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player.pas
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player.pas
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unit Player;
{$mode objfpc}{$H+}
interface
uses
Classes, Math, raylib, raymath, unitSensor;
type
{ objPlayer }
objPlayer = class
const
AIR_ACCELERATION_SPEED = 0.09375;
GRAVITY_FORCE = 0.21875;
MAX_GRAVITY = 16;
ACCELERATION_SPEED = 0.046875;
DECELERATION_SPEED = 0.5;
FRICTION_SPEED = 0.046875;
TOP_SPEED = 6;
JUMP_FORCE = 6.5;
SLOPE_FACTOR_NORMAL = 0.125;
SLOPE_FACTOR_ROLLUP = 0.078125;
SLOPE_FACTOR_ROLLDOWN = 0.3125;
private
sensor: unitSensor.Sensor;
// Texture
texture: TTexture2D;
animationFrameRect: TRectangle;
// Animation
animation_direction: integer;
animationAngle: single;
animation: string;
action: string;
spinrev: single;
// Frame
frame: integer;
float_frame: real;
// Player Movement Variables
x, y, xsp, ysp, gsp: single;
// ==Y== //
ground: boolean;
showSensors: boolean;
sndJump: TSound;
sndRoll: TSound;
sndSpinCharge: TSound;
sndSpinRelease: TSound;
{------------------------------------------------------------------------}
procedure Landing();
procedure CollisionsWalls();
procedure CollisionsGround();
procedure CollisionsAir();
procedure MovementGround();
procedure MovementAir();
procedure ApplySpeeds();
procedure ApplyAnimation();
procedure SetAnimation(sp_frame: real; f_frame, l_frame: integer);
function SlopeDecceleration: single;
function AngleDifference(a: single; b: single): single;
public
constructor Create(
_x: integer;
_y: integer;
_texture: TTexture2D;
_sensor: unitSensor.Sensor;
_sndJump: TSound;
_sndRoll: TSound;
_sndSpinCharge: TSound;
_sndSpinRelease: TSound
);
function GetPosition(): TVector2;
function GetGrounded(): Boolean;
function GetGsp(): Single;
procedure Update();
procedure Draw();
end;
implementation
constructor objPlayer.Create(
_x: integer;
_y: integer;
_texture: TTexture2D;
_sensor: unitSensor.Sensor;
_sndJump: TSound;
_sndRoll: TSound;
_sndSpinCharge: TSound;
_sndSpinRelease: TSound
);
begin
sndJump := _sndJump;
sndRoll := _sndRoll;
sndSpinCharge := _sndSpinCharge;
sndSpinRelease := _sndSpinRelease;
sensor := _sensor;
texture := _texture;
animationFrameRect := RectangleCreate(0, 0, 64, 64);
//===Positions===//
x := _x; //set player x
y := _y; //set player y
// ===Animation===//
animation := 'walking';
action := 'normal';
animation_direction := 1;
frame := 0;
float_frame := 0;
//===Speed===//
gsp := 0.0;
xsp := 0.0;
ysp := 0.0;
ground := False;
spinrev:=0;
showSensors := False;
end;
{------------------------------------------------------------------------------}
{------------------------------------------------------------------------------}
procedure objPlayer.Landing;
var
angleRad, angleDeg: single;
begin
angleRad := sensor.CalculateAngle();
angleDeg := angleRad * RAD2DEG;
if (angleDeg < 0) then angleDeg += 360;
if InRange(angleDeg, 0, 23) or InRange(angleDeg, 339, 360) then
gsp := xsp
else if InRange(angleDeg, 0, 45) or InRange(angleDeg, 316, 360) then
begin
if (abs(xsp) > abs(ysp)) then
gsp := xsp
else
gsp := ysp * 0.5 * sign(sin(angleRad));
end
else
begin
if (abs(xsp) > abs(ysp)) then
gsp := xsp
else
gsp := ysp * sign(sin(angleRad));
end;
action := 'normal';
ground := True;
end;
{------------------------------------------------------------------------------}
{------------------------------------------------------------------------------}
procedure objPlayer.CollisionsWalls;
begin
// Stop player
if (ground) then
begin
if ((sensor.IsCollidingLeft()) and (gsp < 0)) or
((sensor.IsCollidingRight()) and (gsp > 0)) then
begin
gsp := 0;
end;
end
else
begin
if ((sensor.IsCollidingLeft()) and (xsp < 0)) or
((sensor.IsCollidingRight()) and (xsp > 0)) then
begin
xsp := 0;
end;
end;
// Push player
while (sensor.IsCollidingLeft()) do
begin
x += cos(sensor.GetAngle());
y += sin(sensor.GetAngle());
sensor.SetPosition(Vector2Create(x, y));
end;
while (sensor.IsCollidingRight()) do
begin
x -= cos(sensor.GetAngle());
y -= sin(sensor.GetAngle());
