Add extremely basic controller support (only movement)
This commit is contained in:
parent
0886098242
commit
0b7ddd05d1
@ -163,4 +163,38 @@ EnumMap<MouseWheel> const MouseWheelNames{
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{MouseWheel::Down, "MouseWheelDown"}
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};
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EnumMap<ControllerAxis> const ControllerAxisNames{
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{ControllerAxis::LeftX, "LeftX"},
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{ControllerAxis::LeftY, "LeftY"},
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{ControllerAxis::RightX, "RightX"},
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{ControllerAxis::RightY, "RightY"},
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{ControllerAxis::TriggerLeft, "TriggerLeft"},
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{ControllerAxis::TriggerRight, "TriggerRight"},
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};
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EnumMap<ControllerButton> const ControllerButtonNames{
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{ControllerButton::A, "A"},
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{ControllerButton::B, "B"},
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{ControllerButton::X, "X"},
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{ControllerButton::Y, "Y"},
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{ControllerButton::Back, "Back"},
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{ControllerButton::Guide, "Guide"},
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{ControllerButton::Start, "Start"},
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{ControllerButton::LeftStick, "LeftStick"},
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{ControllerButton::RightStick, "RightStick"},
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{ControllerButton::LeftShoulder, "LeftShoulder"},
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{ControllerButton::RightShoulder, "RightShoulder"},
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{ControllerButton::DPadUp, "DPadUp"},
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{ControllerButton::DPadDown, "DPadDown"},
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{ControllerButton::DPadLeft, "DPadLeft"},
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{ControllerButton::DPadRight, "DPadRight"},
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{ControllerButton::Misc1, "Misc1"},
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{ControllerButton::Paddle1, "Paddle1"},
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{ControllerButton::Paddle2, "Paddle2"},
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{ControllerButton::Paddle3, "Paddle3"},
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{ControllerButton::Paddle4, "Paddle4"},
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{ControllerButton::Touchpad, "Touchpad"},
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{ControllerButton::Invalid, "Invalid"}
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};
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}
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@ -154,7 +154,8 @@ enum class KeyMod : uint16_t {
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RGui = 0x0800,
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Num = 0x1000,
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Caps = 0x2000,
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AltGr = 0x4000
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AltGr = 0x4000,
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Scroll = 0x8000
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};
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extern EnumMap<KeyMod> const KeyModNames;
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@ -181,6 +182,43 @@ extern EnumMap<MouseWheel> const MouseWheelNames;
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typedef uint32_t ControllerId;
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enum class ControllerAxis : uint8_t {
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LeftX,
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LeftY,
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RightX,
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RightY,
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TriggerLeft,
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TriggerRight,
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Invalid = 255
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};
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extern EnumMap<ControllerAxis> const ControllerAxisNames;
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enum class ControllerButton : uint8_t {
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A,
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B,
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X,
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Y,
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Back,
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Guide,
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Start,
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LeftStick,
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RightStick,
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LeftShoulder,
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RightShoulder,
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DPadUp,
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DPadDown,
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DPadLeft,
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DPadRight,
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Misc1,
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Paddle1,
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Paddle2,
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Paddle3,
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Paddle4,
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Touchpad,
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Invalid = 255
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};
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extern EnumMap<ControllerButton> const ControllerButtonNames;
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struct KeyDownEvent {
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Key key;
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KeyMod mods;
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@ -216,18 +254,18 @@ struct MouseWheelEvent {
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struct ControllerAxisEvent {
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ControllerId controller;
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unsigned controllerAxis;
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ControllerAxis controllerAxis;
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float controllerAxisValue;
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};
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struct ControllerButtonDownEvent {
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ControllerId controller;
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unsigned controllerButton;
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ControllerButton controllerButton;
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};
