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#include "Player.h"
#include <algorithm>
#include <memory>
#include <raylib.h>
#include "KeyboardController.h"
static constexpr float ACCELERATION {1800};
static constexpr float MAX_SPEED {180};
static constexpr float DAMP {2200};
static constexpr float MARGIN {0.3f};
static float damped_velocity(float dt, float direction, float velocity);
Player::Player() :
m_position {400, 450},
m_velocity {0, 0},
m_controller {std::make_unique<KeyboardController>()}
{
}
void
Player::update(const float dt)
{
const auto direction = m_controller->direction();
m_velocity.x = std::clamp(damped_velocity(dt, direction.x, m_velocity.x), -MAX_SPEED, MAX_SPEED);
m_velocity.y = std::clamp(damped_velocity(dt, direction.y, m_velocity.y), -MAX_SPEED, MAX_SPEED);
m_position.x += m_velocity.x * dt;
m_position.y += m_velocity.y * dt;
}
void
Player::draw()
{
DrawCircle(m_position.x, m_position.y, 10, LIGHTGRAY);
}
float
damped_velocity(const float dt, const float direction, const float velocity)
{
if (direction > 0 || direction < 0)
return velocity + direction * ACCELERATION * dt;
if (velocity > 0) {
if (velocity > MARGIN) {
const float next = velocity - dt * DAMP;
if (next < MARGIN)
return 0;
else
return next;
}
return 0;
}
if (velocity < 0) {
if (velocity < MARGIN) {
const float next = velocity + dt * DAMP;
if (next > MARGIN)
return 0;
else
return next;
}
return 0;
}
return 0;
}
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