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#include "player.h"
#include "world.h"
#include <fmath.h>
#include "raymath.h"
void
drawPlayer(Player *player)
{
//DrawCube(player->position, 1.0f, 1.0f, 1.0f, BLUE);
//DrawSphereEx(player->position, 0.5f, 3, 3, player->color);
DrawCube(player->position, 0.5f, 0.5f, 0.5f, player->color);
}
Camera
lookThroughPlayer(Camera camera, Player player)
{
//camera.position = player.position;
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) + 1;
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.target = player2.position;
//camera.target = (Vector3){
// 0, 0, 0
//};
camera.fovy = 90.0f;
camera.projection = CAMERA_PERSPECTIVE;
return camera;
}
void
movePlayers(void)
{
float xinput = inputs_p1.stick_x / 126.0f;
float yinput = -inputs_p1.stick_y / 126.0f;
//float distance = sqrtf(xinput * xinput + yinput * yinput);
//if(distance == 0)
//{
// distance = 1;
//}
Vector2 direction = {
world.players[0].direction.x,
world.players[0].direction.y
};
char text[50];
sprintf(text, "x: %f", direction.x);
DrawText(text, 160, 45, 12, GREEN);
sprintf(text, "y: %f", direction.y);
DrawText(text, 160, 60, 12, GREEN);
sprintf(text, "z: %f", world.players[0].direction.z);
DrawText(text, 160, 75, 12, GREEN);
direction = Vector2Rotate(direction, 0.01745329 * -xinput * 7);
sprintf(text, "x: %f", direction.x);
DrawText(text, 160, 175, 12, GREEN);
sprintf(text, "y: %f", direction.y);
DrawText(text, 160, 190, 12, GREEN);
sprintf(text, "z: %f", world.players[0].direction.z);
DrawText(text, 160, 205, 12, GREEN);
world.players[0].direction.z = yinput;
world.players[0].direction.x = direction.x;
world.players[0].direction.y = direction.y;
//float x = world.players[0].direction.x;
//float y = world.players[0].direction.z;
//if(distance != 0)
//{
// world.players[0].direction.x = x / distance;
// world.players[0].direction.y = y / distance;
//}
//world.players[1].direction.y = inputs_p2.stick_x / 126.0f;
//world.players[1].direction.z = -inputs_p2.stick_y / 126.0f;
world.players[0].position.x += world.players[0].direction.x * 0.1f; //* world.players[0].speed;
world.players[0].position.y += world.players[0].direction.y * 0.1f; //* world.players[0].speed;
world.players[0].position.z += world.players[0].direction.z * 0.1f; //* world.players[0].speed;
world.players[1].position.x += world.players[1].direction.x * world.players[1].speed;
world.players[1].position.y += world.players[1].direction.y * world.players[1].speed;
world.players[1].position.z += world.players[1].direction.z * world.players[1].speed;
}
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