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struct ControllerButtonUpEvent {
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ControllerId controller;
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unsigned controllerButton;
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ControllerButton controllerButton;
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};
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typedef Variant<
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@ -151,45 +151,56 @@ Maybe<Key> keyFromSdlKeyCode(SDL_Keycode sym) {
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}
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KeyMod keyModsFromSdlKeyMods(uint16_t mod) {
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KeyMod keyMod = KeyMod::NoMod;
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if (mod & KMOD_LSHIFT)
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keyMod |= KeyMod::LShift;
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if (mod & KMOD_RSHIFT)
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keyMod |= KeyMod::RShift;
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if (mod & KMOD_LCTRL)
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keyMod |= KeyMod::LCtrl;
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if (mod & KMOD_RCTRL)
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keyMod |= KeyMod::RCtrl;
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if (mod & KMOD_LALT)
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keyMod |= KeyMod::LAlt;
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if (mod & KMOD_RALT)
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keyMod |= KeyMod::RAlt;
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if (mod & KMOD_LGUI)
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keyMod |= KeyMod::LGui;
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if (mod & KMOD_RGUI)
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keyMod |= KeyMod::RGui;
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if (mod & KMOD_NUM)
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keyMod |= KeyMod::Num;
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if (mod & KMOD_CAPS)
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keyMod |= KeyMod::Caps;
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if (mod & KMOD_MODE)
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keyMod |= KeyMod::AltGr;
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return keyMod;
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return static_cast<KeyMod>(mod);
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}
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MouseButton mouseButtonFromSdlMouseButton(uint8_t button) {
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if (button == SDL_BUTTON_LEFT)
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return MouseButton::Left;
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else if (button == SDL_BUTTON_MIDDLE)
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return MouseButton::Middle;
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else if (button == SDL_BUTTON_RIGHT)
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return MouseButton::Right;
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else if (button == SDL_BUTTON_X1)
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return MouseButton::FourthButton;
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else
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return MouseButton::FifthButton;
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switch (button) {
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case SDL_BUTTON_LEFT: return MouseButton::Left;
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case SDL_BUTTON_MIDDLE: return MouseButton::Middle;
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case SDL_BUTTON_RIGHT: return MouseButton::Right;
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case SDL_BUTTON_X1: return MouseButton::FourthButton;
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default: return MouseButton::FifthButton;
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}
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}
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ControllerAxis controllerAxisFromSdlControllerAxis(uint8_t axis) {
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switch (axis) {
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case SDL_CONTROLLER_AXIS_LEFTX: return ControllerAxis::LeftX;
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case SDL_CONTROLLER_AXIS_LEFTY: return ControllerAxis::LeftY;
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case SDL_CONTROLLER_AXIS_RIGHTX: return ControllerAxis::RightX;
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case SDL_CONTROLLER_AXIS_RIGHTY: return ControllerAxis::RightY;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT: return ControllerAxis::TriggerLeft;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return ControllerAxis::TriggerRight;
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default: return ControllerAxis::Invalid;
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}
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}
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ControllerButton controllerButtonFromSdlControllerButton(uint8_t button) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_A: return ControllerButton::A;
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case SDL_CONTROLLER_BUTTON_B: return ControllerButton::B;
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case SDL_CONTROLLER_BUTTON_X: return ControllerButton::X;
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case SDL_CONTROLLER_BUTTON_Y: return ControllerButton::Y;
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case SDL_CONTROLLER_BUTTON_BACK: return ControllerButton::Back;
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case SDL_CONTROLLER_BUTTON_GUIDE: return ControllerButton::Guide;
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case SDL_CONTROLLER_BUTTON_START: return ControllerButton::Start;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK: return ControllerButton::LeftStick;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return ControllerButton::RightStick;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return ControllerButton::LeftShoulder;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return ControllerButton::RightShoulder;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: return ControllerButton::DPadUp;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return ControllerButton::DPadDown;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return ControllerButton::DPadLeft;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return ControllerButton::DPadRight;
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case SDL_CONTROLLER_BUTTON_MISC1: return ControllerButton::Misc1;
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case SDL_CONTROLLER_BUTTON_PADDLE1: return ControllerButton::Paddle1;
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case SDL_CONTROLLER_BUTTON_PADDLE2: return ControllerButton::Paddle2;
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case SDL_CONTROLLER_BUTTON_PADDLE3: return ControllerButton::Paddle3;
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case SDL_CONTROLLER_BUTTON_PADDLE4: return ControllerButton::Paddle4;
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case SDL_CONTROLLER_BUTTON_TOUCHPAD: return ControllerButton::Touchpad;
