Esempio n. 1
0
        public void TickCollisions(TickCollisionsEvent _)
        {
            // TODO: Do this via collision detection instead.
            // TODO: Clean this up.
            // Keeps sword rested on the ground.
            if (this.stateMachine_.IsOnGround)
            {
                var bladeFromGroundY = -(this.playerRigidbody_.CenterY -
                                         this.playerRigidbody_.BottomY);
                bladeFromGroundY -= MathF.Abs(
                    TrigMath.LenDegY(this.handDis_, this.handDeg_));

                var minAngle = MathF.Acos(bladeFromGroundY / this.bladeLength_) /
                               MathF.PI *
                               180;

                var diffToGround = TrigMath.DifferenceInDegrees(this.swordDeg_, 270);
                if (FloatMath.Abs(diffToGround) <= minAngle)
                {
                    this.swordDeg_ = 270 + FloatMath.Sign(diffToGround) * minAngle;

                    if (FloatMath.Abs(this.swordDevVel_) > 2)
                    {
                        this.swordDevVel_ *= -.5f;
                    }
                    else
                    {
                        this.swordDevVel_ = 0;
                    }
                }
            }
        }
Esempio n. 2
0
        public void ProcessInputs(ProcessInputsEvent _)
        {
            var secondaryAnalogStick = this.gamepad_[AnalogStickType.SECONDARY];
            var secStickX            = secondaryAnalogStick.RawAxes.X;
            var secStickY            = secondaryAnalogStick.RawAxes.Y;

            var secStickMag = TrigMath.DistanceBetween(0, 0, secStickX, secStickY);

            if (secStickMag < GamepadConstants.DEADZONE)
            {
                secStickMag = 0;
            }

            var wasShieldOut = this.isShieldOut_;

            this.isShieldOut_ = secStickMag > 0;

            if (this.isShieldOut_)
            {
                var secStickDeg = TrigMath.DegreesBetween(0, 0, secStickX, secStickY);

                var toHandDeg = secStickDeg;

                var maxHorizontalHandDis = this.playerRigidbody_.Width / 2 + 2;
                var maxVerticalHandDis   = this.playerRigidbody_.Height / 2 + 2;
                var maxHandDis           =
                    FloatMath.Abs(
                        TrigMath.LenDegX(maxHorizontalHandDis, secStickDeg)) +
                    FloatMath.Abs(
                        TrigMath.LenDegY(maxVerticalHandDis, secStickDeg));

                var toHandDis = maxHandDis * secStickMag;

                if (!wasShieldOut)
                {
                    this.handDis_ = toHandDis;
                    this.handDeg_ = toHandDeg;
                }
                else
                {
                    var accFactor = 3;

                    this.handDis_ += (toHandDis - this.handDis_) / accFactor;
                    this.handDeg_ +=
                        TrigMath.DifferenceInDegrees(toHandDeg, this.handDeg_) /
                        accFactor;
                }
            }
        }
Esempio n. 3
0
        private void ProcessManualInputs_()
        {
            var secondaryAnalogStick = this.gamepad_[AnalogStickType.SECONDARY];
            var secStickX            = secondaryAnalogStick.RawAxes.X;
            var secStickY            = secondaryAnalogStick.RawAxes.Y;

            var secStickMag = TrigMath.DistanceBetween(0, 0, secStickX, secStickY);

            if (secStickMag < GamepadConstants.DEADZONE)
            {
                secStickMag = 0;
            }
            var secStickDeg = TrigMath.DegreesBetween(0, 0, secStickX, secStickY);

            var isResting = secStickMag == 0;

            // TODO: Detect arcs?

            /*if (isResting) {
             * var xVel = this.playerRigidbody_.XVelocity;
             * if (xVel != 0) {
             *  var sign = FloatMath.Sign(xVel);
             *
             *  this.handDis_ = this.maxHandDis_;
             *
             *  if (this.stateMachine_.State == PlayerState.WALKING) {
             *    this.handDeg_ = 90 - sign * (90 + 45);
             *    this.swordDeg_ = 90 - sign * 45;
             *  } else if (this.stateMachine_.State == PlayerState.RUNNING) {
             *    this.handDeg_ = 90 + sign * (90 + 22);
             *    this.swordDeg_ = 90 + sign * (90 + 22);
             *  }
             * }
             * return;
             * }*/

            // Stick moves hands to lift sword. Angle needs to be closer to have
            // more of an effect.
            var diffToHeld =
                TrigMath.DifferenceInDegrees(secStickDeg, this.handDeg_);
            var normalizedDiffToHeld = MathF.Abs(diffToHeld / 180);

            var moveFactor = 1 - normalizedDiffToHeld;

            var diffToTop = TrigMath.DifferenceInDegrees(90, this.handDeg_);
            var isLifting = FloatMath.Sign(diffToTop) == FloatMath.Sign(diffToHeld);

            var moveForce  = 0f;
            var liftFactor = secStickMag * MathF.Pow(moveFactor, 5); // 4, 6, 7

            if (isLifting)
            {
                var liftForce = .6f * diffToHeld * liftFactor;   // .5f
                moveForce = liftForce;
            }
            else
            {
                var dropFactor = secStickMag;
                var dropForce  = .8f * diffToHeld * dropFactor;
                moveForce = dropForce;
            }

            var initDiffToGround   = TrigMath.DifferenceInDegrees(270, this.handDeg_);
            var gravitationalForce = 3 * FloatMath.Sign(initDiffToGround);

            var forceOnHands = moveForce + gravitationalForce;

            // TODO: Use euler method?
            this.handDegVel_ += forceOnHands;
            this.handDeg_    += this.handDegVel_;

            var minAngle          = 45;
            var finalDiffToGround = TrigMath.DifferenceInDegrees(this.handDeg_, 270);

            if (FloatMath.Abs(finalDiffToGround) < minAngle)
            {
                this.handDeg_ = 270 + FloatMath.Sign(finalDiffToGround) * minAngle;

                if (FloatMath.Abs(this.handDegVel_) > 2)
                {
                    this.handDegVel_ *= -.5f;
                }
                else
                {
                    this.handDegVel_ = 0;
                }
            }

            // TODO: This line should theoretically not be here??
            //this.handDeg_ += diffToHeld * liftFactor;
            this.handDeg_ %= 360;

            // TODO: Keep this value when the player lets go of the stick
            this.handDis_ = 16 * secStickMag;

            // TODO: Should be based on velocity instead.
            // If lifting sword, sword angle lags behind.
            //this.swordDeg_ = this.handDeg_;
            var swordDegAccFac = 1 / (1 + MathF.Abs(this.handDegVel_));

            this.swordDeg_ +=
                TrigMath.DifferenceInDegrees(this.handDeg_, this.swordDeg_) * swordDegAccFac;
        }