]> git.localhorst.tv Git - blank.git/blobdiff - src/controller.cpp
random walk test controller
[blank.git] / src / controller.cpp
index ef09ace617c244261e4d874375334a176b4f1c47..fcdb407f43b047885881304584a88562113e580a 100644 (file)
@@ -9,16 +9,7 @@ namespace blank {
 FPSController::FPSController(Entity &entity)
 : entity(entity)
 , pitch(0)
-, yaw(0)
-, move_velocity(0.003f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, yaw(0) {
 
 }
 
@@ -50,56 +41,59 @@ void FPSController::RotateYaw(float delta) {
 }
 
 
-void FPSController::HandleKeyboard(const SDL_KeyboardEvent &event) {
-       switch (event.keysym.sym) {
-               case SDLK_w:
-                       front = event.state == SDL_PRESSED;
+void FPSController::Update(int dt) {
+       entity.Rotation(glm::eulerAngleYX(yaw, pitch));
+       entity.Velocity(glm::rotateY(velocity, yaw));
+}
+
+
+RandomWalk::RandomWalk(Entity &e)
+: entity(e)
+, time_left(0) {
+
+}
+
+
+void RandomWalk::Update(int dt) {
+       time_left -= dt;
+       if (time_left > 0) return;
+       time_left += 2500 + (rand() % 5000);
+
+       constexpr float move_vel = 0.0005f;
+
+       glm::vec3 new_vel = entity.Velocity();
+
+       switch (rand() % 9) {
+               case 0:
+                       new_vel.x = -move_vel;
                        break;
-               case SDLK_s:
-                       back = event.state == SDL_PRESSED;
+               case 1:
+                       new_vel.x = 0.0f;
                        break;
-               case SDLK_a:
-                       left = event.state == SDL_PRESSED;
+               case 2:
+                       new_vel.x = move_vel;
                        break;
-               case SDLK_d:
-                       right = event.state == SDL_PRESSED;
+               case 3:
+                       new_vel.y = -move_vel;
                        break;
-               case SDLK_q:
-               case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
+               case 4:
+                       new_vel.y = 0.0f;
                        break;
-               case SDLK_e:
-               case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
+               case 5:
+                       new_vel.y = move_vel;
+                       break;
+               case 6:
+                       new_vel.z = -move_vel;
+                       break;
+               case 7:
+                       new_vel.z = 0.0f;
+                       break;
+               case 8:
+                       new_vel.z = move_vel;
                        break;
        }
-}
-
-void FPSController::HandleMouse(const SDL_MouseMotionEvent &event) {
-       RotateYaw(event.xrel * yaw_sensitivity);
-       RotatePitch(event.yrel * pitch_sensitivity);
-}
 
-
-void FPSController::Update(int dt) {
-       glm::vec3 vel;
-       if (right && !left) {
-               vel.x = move_velocity;
-       } else if (left && !right) {
-               vel.x = -move_velocity;
-       }
-       if (up && !down) {
-               vel.y = move_velocity;
-       } else if (down && !up) {
-               vel.y = -move_velocity;
-       }
-       if (back && !front) {
-               vel.z = move_velocity;
-       } else if (front && !back) {
-               vel.z = -move_velocity;
-       }
-       entity.Rotation(glm::eulerAngleYX(yaw, pitch));
-       entity.Velocity(glm::rotateY(vel, yaw));
+       entity.Velocity(new_vel);
 }
 
 }