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player.cpp
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player.cpp
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#include "player.hpp"
// Initialize variables
Player::Player()
{
isClose = false;
isDragged = false;
speed_mod = 1.0f;
memset( &pad, 0, sizeof( pad ) );
// Set sampling mode to analog, so that the analog sticks return proper values
sceCtrlSetSamplingMode( SCE_CTRL_MODE_ANALOG );
// Initialize parts
vec3 newPart( SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2, M_PI / 2 );
snakeParts.push_back( newPart );
for( int i = 1; i < 4; ++i )
{
vec3 newPart( 0, SCREEN_HEIGHT / 2, M_PI / 2 );
snakeParts.push_back( newPart );
}
}
// Set difficulty
void Player::setDifficulty()
{
switch( GAME_DIFFICULTY )
{
case DifficultyMenu::classic:
PLAYER_SET_SPEED = 5.0f;
PLAYER_SET_ROTATION_SPEED = 0.07f;
break;
case DifficultyMenu::hardcore:
PLAYER_SET_SPEED = 6.0f;
PLAYER_SET_ROTATION_SPEED = 0.08f;
break;
}
speed = -PLAYER_SET_SPEED;
}
void Player::setMode()
{
switch( GAME_MODE )
{
case ModeMenu::classic:
break;
case ModeMenu::timeTrial:
break;
case ModeMenu::hyper:
break;
case ModeMenu::fibonacci:
PLAYER_SET_SPEED *= 0.5;
PLAYER_SET_ROTATION_SPEED *= 0.5;
break;
case ModeMenu::lazy:
break;
}
}
// Handle input
void Player::handleInput()
{
sceCtrlPeekBufferPositive( 0, &pad, 1 );
float analogInput = (float)((pad.lx - 128.0f) / 128.0f);
// Calculate rotation
if (CONTROL_STYLE == 0)
{
if (pad.buttons & SCE_CTRL_LEFT)
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else if (pad.buttons & SCE_CTRL_RIGHT)
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else if( analogInput > ANALOG_DEADZONE || analogInput < -ANALOG_DEADZONE )
snakeParts[0].r += analogInput * PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else if( gInput.isTouched() || ( ENABLE_BACKTOUCH && gInput.isBackTouched() ) )
{
int touchX = 0;
int touchY = 0;
if( gInput.isTouched() )
{
touchX = gInput.getTouchX();
touchY = gInput.getTouchY();
}
else if( gInput.isBackTouched() )
{
touchX = gInput.getBackTouchX();
touchY = gInput.getBackTouchY();
}
// Touch steering uses the same logic as analog steering
float touchAngle = atan2( touchY-snakeParts[0].y, touchX-snakeParts[0].x ) + (M_PI / 2);
if( touchAngle < 0 ) touchAngle += M_PI * 2;
if( snakeParts[0].r < M_PI )
{
if( touchAngle > snakeParts[0].r && touchAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( snakeParts[0].r > M_PI )
{
if( touchAngle < (snakeParts[0].r - M_PI) )
touchAngle += 2 * M_PI;
if( touchAngle > snakeParts[0].r && touchAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
}
}
else if( CONTROL_STYLE == 1 )
{
// Find the "angle" at which the dpad was pressed
float dpadAngle = -1;
if( pad.buttons & SCE_CTRL_LEFT && pad.buttons & SCE_CTRL_UP )
dpadAngle = ( 7 * M_PI ) / 4;
else if( pad.buttons & SCE_CTRL_LEFT && pad.buttons & SCE_CTRL_DOWN )
dpadAngle = ( 5 * M_PI ) / 4;
else if( pad.buttons & SCE_CTRL_RIGHT && pad.buttons & SCE_CTRL_UP )
dpadAngle = M_PI / 4;
else if( pad.buttons & SCE_CTRL_RIGHT && pad.buttons & SCE_CTRL_DOWN )
dpadAngle = ( 3 * M_PI ) / 4;
else if( pad.buttons & SCE_CTRL_LEFT )
dpadAngle = 3 * M_PI / 2;
else if( pad.buttons & SCE_CTRL_RIGHT )
dpadAngle = M_PI / 2;
else if( pad.buttons & SCE_CTRL_UP )
dpadAngle = 0;
else if( pad.buttons & SCE_CTRL_DOWN )
dpadAngle = M_PI;
else if( analogInput > ANALOG_DEADZONE || analogInput < -ANALOG_DEADZONE )
{
float analogX = pad.lx - 128;
float analogY = pad.ly - 128;
float analogAngle = atan2( analogY, analogX ) + (M_PI / 2);
if( analogAngle < 0 ) analogAngle += M_PI * 2;
if( snakeParts[0].r < M_PI )
{
if( analogAngle > snakeParts[0].r && analogAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( snakeParts[0].r > M_PI )
{
if( analogAngle < (snakeParts[0].r - M_PI) )
analogAngle += 2 * M_PI;
