Files
GDevelop/Extensions/TopDownMovementBehavior/TopDownMovementBehavior.cpp
T
2015-11-01 17:06:23 +01:00

234 lines
8.0 KiB
C++

/**
GDevelop - Top-down movement Behavior Extension
Copyright (c) 2010-2015 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#include <memory>
#include <iostream>
#include <set>
#include "TopDownMovementBehavior.h"
#include "GDCore/Tools/Localization.h"
#include "GDCpp/Extensions/Builtin/MathematicalTools.h"
#include "GDCpp/Project/Layout.h"
#include "GDCpp/Serialization/SerializerElement.h"
#include "GDCpp/RuntimeScene.h"
#include "GDCpp/RuntimeObject.h"
#include "GDCpp/CommonTools.h"
#include <SFML/Window.hpp>
#include "GDCore/CommonTools.h"
#include <iostream>
#include <cmath>
#include <algorithm>
#if defined(GD_IDE_ONLY)
#include <map>
#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
#endif
TopDownMovementBehavior::TopDownMovementBehavior() :
allowDiagonals(true),
acceleration(400),
deceleration(800),
maxSpeed(200),
angularMaxSpeed(180),
rotateObject(true),
angleOffset(0),
xVelocity(0),
yVelocity(0),
angularSpeed(0),
ignoreDefaultControls(false),
leftKey(false),
rightKey(false),
upKey(false),
downKey(false)
{
}
float TopDownMovementBehavior::GetSpeed()
{
return sqrt(xVelocity*xVelocity+yVelocity*yVelocity);
}
void TopDownMovementBehavior::DoStepPreEvents(RuntimeScene & scene)
{
//Get the player input:
leftKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left");
rightKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right");
downKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down");
upKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up");
int direction = -1;
float directionInRad = 0;
float directionInDeg = 0;
if (!allowDiagonals)
{
if (upKey && !downKey) direction = 6;
else if (!upKey && downKey) direction = 2;
if (!upKey && !downKey)
{
if (leftKey && !rightKey) direction = 4;
else if (!leftKey && rightKey) direction = 0;
}
}
else
{
if (upKey && !downKey)
{
if (leftKey && !rightKey) direction = 5;
else if (!leftKey && rightKey) direction = 7;
else direction = 6;
}
else if (!upKey && downKey)
{
if (leftKey && !rightKey) direction = 3;
else if (!leftKey && rightKey) direction = 1;
else direction = 2;
}
else
{
if (leftKey && !rightKey) direction = 4;
else if (!leftKey && rightKey) direction = 0;
}
}
//Update the speed of the object
float timeDelta = static_cast<double>(scene.GetTimeManager().GetElapsedTime())/1000000.0;
if (direction != -1)
{
directionInRad = static_cast<float>(direction)*gd::Pi()/4.0;
directionInDeg = static_cast<float>(direction)*45;
xVelocity += acceleration*timeDelta*cos(directionInRad);
yVelocity += acceleration*timeDelta*sin(directionInRad);
}
else
{
directionInRad = atan2(yVelocity, xVelocity);
directionInDeg = atan2(yVelocity, xVelocity)*180.0/gd::Pi();
bool xVelocityWasPositive = xVelocity >= 0;
bool yVelocityWasPositive = yVelocity >= 0;
xVelocity -= deceleration*timeDelta*cos(directionInRad);
yVelocity -= deceleration*timeDelta*sin(directionInRad);
if ( (xVelocity > 0) ^ xVelocityWasPositive ) xVelocity = 0;
if ( (yVelocity > 0) ^ yVelocityWasPositive ) yVelocity = 0;
}
float speed = sqrt(xVelocity*xVelocity+yVelocity*yVelocity);
if ( speed > maxSpeed )
{
xVelocity = maxSpeed*cos(directionInRad);
yVelocity = maxSpeed*sin(directionInRad);
}
angularSpeed = angularMaxSpeed; //No acceleration for angular speed for now
//Position object
object->SetX(object->GetX()+xVelocity*timeDelta);
object->SetY(object->GetY()+yVelocity*timeDelta);
//Also update angle if needed
if ( (xVelocity != 0 || yVelocity != 0) && rotateObject ) {
float angularDiff = GDpriv::MathematicalTools::angleDifference(object->GetAngle(), directionInDeg+angleOffset);
bool diffWasPositive = angularDiff >= 0;
float newAngle = object->GetAngle()+(diffWasPositive ? -1.0 : 1.0)*angularSpeed*timeDelta;
if( (GDpriv::MathematicalTools::angleDifference(newAngle, directionInDeg+angleOffset) > 0) ^ diffWasPositive)
newAngle = directionInDeg+angleOffset;
object->SetAngle(newAngle);
if ( object->GetAngle() != newAngle ) //Objects like sprite in 8 directions does not handle small increments...
