// full controller demo: anims, input, collide; @todo: gamepad, input opts, easing on hits, notify on gamepad connect // - rlyeh, public domain. // // Compile with: // `make demos\99-controller.c` (windows) // `sh MAKE.bat demos/99-controller.c` (linux, osx) #include "v4k.h" int main() { // 75% window, MSAAx2 flag window_create(75, WINDOW_MSAA2); // fx: load all post fx files in all subdirs fx_load("fx**.fs"); // create a camera camera_t cam = camera(); camera_enable(&cam); // config 3d model #1 model_t witch = model("witch/witch.obj", 0); model_set_texture(&witch, texture("witch/witch_diffuse.tga.png", 0)); mat44 witch_pivot; vec3 witch_p = {-5,0,-5}, witch_r={-180,180,0}, witch_s={0.1,-0.1,0.1}; // config 3d model #2 model_t girl = model("kgirl/kgirls01.fbx", 0); mat44 girl_pivot; vec3 girl_p = {0,0,0}, girl_r = {0,90,0}, girl_s = {2,2,2}; // skybox skybox_t sky = skybox("cubemaps/stardust", 0); // BGM audio_play( audio_stream("waterworld-map.fur"), 0 ); // editor loop while( window_swap() ) { // game camera profile("Game.Camera") { camera_t *cam = camera_get_active(); static vec3 source; do_once source = cam->position; vec3 target = add3(girl_p, vec3(0,10,0)); target = add3(target, scale3(norm3(sub3(source, target)), 10.0)); source = mix3(source, target, 1-0.99f); camera_teleport(cam, source); camera_lookat(cam, vec3(girl_p.x,0,girl_p.z)); } // render begin (postfx) fx_begin(); // skybox skybox_render(&sky, cam.proj, cam.view); // world ddraw_grid(0); ddraw_flush(); // models compose44(girl.pivot, girl_p, eulerq(girl_r), girl_s); model_render(girl, cam.proj, cam.view, girl.pivot, 0); // compose44(witch.pivot, witch_p, eulerq(witch_r), witch_s); // model_render(witch, cam.proj, cam.view, witch.pivot, 0); // render end (postfx) fx_end(); // input controllers double GAME_JUMP_DOWN = input_down(KEY_Z); double GAME_FIRE_DOWN = input_down(KEY_X); double GAME_JUMP = input(KEY_Z); double GAME_FIRE = input(KEY_X); double GAME_LEFT = input(KEY_J); double GAME_RIGHT = input(KEY_L); double GAME_UP = input(KEY_I); double GAME_DOWN = input(KEY_K); double GAME_AXISX = input(KEY_L) - input(KEY_J); double GAME_AXISY = input(KEY_I) - input(KEY_K); if( !input_anykey() ) { if( input(GAMEPAD_CONNECTED) ) { vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/); GAME_JUMP_DOWN = input_down(GAMEPAD_A); GAME_FIRE_DOWN = input_down(GAMEPAD_B) || input_down(GAMEPAD_X) || input_down(GAMEPAD_Y); GAME_JUMP = input(GAMEPAD_A); GAME_FIRE = input(GAMEPAD_B) || input(GAMEPAD_X) || input(GAMEPAD_Y); GAME_AXISX = filtered_lpad.x; GAME_AXISY = filtered_lpad.y; } } // animation controllers profile("Game.Animate scene") if( !window_has_pause() ) { float delta = window_delta() * 30; // 30fps anim // animate girl girl.curframe = model_animate(girl, girl.curframe + delta); // jump controller: jump duration=1.5s, jump height=6 units, anims (expo->circ) float jump_delta = 1.0; static double jump_timer = 0, jump_ss = 1.5, jump_h = 6; if( GAME_JUMP_DOWN ) if( jump_timer == 0 ) jump_timer = time_ss(); jump_delta = clampf(time_ss() - jump_timer, 0, jump_ss) * (1.0/jump_ss); if( jump_delta >= 1 ) { jump_timer = 0; } float y = ease_ping_pong( jump_delta, EASE_OUT|EASE_EXPO, EASE_OUT|EASE_CIRC); girl_p.y = y * jump_h; // punch controller float punch_delta = 1; if( jump_delta >= 1 ) { static vec3 origin; static double punch_timer = 0, punch_ss = 0.5; if( GAME_FIRE_DOWN ) if( punch_timer == 0 ) punch_timer = time_ss(), origin = girl_p; punch_delta = clampf(time_ss() - punch_timer, 0, punch_ss) * (1.0/punch_ss); if( punch_delta >= 1 ) { punch_timer = 0; } else { float x = ease_out_expo( punch_delta ); vec3 fwd = rotate3q(vec3(0,0,1), eulerq(vec3(girl_r.x - 170,girl_r.y,girl_r.z))); vec3 mix = mix3(girl_p, add3(origin,scale3(fwd,x*2)), x); girl_p.x = mix.x, girl_p.z = mix.z; } } int modern_controller = 1; int running = 0; // girl controller // locomotion vars float speed = 0.2f * delta; float yaw_boost = GAME_AXISY > 0 ? 