// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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 #include using namespace Atomic; 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 { ATOMIC_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_; };