object->SetAngle(directionInDeg+angleOffset); //...so force them to be in the path angle anyway.
}
leftKey = false;
rightKey = false;
upKey = false;
downKey = false;
}
void TopDownMovementBehavior::SimulateControl(const gd::String & input)
{
if ( input == "Left" ) leftKey = true;
else if ( input == "Right" ) rightKey = true;
else if ( input == "Up" ) upKey = true;
else if ( input == "Down" ) downKey = true;
}
void TopDownMovementBehavior::UnserializeFrom(const gd::SerializerElement & element)
{
allowDiagonals = element.GetBoolAttribute("allowDiagonals");
acceleration = element.GetDoubleAttribute("acceleration");
deceleration = element.GetDoubleAttribute("deceleration");
maxSpeed = element.GetDoubleAttribute("maxSpeed");
angularMaxSpeed = element.GetDoubleAttribute("angularMaxSpeed");
rotateObject = element.GetBoolAttribute("rotateObject");
angleOffset = element.GetDoubleAttribute("angleOffset");
ignoreDefaultControls = element.GetBoolAttribute("ignoreDefaultControls");
}
#if defined(GD_IDE_ONLY)
void TopDownMovementBehavior::SerializeTo(gd::SerializerElement & element) const
{
element.SetAttribute("allowDiagonals", allowDiagonals);
element.SetAttribute("acceleration", acceleration);
element.SetAttribute("deceleration", deceleration);
element.SetAttribute("maxSpeed", maxSpeed);
element.SetAttribute("angularMaxSpeed", angularMaxSpeed);
element.SetAttribute("rotateObject", rotateObject);
element.SetAttribute("angleOffset", angleOffset);
element.SetAttribute("ignoreDefaultControls", ignoreDefaultControls);
}
std::map<gd::String, gd::PropertyDescriptor> TopDownMovementBehavior::GetProperties(gd::Project & project) const
{
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Allows diagonals")].SetValue(allowDiagonals ? "true" : "false").SetType("Boolean");
properties[_("Acceleration")].SetValue(gd::String::From(acceleration));
properties[_("Deceleration")].SetValue(gd::String::From(deceleration));
properties[_("Max. speed")].SetValue(gd::String::From(maxSpeed));
properties[_("Rotate speed")].SetValue(gd::String::From(angularMaxSpeed));
properties[_("Rotate object")].SetValue(rotateObject ? "true" : "false").SetType("Boolean");
properties[_("Angle offset")].SetValue(gd::String::From(angleOffset));
properties[_("Default controls")].SetValue(ignoreDefaultControls ? "false" : "true").SetType("Boolean");
return properties;
}
bool TopDownMovementBehavior::UpdateProperty(const gd::String & name, const gd::String & value, gd::Project & project)
{
if ( name == _("Default controls") ) {
ignoreDefaultControls = (value == "0");
return true;
}
if ( name == _("Allows diagonals") ) {
allowDiagonals = (value != "0");
return true;
}
if ( name == _("Rotate object") ) {
rotateObject = (value != "0");
return true;
}
if ( value.To<float>() < 0 ) return false;
if ( name == _("Acceleration") )
acceleration = value.To<float>();
else if ( name == _("Deceleration") )
deceleration = value.To<float>();
else if ( name == _("Max. speed") )
maxSpeed = value.To<float>();
else if ( name == _("Rotate speed") )
angularMaxSpeed = value.To<float>();
else if ( name == _("Angle offset") )
angleOffset = value.To<float>();
else
return false;
return true;
}
#endif