if( analogAngle > snakeParts[0].r && analogAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
}
else if( gInput.isTouched() || ( ENABLE_BACKTOUCH && gInput.isBackTouched() ) )
{
int touchX = 0;
int touchY = 0;
if( gInput.isTouched() )
{
touchX = gInput.getTouchX();
touchY = gInput.getTouchY();
}
else if( gInput.isBackTouched() )
{
touchX = gInput.getBackTouchX();
touchY = gInput.getBackTouchY();
}
// Touch steering uses the same logic as analog steering
float touchAngle = atan2( touchY - snakeParts[0].y, touchX - snakeParts[0].x ) + (M_PI / 2);
if( touchAngle < 0 ) touchAngle += M_PI * 2;
if( snakeParts[0].r < M_PI )
{
if( touchAngle > snakeParts[0].r && touchAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( snakeParts[0].r > M_PI )
{
if( touchAngle < (snakeParts[0].r - M_PI) )
touchAngle += 2 * M_PI;
if( touchAngle > snakeParts[0].r && touchAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
}
// Calculate player rotation based on dpad input
if( dpadAngle != -1 )
{
if( snakeParts[0].r < M_PI )
{
if( dpadAngle > snakeParts[0].r && dpadAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( snakeParts[0].r > M_PI )
{
if( dpadAngle < (snakeParts[0].r - M_PI) )
dpadAngle += 2 * M_PI;
if( dpadAngle > snakeParts[0].r && dpadAngle < (snakeParts[0].r + M_PI) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
}
}
// Analog stick controls with deadzone
else if( analogInput > ANALOG_DEADZONE || analogInput < -ANALOG_DEADZONE )
{
if( CONTROL_STYLE == 0 )
{
snakeParts[0].r += analogInput * PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( CONTROL_STYLE == 1 )
{
float analogX = pad.lx - 128;
float analogY = pad.ly - 128;
float analogAngle = atan2( analogY, analogX ) + ( M_PI / 2 );
if( analogAngle < 0 ) analogAngle += M_PI * 2;
if( snakeParts[0].r < M_PI )
{
if( analogAngle > snakeParts[0].r && analogAngle < ( snakeParts[0].r + M_PI ) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
else if( snakeParts[0].r > M_PI )
{
if( analogAngle < ( snakeParts[0].r - M_PI ) )
analogAngle += 2 * M_PI;
if( analogAngle > snakeParts[0].r && analogAngle < ( snakeParts[0].r + M_PI ) )
snakeParts[0].r += PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
else
snakeParts[0].r -= PLAYER_SET_ROTATION_SPEED * timestep * speed_mod;
}
}
}
// Boost snake speed with X
if( pad.buttons & SCE_CTRL_CROSS )
speed = 1.5f * -PLAYER_SET_SPEED * timestep * speed_mod;
else
speed = -PLAYER_SET_SPEED * timestep * speed_mod;
}
// Move the player
void Player::move()
{
// Normalize player rotation
if( snakeParts[0].r < 0 )
snakeParts[0].r += ( 2 * M_PI );
else if( snakeParts[0].r > ( 2 * M_PI ) )
snakeParts[0].r = snakeParts[0].r - ( 2 * M_PI );
// Calcule player position
snakeParts[0].x -= sin( snakeParts[0].r ) * speed;
snakeParts[0].y += cos( snakeParts[0].r ) * speed;
// Trap the player inside the screen
if( snakeParts[0].x < PLAYER_HEIGHT * 0.45 )
snakeParts[0].x = PLAYER_HEIGHT * 0.45;
else if( snakeParts[0].x > SCREEN_WIDTH - PLAYER_HEIGHT * 0.45 )
snakeParts[0].x = SCREEN_WIDTH - PLAYER_HEIGHT * 0.45;
if( snakeParts[0].y < PLAYER_HEIGHT * 0.45 )
snakeParts[0].y = PLAYER_HEIGHT * 0.45;
else if( snakeParts[0].y > SCREEN_HEIGHT - PLAYER_HEIGHT * 0.45 )
snakeParts[0].y = SCREEN_HEIGHT - PLAYER_HEIGHT * 0.45;
}
// Move the body parts
void Player::follow()
{
// Don't bother calculating positions of the end of a very long snake
for( int i = 1; i < snakeParts.size() && i < 1000; ++i )
{
if( snakeParts[i].r < 0 )
snakeParts[i].r += ( 2 * M_PI );
else if( snakeParts[i].r > ( 2 * M_PI ) )
snakeParts[i].r -= ( 2 * M_PI );
// Calculate distance to previous part
float distance = sqrt( pow( ( snakeParts[i-1].x - snakeParts[i].x ), 2) + pow( ( snakeParts[i-1].y - snakeParts[i].y ), 2 ) );
// Rotate to look at previous part
snakeParts[i].r = atan2( snakeParts[i-1].y - snakeParts[i].y, snakeParts[i-1].x - snakeParts[i].x ) + ( M_PI / 2 );
// If the distance is too far, move to the correct distance