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default: return ControllerButton::Invalid;
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}
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}
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class SdlPlatform {
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@ -233,9 +244,9 @@ public:
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if (SDL_InitSubSystem(SDL_INIT_VIDEO))
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throw ApplicationException(strf("Couldn't initialize SDL Video: {}", SDL_GetError()));
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Logger::info("Application: Initializing SDL Joystick");
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK))
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throw ApplicationException(strf("Couldn't initialize SDL Joystick: {}", SDL_GetError()));
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Logger::info("Application: Initializing SDL Controller");
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))
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throw ApplicationException(strf("Couldn't initialize SDL Controller: {}", SDL_GetError()));
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Logger::info("Application: Initializing SDL Sound");
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if (SDL_InitSubSystem(SDL_INIT_AUDIO))
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@ -585,7 +596,8 @@ private:
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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Maybe<InputEvent> starEvent;
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if (event.type == SDL_WINDOWEVENT) {
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switch (event.type) {
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_MAXIMIZED || event.window.event == SDL_WINDOWEVENT_RESTORED) {
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auto windowFlags = SDL_GetWindowFlags(m_sdlWindow);
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@ -605,40 +617,71 @@ private:
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m_renderer->setScreenSize(m_windowSize);
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m_application->windowChanged(m_windowMode, m_windowSize);
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}
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} else if (event.type == SDL_KEYDOWN) {
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break;
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case SDL_KEYDOWN:
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if (!event.key.repeat) {
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if (auto key = keyFromSdlKeyCode(event.key.keysym.sym))
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starEvent.set(KeyDownEvent{*key, keyModsFromSdlKeyMods(event.key.keysym.mod)});
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}
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} else if (event.type == SDL_KEYUP) {
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break;
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case SDL_KEYUP:
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if (auto key = keyFromSdlKeyCode(event.key.keysym.sym))
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starEvent.set(KeyUpEvent{*key});
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} else if (event.type == SDL_TEXTINPUT) {
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break;
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case SDL_TEXTINPUT:
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starEvent.set(TextInputEvent{String(event.text.text)});
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} else if (event.type == SDL_MOUSEMOTION) {
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break;
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case SDL_MOUSEMOTION:
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starEvent.set(MouseMoveEvent{
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{event.motion.xrel, -event.motion.yrel}, {event.motion.x, (int)m_windowSize[1] - event.motion.y}});
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} else if (event.type == SDL_MOUSEBUTTONDOWN) {
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break;
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case SDL_MOUSEBUTTONDOWN:
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starEvent.set(MouseButtonDownEvent{mouseButtonFromSdlMouseButton(event.button.button),
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{event.button.x, (int)m_windowSize[1] - event.button.y}});
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} else if (event.type == SDL_MOUSEBUTTONUP) {
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break;
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case SDL_MOUSEBUTTONUP:
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starEvent.set(MouseButtonUpEvent{mouseButtonFromSdlMouseButton(event.button.button),
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{event.button.x, (int)m_windowSize[1] - event.button.y}});
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} else if (event.type == SDL_MOUSEWHEEL) {
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break;
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case SDL_MOUSEWHEEL:
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int x, y;
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SDL_GetMouseState(&x, &y);
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starEvent.set(MouseWheelEvent{event.wheel.y < 0 ? MouseWheel::Down : MouseWheel::Up, {x, (int)m_windowSize[1] - y}});
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} else if (event.type == SDL_QUIT) {
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break;
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case SDL_CONTROLLERAXISMOTION:
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starEvent.set(ControllerAxisEvent{
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(ControllerId)event.caxis.which,
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controllerAxisFromSdlControllerAxis(event.caxis.axis),
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(float)event.caxis.value / 32768.0f
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});
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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starEvent.set(ControllerButtonDownEvent{ (ControllerId)event.cbutton.which, controllerButtonFromSdlControllerButton(event.cbutton.button) });
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break;
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case SDL_CONTROLLERBUTTONUP:
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starEvent.set(ControllerButtonUpEvent{ (ControllerId)event.cbutton.which, controllerButtonFromSdlControllerButton(event.cbutton.button) });
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break;
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case SDL_CONTROLLERDEVICEADDED:
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{
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auto insertion = m_SdlControllers.insert_or_assign(event.cdevice.which, SDLGameControllerUPtr(SDL_GameControllerOpen(event.cdevice.which), SDL_GameControllerClose));
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if (SDL_GameController* controller = insertion.first->second.get())
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Logger::info("Controller device '{}' added", SDL_GameControllerName(controller));