1.0 : 1.75; if(punch_delta < 1) yaw_boost = 0.0; // if firing... else if(punch_delta <= 0.1) yaw_boost = 4.0; // unless initial punch chaining, extra yaw // old fashioned locomotion controller (boat controller) if(!modern_controller) { running = GAME_AXISY > 0; girl_r.x -= 170; quat q = eulerq(girl_r); // += custom.pivot vec3 rgt = rotate3q(vec3(1,0,0), q); vec3 up = rotate3q(vec3(0,1,0), q); vec3 fwd = rotate3q(vec3(0,0,1), q); vec3 dir = scale3(fwd, speed * GAME_AXISY * (GAME_AXISY > 0 ? 2.0 : 0.5)); girl_r.x += speed * 20.0 * yaw_boost * GAME_AXISX; // yaw girl_p = add3(girl_p, dir); girl_r.x += 170; } // modern locomotion controller (mario 3d) if(modern_controller) { running = GAME_AXISX != 0 || GAME_AXISY != 0; camera_t *cam = camera_get_active(); vec3 fwd = sub3(girl_p, cam->position); fwd.y = 0; fwd = norm3(fwd); vec3 rgt = norm3(cross3(fwd, vec3(0,1,0))); // target vec3 dir = add3( scale3(fwd, GAME_AXISY), scale3(rgt, GAME_AXISX) ); dir.y = 0; dir = norm3(dir); // smoothing static vec3 olddir; do_once olddir = dir; dir = mix3(dir, olddir, 1 - (yaw_boost / 4.0) * 0.85); olddir = dir; // vis // ddraw_arrow(girl_p, add3(girl_p,scale3(dir,10))); // apply direction girl_p = add3(girl_p, scale3(dir, speed * 2)); // apply rotation { girl_r.y -= 90; quat q = eulerq(girl_r); vec3 fwdg = rotate3q(vec3(0,0,1), q); girl_r.y += 90; //float cosAngle = dot3(dir,fwdg); //float angle = acos(cosAngle) * TO_DEG; float angle = TO_DEG * ( atan2(fwdg.z, fwdg.x) - atan2(dir.z, dir.x)); if( !isnan(angle) ) { girl_r.x -= angle; while(girl_r.x> 180) girl_r.x-=360; while(girl_r.x<-180) girl_r.x+=360; } } } // anim loops if( jump_delta < 1 ) { // jump/kick anim #if 0 girl.curframe = clampf(girl.curframe, 184, 202); if( girl.curframe > 202-4 && GAME_FIRE_DOWN ) girl.curframe = 184+4; #else #define loopf(frame, min, max) (frame < min ? min : frame > max ? min + frame - max : frame) if(girl.curframe >= 203) girl.curframe = loopf(girl.curframe, 203, 220); else girl.curframe = clampf(girl.curframe, 184, 202); if( girl.curframe > 202-4 && girl.curframe < 208 && GAME_FIRE_DOWN ) girl.curframe = 203; #endif } else if( punch_delta < 1 ) { // punch anim girl.curframe = clampf(girl.curframe, 90, 101); if( girl.curframe > 101-6 && GAME_FIRE_DOWN ) girl.curframe = 101-6; } else if( running ) { // loop running anim if( girl.curframe < 65 ) girl.curframe = 65; if( girl.curframe > 85 ) girl.curframe = 65; } else { // loop idle anim if( girl.curframe > 59 ) girl.curframe = 0; } } // Game collisions profile("Game.collisions") { bool punching = girl.curframe >= 90 && girl.curframe < 101; bool air_kicking = girl.curframe >= 184 && girl.curframe < 202; bool jump_kicking = girl.curframe >= 203 && girl.curframe < 220; bool attacking = punching || air_kicking || jump_kicking; if( attacking ) { aabb boxg = model_aabb(girl, girl_pivot); aabb boxw = model_aabb(witch, witch_pivot); #if 0 // halve aabb. ok { vec3 diag = sub3(boxg.max, boxg.min); vec3 halve = scale3(diag, 0.25); vec3 center = scale3(add3(boxg.min, boxg.max), 0.5); boxg.min = sub3(center, halve); boxg.max = add3(center, halve); } #endif hit* h = aabb_hit_aabb(boxg, boxw); if( h && GAME_FIRE ) { vec3 dir = norm3(sub3(witch_p, girl_p)); witch_p = add3(witch_p, mul3(dir,vec3(1,0,1))); } } } // ui if( ui_panel("Input", 0) ) { // @todo: showcase input binding ui_section("Controllers"); ui_label("Gamepad #1"); ui_label("Keys I/J/K/L + Z/X"); ui_panel_end(); } } } // vec2 do_gamepad_polarity = vec2(+1,+1); // vec2 do_gamepad_sensitivity = vec2(0.1f,0.1f); // vec2 do_mouse_polarity = vec2(+1,-1); // vec2 do_mouse_sensitivity = vec2(0.2f,0.2f); // float do_gamepad_deadzone = 0.15f;// // // if(ui_separator()) {} // if(ui_slider("Gamepad deadzone", &do_gamepad_deadzone)) {} // if(ui_float2("Gamepad polarity", do_gamepad_polarity.v2)) {} // if(ui_float2("Gamepad sensitivity", do_gamepad_sensitivity.v2)) {} // if(ui_separator()) {} // if(ui_float2("Mouse polarity", do_mouse_polarity.v2)) {} // if(ui_float2("Mouse sensitivity", do_mouse_sensitivity.v2)) {}//