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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #pragma once
- #include <Urho3D/Input/Controls.h>
- #include <Urho3D/Scene/LogicComponent.h>
- using namespace Urho3D;
- const unsigned CTRL_FORWARD = 1;
- const unsigned CTRL_BACK = 2;
- const unsigned CTRL_LEFT = 4;
- const unsigned CTRL_RIGHT = 8;
- const unsigned 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.
- explicit Character(Context* context);
- /// Register object factory and attributes.
- static void RegisterObject(Context* context);
- /// Handle startup. Called by LogicComponent base class.
- void Start() override;
- /// Handle physics world update. Called by LogicComponent base class.
- void FixedUpdate(float timeStep) override;
- /// 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_;
- };
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