Changed how key states are handled.

This commit is contained in:
Faerbit 2015-03-12 19:14:14 +01:00
parent 3614ff4892
commit 9a54c033c0
4 changed files with 57 additions and 29 deletions

14
game/keyboardState.hh Normal file
View File

@ -0,0 +1,14 @@
#pragma once
struct KeyboardState {
bool wPressed;
bool aPressed;
bool sPressed;
bool dPressed;
bool kPressed;
bool lPressed;
bool f1Pressed;
bool f2Pressed;
bool f3Pressed;
bool f4Pressed;
};

View File

@ -70,8 +70,8 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
}
}
void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed,bool kPressed, bool lPressed,
bool f1Pressed, bool f2Pressed, bool f3Pressed, bool f4Pressed) {
void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta,
KeyboardState* keyboardState) {
// Ignore first two mouse updates, because they are incorrect
// DON'T try to move this functionallity elsewhere
@ -98,36 +98,36 @@ void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseD
camera.setPosition(physics.getCameraPosition());
camera.setDirection(physics.getCameraToPlayer());
if(wPressed){
if(keyboardState->wPressed){
physics.rollForward(camera.getVector(),strength/runs);
}
if(aPressed) {
if(keyboardState->aPressed) {
physics.rollLeft(camera.getVector(),strength/runs);
}
if(sPressed) {
if(keyboardState->sPressed) {
physics.rollBack(camera.getVector(),strength/runs);
}
if(dPressed){
if(keyboardState->dPressed){
physics.rollRight(camera.getVector(),strength/runs);
}
}
if(f1Pressed) {
if(keyboardState->f1Pressed) {
physics.forcePlayer(glm::vec3(17.5, 21.0, 87.0));
}
if(f2Pressed) {
if(keyboardState->f2Pressed) {
physics.forcePlayer(glm::vec3(-78.5, 21.75, 4.5));
}
if(f3Pressed) {
if(keyboardState->f3Pressed) {
physics.forcePlayer(glm::vec3(-169.5, 21.5, 58.5));
}
if(f4Pressed) {
if(keyboardState->f4Pressed) {
physics.forcePlayer(glm::vec3(-180.5, 21.75, 58.5));
}
if(kPressed)
if(keyboardState->kPressed)
camera.setIsPhysicsCamera(true);
if(lPressed)
if(keyboardState->lPressed)
camera.setIsPhysicsCamera(false);
cameraCenter->setPosition(physics.getPos(0));

View File

@ -11,6 +11,7 @@
#include "physics.hh"
#include "trigger.hh"
#include "skydome.hh"
#include "keyboardState.hh"
extern "C" {
#include "lua.h"
@ -25,8 +26,8 @@ class Level {
Level();
~Level();
void load();
void update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed, bool kPressed, bool lPressed,
bool f1Pressed, bool f2Pressed, bool f3Pressed, bool f4Pressed );
void update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta,
KeyboardState* keyboardState);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs=0);
glm::vec3 getAmbientLight();

View File

@ -2,6 +2,7 @@
#include <iomanip>
#include <sstream>
#include "keyboardState.hh"
static void resizeCallback(GLFWwindow* window, int newWidth, int newHeight)
{
@ -145,6 +146,8 @@ int main( int argc, char *argv[] )
double lastUpdate=0.0f;
KeyboardState keyboardState;
do {
double now = glfwGetTime()- startTimeInSeconds;
@ -160,16 +163,16 @@ int main( int argc, char *argv[] )
if (app.isGameStarted()) {
static float gameStart = now;
if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
int stateW = glfwGetKey(window, GLFW_KEY_W);
int stateA = glfwGetKey(window, GLFW_KEY_A);
int stateS = glfwGetKey(window, GLFW_KEY_S);
int stateD = glfwGetKey(window, GLFW_KEY_D);
int stateK = glfwGetKey(window, GLFW_KEY_K);
int stateL = glfwGetKey(window, GLFW_KEY_L);
int stateF1 = glfwGetKey(window, GLFW_KEY_F1);
int stateF2 = glfwGetKey(window, GLFW_KEY_F2);
int stateF3 = glfwGetKey(window, GLFW_KEY_F3);
int stateF4 = glfwGetKey(window, GLFW_KEY_F4);
keyboardState.wPressed = glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS;
keyboardState.aPressed = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
keyboardState.sPressed = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
keyboardState.dPressed = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
keyboardState.lPressed = glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS;
keyboardState.kPressed = glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS;
keyboardState.f1Pressed = glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS;
keyboardState.f2Pressed = glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS;
keyboardState.f3Pressed = glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS;
keyboardState.f4Pressed = glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS;
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
@ -177,11 +180,21 @@ int main( int argc, char *argv[] )
app.getLevel()->update(now - lastUpdate, now - gameStart,
glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
(float)xpos-app.getGraphics()->getWindowSize().x/2),
stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS,stateK == GLFW_PRESS,stateL == GLFW_PRESS, stateF1 == GLFW_PRESS,
stateF2 == GLFW_PRESS, stateF3 == GLFW_PRESS, stateF4 == GLFW_PRESS);
&keyboardState);
}
else {
app.getLevel()->update(now - lastUpdate, now-gameStart, glm::vec2(0.0f, 0.0f), false, false, false, false,false,false,false,false,false,false);
keyboardState.wPressed = false;
keyboardState.aPressed = false;
keyboardState.sPressed = false;
keyboardState.dPressed = false;
keyboardState.lPressed = false;
keyboardState.kPressed = false;
keyboardState.f1Pressed = false;
keyboardState.f2Pressed = false;
keyboardState.f3Pressed = false;
keyboardState.f4Pressed = false;
app.getLevel()->update(now - lastUpdate, now-gameStart, glm::vec2(0.0f, 0.0f),
&keyboardState);
if (app.isLocked()) {
app.ignoredOneMouseUpdate();
}