if( distance > FOLLOW_DISTANCE )
{
snakeParts[i].x += sin( snakeParts[i].r ) * ( distance - FOLLOW_DISTANCE );
snakeParts[i].y -= cos( snakeParts[i].r ) * ( distance - FOLLOW_DISTANCE );
}
// Trap the part inside the screen
if( snakeParts[i].x < 0 )
snakeParts[i].x = 0;
else if( snakeParts[i].x > SCREEN_WIDTH )
snakeParts[i].x = SCREEN_WIDTH;
if( snakeParts[i].y < 0 )
snakeParts[i].y = 0;
else if( snakeParts[i].y > SCREEN_HEIGHT )
snakeParts[i].y = SCREEN_HEIGHT;
}
}
void Player::handleDrag()
{
if( gInput.isTouched() )
{
vec3 lastPos = snakeParts[0];
snakeParts[0].x = gInput.getTouchX();
snakeParts[0].y = gInput.getTouchY();
snakeParts[0].r = snakeParts[1].r;
}
}
// Tail collision
bool Player::checkCollision()
{
if( snakeParts.size() > START_SNAKE_LENGTH )
{
// Don't bother calculating collisions of the end of a very long snake
for( int i = START_SNAKE_LENGTH+1; i < snakeParts.size() && i < 1000; ++i )
{
// Check collisions only if parts don't overlap
if( snakeParts[ i ].x != snakeParts[ i-1 ].x || snakeParts[ i ].y != snakeParts[ i-1 ].y )
{
float distance = sqrt( pow( ( snakeParts[i].x - snakeParts[0].x ), 2) + pow( ( snakeParts[i].y - snakeParts[0].y ), 2 ) );
if( distance < COLLISION_DISTANCE )
return true;
}
}
}
return false;
}
// Die from touching a wall on hardcore
bool Player::wallDeath()
{
if( GAME_DIFFICULTY == DifficultyMenu::hardcore )
{
if( snakeParts[0].x <= PLAYER_HEIGHT * 0.45 )
return true;
else if( snakeParts[0].x >= SCREEN_WIDTH - PLAYER_HEIGHT * 0.45 )
return true;
if( snakeParts[0].y <= PLAYER_HEIGHT * 0.45 )
return true;
else if( snakeParts[0].y >= SCREEN_HEIGHT - PLAYER_HEIGHT * 0.45 )
return true;
}
return false;
}
void Player::render()
{
// Render tail first
drawPlayer( tail, snakeParts[ snakeParts.size()-1 ].x, snakeParts[ snakeParts.size()-1 ].y, snakeParts[ snakeParts.size()-1 ].r );
// Render the body parts from tail to head, but don't bother drawing the snake parts if it's too long
for( int i = snakeParts.size()-2; i > 0; --i )
{
// but don't bother drawing the snake parts if it's too long
if( i < 1000)
// Draw snakePart only if it doesn't overlap
if( snakeParts[ i ].x != snakeParts[ i-1 ].x || snakeParts[ i ].y != snakeParts[ i-1 ].y )
drawPlayer( body, snakeParts[ i ].x, snakeParts[ i ].y, snakeParts[ i ].r );
}
// Render the head
if( isClose )
drawPlayer( headOpen, snakeParts[ 0 ].x, snakeParts[ 0 ].y, snakeParts[ 0 ].r );
else
drawPlayer( head, snakeParts[ 0 ].x, snakeParts[ 0 ].y, snakeParts[ 0 ].r );
}
// Reset player position
void Player::reset()
{
snakeParts[0].x = SCREEN_WIDTH / 6;
snakeParts[0].y = SCREEN_HEIGHT / 2;
snakeParts[0].r = M_PI / 2;
for( int i = 1; i < snakeParts.size()-1; ++i )
{
snakeParts[i].x = 0;
snakeParts[i].y = SCREEN_HEIGHT / 2;
snakeParts[i].r = M_PI / 2;
}
speed_mod = 1.0f;
}
// Add the specified amount of parts to the snake
void Player::addParts( int i )
{
for( ; i > 0; --i )
{
vec3 newPart( snakeParts.end()[-1].x, snakeParts.end()[-1].y, snakeParts.end()[-1].r );
snakeParts.push_back( newPart );
}
}
// Set the snake length
void Player::setSize( int i )
{
if( snakeParts.size() > i )
while( snakeParts.size() > i )
snakeParts.pop_back();
else if( snakeParts.size() < i )
{
while( snakeParts.size() < i )
{
vec3 newPart;
snakeParts.push_back( newPart );
}
}
}
void Player::speedUp()
{
speed_mod *= SPEED_UP_MODIFIER;
}
// Get position coordinates
vec3 Player::get_pos()
{
return snakeParts[0];
}
int Player::getSize()
{
return snakeParts.size();
}
bool Player::touchingHead()
{
int touch_zone = 20;
if( gInput.isTouched() )
{
if(
( ( snakeParts[0].x + touch_zone ) > gInput.getTouchX() ) &&
( gInput.getTouchX() > ( snakeParts[0].x - touch_zone ) ) &&
( ( snakeParts[0].y + touch_zone ) > gInput.getTouchY() ) &&
( gInput.getTouchY() > ( snakeParts[0].y - touch_zone ) )
)
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}