera {
}
public void move() {
if (DisplayManager.isKeyDown('w')) {
position.z -= 0.8f;
}
if (DisplayManager.isKeyDown('s')) {
position.z += 0.8f;
}
if (DisplayManager.isKeyDown('d')) {
position.x += 0.8f;
}
if (DisplayManager.isKeyDown('a')) {
position.x -= 0.8f;
}
if (DisplayManager.isKeyDown('q')) {
position.y += 0.8f;
}

94
src/entities/Player.java Normal file
View File

@ -0,0 +1,94 @@
package entities;
import javax.vecmath.Vector3f;
import models.TexturedModel;
import renderEngine.DisplayManager;
public class Player extends Entity {
private static final float RUN_SPEED = 20;
private static final float TRUN_SPEED = (float) Math.toRadians(160);
private static final float GRAVITY = -50;
private static final float JUMP_POWER = 30;
private static final float TERRAIN_HEIGHT = 0;
private float currentSpeed = 0;
private float currentTurnSpeed = 0;
private float upwardSpeed = 0;
private boolean isInAir = false;
public Player(TexturedModel model, Vector3f position, Vector3f rotation, float scale) {
super(model, position, rotation, scale);
}
public void move() {
checkInputs();
if (isInAir == false) {
super.increaseRotation(0, this.currentTurnSpeed * DisplayManager.getFrameTimeSecconds(), 0);
}
float distance = currentSpeed * DisplayManager.getFrameTimeSecconds();
float dx = (float) (distance * Math.sin(super.getRotation().y));
float dz = (float) (distance * Math.cos(super.getRotation().y));
super.increasePosition(dx, 0, dz);
upwardSpeed += GRAVITY * DisplayManager.getFrameTimeSecconds();
super.increasePosition(0, upwardSpeed * DisplayManager.getFrameTimeSecconds(), 0);
if (super.getPosition().y < TERRAIN_HEIGHT) {
upwardSpeed = 0;
super.getPosition().y = TERRAIN_HEIGHT;
isInAir = false;
}
}
private void jump() {
if (isInAir == true) {
return;
}
this.upwardSpeed = JUMP_POWER;
isInAir = true;
}
public void checkInputs() {
if (DisplayManager.isKeyDown('w') && DisplayManager.isKeyDown('s')) {
this.currentSpeed = 0;
} else if (DisplayManager.isKeyDown('w')) {
this.currentSpeed = RUN_SPEED;
} else if (DisplayManager.isKeyDown('s')) {
this.currentSpeed = -RUN_SPEED;
} else {
this.currentSpeed = 0;
}
if (DisplayManager.isKeyDown('d') && DisplayManager.isKeyDown('a')) {
this.currentTurnSpeed = 0;
} else if (DisplayManager.isKeyDown('a')) {
this.currentTurnSpeed = TRUN_SPEED;
} else if (DisplayManager.isKeyDown('d')) {
this.currentTurnSpeed = -TRUN_SPEED;
} else {
this.currentTurnSpeed = 0;
}
if (DisplayManager.isKeyDown(' ')) {
this.jump();
}
//System.out.println("position = " + super.getPosition());
/*
if (DisplayManager.isKeyDown('d')) {
position.x += 0.8f;
}
if (DisplayManager.isKeyDown('a')) {
position.x -= 0.8f;
}
if (DisplayManager.isKeyDown('q')) {
position.y += 0.8f;
}
if (DisplayManager.isKeyDown('z')) {
position.y -= 0.8f;
}
*/
}
}

View File

@ -26,48 +26,15 @@ public class DisplayManager {
private static final int WIDTH = 1280;
private static final int HEIGHT = 720;
private static final int FPS_CAP = 60;
private static final String TITLE = "Our First Display";
private static final String TITLE = "Open GL tutorial";
private static long lastFrameTime;
private static float delta;
private DisplayManagerDraw drawer = null;
public void setDrawer(DisplayManagerDraw drawer) {
this.drawer = drawer;
}
// /**
// * Creates a display window on which we can render our game. The dimensions
// * of the window are determined by setting the display mode. By using
// * "glViewport" we tell OpenGL which part of the window we want to render
// * our game onto. We indicated that we want to use the entire window.
// */
// public static void createDisplay() {
// ContextAttribs attribs = new ContextAttribs(3, 2).withForwardCompatible(true).withProfileCore(true);
// try {
// Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
// Display.create(new PixelFormat(), attribs);
// Display.setTitle(TITLE);
// } catch (LWJGLException e) {
// e.printStackTrace();
// }
// GL11.glViewport(0, 0, WIDTH, HEIGHT);
// }
//
// /**
// * This method is used to update the display at the end of every frame. When
// * we have set up a rendering process this method will display whatever
// * we've been rendering onto the screen. The "sync" method is used here to
// * cap the frame rate. Without this the computer would just try to run the
// * game as fast as it possibly can, doing more work than it needs to.
// */
// public static void updateDisplay() {
// Display.sync(FPS_CAP);
// Display.update();
// }
//
// /**
// * This closes the window when the game is closed.
// */
// public static void closeDisplay() {
// Display.destroy();
// }
// The window handle
private static long window;
@ -106,6 +73,7 @@ public class DisplayManager {
private static boolean valueD = false;
private static boolean valueA = false;
private static boolean valueW = false;
private static boolean valueSPACE = false;
public static boolean isKeyDown(char value) {
if (value == 's') {
return valueS;
@ -125,6 +93,9 @@ public class DisplayManager {
if (value == 'a') {
return valueA;
}
if (value == ' ') {
return valueSPACE;
}
return false;
}
@ -206,6 +177,15 @@ public class DisplayManager {
valueW = false;
}
}
if ( key == GLFW_KEY_SPACE ) {
if (action == GLFW_PRESS ) {
System.out.println("Key SPACE is pressed");
valueSPACE = true;
} else if (action == GLFW_RELEASE ) {
System.out.println("Key SPACE is release");
valueSPACE = false;
}
}
});
// Get the thread stack and push a new frame
@ -234,6 +214,9 @@ public class DisplayManager {
// Make the window visible
glfwShowWindow(window);
lastFrameTime = getCurrentTime();
}
public void loop() {
@ -241,6 +224,9 @@ public class DisplayManager {
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while ( !glfwWindowShouldClose(window) ) {
long currentFrameTime = getCurrentTime();
delta = (currentFrameTime-lastFrameTime)/1000f;
lastFrameTime = currentFrameTime;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
if (this.drawer != null) {
this.drawer.draw();
@ -253,4 +239,13 @@ public class DisplayManager {
}
}
public static float getFrameTimeSecconds() {
return delta;
}
private static long getCurrentTime() {
return System.currentTimeMillis();
}
}