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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auto find = m_SdlControllers.find(event.cdevice.which);
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if (find != m_SdlControllers.end()) {
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if (SDL_GameController* controller = find->second.get())
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Logger::info("Controller device '{}' removed", SDL_GameControllerName(controller));
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m_SdlControllers.erase(event.cdevice.which);
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}
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}
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break;
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case SDL_QUIT:
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m_quitRequested = true;
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starEvent.reset();
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break;
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}
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if (starEvent)
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@ -744,6 +787,9 @@ private:
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SDL_GLContext m_sdlGlContext = nullptr;
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SDL_AudioDeviceID m_sdlAudioDevice = 0;
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typedef std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> SDLGameControllerUPtr;
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StableHashMap<int, SDLGameControllerUPtr> m_SdlControllers;
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typedef std::unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)> SDLSurfaceUPtr;
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typedef std::unique_ptr<SDL_Cursor, decltype(&SDL_FreeCursor)> SDLCursorUPtr;
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struct CursorEntry {
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@ -273,6 +273,16 @@ void ClientApplication::processInput(InputEvent const& event) {
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return KeyDownEvent{keyEvent.key, keyEvent.mods & ~*modKey};
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});
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}
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else if (auto cAxis = event.ptr<ControllerAxisEvent>()) {
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if (cAxis->controllerAxis == ControllerAxis::LeftX)
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m_controllerLeftStick[0] = cAxis->controllerAxisValue;
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else if (cAxis->controllerAxis == ControllerAxis::LeftY)
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m_controllerLeftStick[1] = cAxis->controllerAxisValue;
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else if (cAxis->controllerAxis == ControllerAxis::RightX)
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m_controllerRightStick[0] = cAxis->controllerAxisValue;
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else if (cAxis->controllerAxis == ControllerAxis::RightY)
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m_controllerRightStick[1] = cAxis->controllerAxisValue;
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}
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if (!m_errorScreen->accepted() && m_errorScreen->handleInputEvent(event))
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return;
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@ -755,6 +765,11 @@ void ClientApplication::updateRunning() {
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m_player->addEmote(HumanoidEmote::Sleep);
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}
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if (m_controllerLeftStick.magnitudeSquared() > 0.001f)
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m_player->setMoveVector(m_controllerLeftStick);
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else
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m_player->setMoveVector(Vec2F());
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auto checkDisconnection = [this]() {
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if (!m_universeClient->isConnected()) {
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m_cinematicOverlay->stop();
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@ -105,6 +105,8 @@ private:
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int m_maxInterfaceScale = 3;
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Vec2F m_crossoverRes;
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Vec2F m_controllerLeftStick;
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Vec2F m_controllerRightStick;
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List<KeyDownEvent> m_heldKeyEvents;
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List<KeyDownEvent> m_edgeKeyEvents;
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@ -446,6 +446,7 @@ ActorMovementController::ActorMovementController(ActorMovementParameters const&
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m_lastControlJump = false;
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m_lastControlDown = false;
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m_targetHorizontalAmbulatingVelocity = 0.0f;
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m_moveSpeedMultiplier = 1.0f;
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resetBaseParameters(parameters);
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}
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@ -696,6 +697,10 @@ Maybe<pair<Vec2F, bool>> ActorMovementController::controlPathMove(Vec2F const& p
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return result;
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}
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void ActorMovementController::setMoveSpeedMultiplier(float scale) {
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m_moveSpeedMultiplier = scale;
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}
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void ActorMovementController::clearControls() {
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m_controlRotationRate = 0.0f;
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m_controlAcceleration = Vec2F();
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@ -951,6 +956,8 @@ void ActorMovementController::tickMaster() {
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: *activeParameters.walkSpeed * activeModifiers.speedModifier);
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}
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m_targetHorizontalAmbulatingVelocity *= m_moveSpeedMultiplier;
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if (m_liquidMovement.get())
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m_targetHorizontalAmbulatingVelocity *= (1.0f - liquidImpedance);
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@ -239,6 +239,9 @@ public:
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Maybe<pair<Vec2F, bool>> pathMove(Vec2F const& pathPosition, bool run = false, Maybe<PlatformerAStar::Parameters> const& parameters = {});
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Maybe<pair<Vec2F, bool>> controlPathMove(Vec2F const& pathPosition, bool run = false, Maybe<PlatformerAStar::Parameters> const& parameters = {});
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// Used for user controller input.
