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#include "player.h"
#include "world.h"
#ifdef PLATFORM_WEB
#include <math.h>
#else
#include <fmath.h>
#endif
#include "raymath.h"
void
drawPlayer(Player *player)
{
DrawCube(player->position, 0.5f, 0.5f, 0.5f, player->color);
}
Camera
lookThroughPlayer(Camera camera, Player player)
{
if(player.camera_mode == 0)
{
float normalized = sqrtf(
(player.direction.x * player.direction.x) +
(player.direction.y * player.direction.y) +
(player.direction.z * player.direction.z)
);
camera.position.x = player.position.x + player.direction.x / normalized;
camera.position.y = player.position.y + player.direction.y / normalized;
camera.position.z = player.position.z + player.direction.z / normalized;
camera.target.x = player.position.x + player.direction.x * 10 / normalized;
camera.target.y = player.position.y + player.direction.y * 10 / normalized;
camera.target.z = player.position.z + player.direction.z * 10 / normalized;
}
else if(player.camera_mode == 1)
{
camera.position.x = player.position.x - (player.direction.x * 2);
camera.position.y = player.position.y - (player.direction.y * 2);
camera.position.z = player.position.z - (player.direction.z * 2) + player.camera_mode;
camera.target.x = player.position.x;
camera.target.y = player.position.y;
camera.target.z = player.position.z;
}
camera.up = (Vector3){ 0.0f, 0.0f, 1.0f };
camera.fovy = 90.0f;
camera.projection = CAMERA_PERSPECTIVE;
return camera;
}
void
movePlayers(void)
{
char stick[4] = {
inputs_p1.stick_x,
inputs_p1.stick_y,
inputs_p2.stick_x,
inputs_p2.stick_y
};
for(int i = 0; i < 2; ++i)
{
float xinput = stick[0 + (i * 2)] / 126.0f;
float yinput = stick[1 + (i * 2)] / 126.0f;
Vector2 direction = {
world.players[i].direction.x,
world.players[i].direction.y
};
direction = Vector2Rotate(direction, 0.01745329 * -xinput * 7);
world.players[i].direction.z = yinput;
world.players[i].direction.x = direction.x;
world.players[i].direction.y = direction.y;
world.players[i].position.x += world.players[i].direction.x * world.players[i].speed;
world.players[i].position.y += world.players[i].direction.y * world.players[i].speed;
world.players[i].position.z += world.players[i].direction.z * world.players[i].speed;
}
}
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