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void setMoveSpeedMultiplier(float multiplier = 1.0f);
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// Clears all control data.
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void clearControls();
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@ -248,6 +251,7 @@ public:
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void tickSlave();
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private:
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struct ApproachVelocityCommand {
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Vec2F targetVelocity;
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@ -313,6 +317,7 @@ private:
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int m_fallThroughSustain;
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bool m_lastControlJump;
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bool m_lastControlDown;
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float m_moveSpeedMultiplier;
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GameTimer m_reJumpTimer;
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Maybe<GameTimer> m_jumpHoldTimer;
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@ -669,6 +669,10 @@ void Player::special(int specialKey) {
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m_techController->special(specialKey);
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}
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void Player::setMoveVector(Vec2F const& vec) {
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m_moveVector = vec;
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}
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void Player::moveLeft() {
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m_pendingMoves.add(MoveControlType::Left);
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}
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@ -1543,6 +1547,24 @@ void Player::disableInterpolation() {
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void Player::processControls() {
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bool run = !m_shifting && !m_statusController->statPositive("encumberance");
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bool useMoveVector = m_moveVector.x() != 0.0f;
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if (useMoveVector) {
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for (auto move : m_pendingMoves) {
|
||||
if (move == MoveControlType::Left || move == MoveControlType::Right) {
|
||||
useMoveVector = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (useMoveVector) {
|
||||
m_pendingMoves.insert(signbit(m_moveVector.x()) ? MoveControlType::Left : MoveControlType::Right);
|
||||
m_movementController->setMoveSpeedMultiplier(clamp(abs(m_moveVector.x()), 0.0f, 1.0f));
|
||||
}
|
||||
else
|
||||
m_movementController->setMoveSpeedMultiplier(1.0f);
|
||||
|
||||
if (auto fireableMain = as<FireableItem>(m_tools->primaryHandItem())) {
|
||||
if (fireableMain->inUse() && fireableMain->walkWhileFiring())
|
||||
run = false;
|
||||
@ -1621,6 +1643,7 @@ void Player::processControls() {
|
||||
|
||||
void Player::processStateChanges() {
|
||||
if (isMaster()) {
|
||||
|
||||
// Set the current player state based on what movement controller tells us
|
||||
// we're doing and do some state transition logic
|
||||
State oldState = m_state;
|
||||
@ -1662,6 +1685,9 @@ void Player::processStateChanges() {
|
||||
}
|
||||
}
|
||||
|
||||
if (m_moveVector.x() != 0.0f && (m_state == State::Run || m_state == State::Walk))
|
||||
m_state = abs(m_moveVector.x()) > 0.5f ? State::Run : State::Walk;
|
||||
|
||||
if (m_state == State::Jump && (oldState == State::Idle || oldState == State::Run || oldState == State::Walk || oldState == State::Crouch))
|
||||
m_effectsAnimator->burstParticleEmitter("jump");
|
||||
|
||||
|
@ -132,6 +132,7 @@ public:
|
||||
void setShifting(bool shifting);
|
||||
void special(int specialKey);
|
||||
|
||||
void setMoveVector(Vec2F const& vec);
|
||||
void moveLeft();
|
||||
void moveRight();
|
||||
void moveUp();
|
||||
@ -505,6 +506,7 @@ private:
|
||||
Vec2F m_blinkInterval;
|
||||
|
||||
HashSet<MoveControlType> m_pendingMoves;
|
||||
Vec2F m_moveVector;
|
||||
bool m_shifting;
|
||||
ActorMovementParameters m_zeroGMovementParameters;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user