sensor.SetPosition(Vector2Create(x, y));
end;
end;
procedure objPlayer.CollisionsGround;
begin
if not ground then Exit();
while (sensor.IsCollisionMain()) do
begin
x += sin(sensor.GetAngle());
y -= cos(sensor.GetAngle());
sensor.SetPosition(Vector2Create(x, y));
end;
if (sensor.IsCollidingGround()) then
begin
while (not sensor.IsCollisionMain()) do
begin
x -= sin(sensor.GetAngle());
y += cos(sensor.GetAngle());
sensor.SetPosition(Vector2Create(x, y));
end;
if (sensor.IsCollidingSlopeLeft()) and (sensor.IsCollidingSlopeRight()) then
sensor.SetAngle(sensor.CalculateAngle());
end;
if (not sensor.IsCollidingGround()) and
(not sensor.IsCollidingSlopeLeft()) and
(not sensor.IsCollidingSlopeRight()) then
ground := False;
end;
procedure objPlayer.CollisionsAir;
begin
if ground then Exit();
sensor.SetAngle(0);
if (sensor.IsCollidingTop()) and (ysp < 0) then
begin
while sensor.IsCollidingTop() do
begin
y += 1;
sensor.SetPosition(Vector2Create(x, y));
end;
ysp := 0;
end;
if (sensor.IsCollidingBottom()) and (ysp > 0) then
begin
while sensor.IsCollidingBottom() do
begin
y -= 1;
sensor.SetPosition(Vector2Create(x, y));
end;
Landing();
end;
CollisionsWalls();
end;
{------------------------------------------------------------------------------}
{------------------------------------------------------------------------------}
function objPlayer.SlopeDecceleration: single;
var sinAngle: single;
begin
sinAngle := sin(sensor.GetAngle());
if action = 'roll' then
begin
if (sign(gsp) <> sign(sinAngle)) then
Exit(SLOPE_FACTOR_ROLLUP * sinAngle)
else
Exit(SLOPE_FACTOR_ROLLDOWN * sinAngle);
end;
Exit(SLOPE_FACTOR_NORMAL * sinAngle);
end;
function objPlayer.AngleDifference(a: single; b: single): single;
begin
AngleDifference := a - b;
if AngleDifference > 180 then
AngleDifference -= 360;
if AngleDifference < -180 then
AngleDifference += 360;
Exit(AngleDifference);
end;
procedure objPlayer.MovementGround;
var ang: single;
begin
if not ground then Exit();
gsp += SlopeDecceleration();
// Movement
if not (action = 'spindash') and not (action = 'lookdown') then
begin
if not (action = 'roll') then
begin
if (IsKeyDown(KEY_LEFT)) then
begin
if (gsp > 0) then
gsp := gsp - DECELERATION_SPEED
else if (gsp > -TOP_SPEED) then
gsp := gsp - ACCELERATION_SPEED;
end
else if (IsKeyDown(KEY_RIGHT)) then
begin
if (gsp < 0) then
gsp := gsp + DECELERATION_SPEED
else if (gsp < TOP_SPEED) then
gsp := gsp + ACCELERATION_SPEED;
end
else
gsp := gsp - min(abs(gsp), FRICTION_SPEED) * sign(gsp);
end
else
begin
gsp := gsp - min(abs(gsp), FRICTION_SPEED / 2) * sign(gsp);
end;
end;
if IsKeyPressed(KEY_Z) and not (action = 'lookdown') and not (action = 'spindash') then
begin
xsp -= JUMP_FORCE * -sin(sensor.GetAngle());
ysp -= JUMP_FORCE * cos(sensor.GetAngle());
action := 'jump';
ground := False;
PlaySound(sndJump);
end;
if (action = 'roll') then
begin
if (abs(gsp) < 0.5) then
action := 'normal'
end
else if (action = 'normal') and IsKeyDown(KEY_DOWN) and (abs(gsp) >= 0.5) then
begin
action := 'roll';
PlaySound(sndRoll);
end;
if (action = 'normal') and (IsKeyDown(KEY_DOWN)) and (gsp = 0) then
begin
action := 'lookdown';
end;
if (action = 'lookdown') then
begin
gsp := 0;
if not (IsKeyDown(KEY_DOWN)) then
action := 'normal';
if (IsKeyPressed(KEY_Z)) then
begin
action := 'spindash';
spinrev := 0;
PlaySound(sndSpinCharge);
end;
end;
if (action = 'spindash') then
begin
gsp := 0;
if (IsKeyPressed(KEY_Z)) then begin
spinrev += 2;
StopSound(sndSpinCharge);
PlaySound(sndSpinCharge);
end;
if not (IsKeyDown(KEY_DOWN)) then begin
gsp := (8 + (floor(spinrev) / 2)) * animation_direction;
action := 'roll';
StopSound(sndSpinCharge);
PlaySound(sndSpinRelease);
end;
if (spinrev > 8) then spinrev := 8;
spinrev -= ((floor(spinrev * 1000) div 125) / 256000);
end;
ang := sensor.GetAngle() * RAD2DEG;
if (ang < 0) then ang += 360;
if (abs(gsp) < 2.5) and (InRange(ang, 46, 315)) then
begin
ground := false;
gsp := 0;
end;
end;
procedure objPlayer.MovementAir;
begin
if ground then Exit();
// Movement
if (IsKeyDown(KEY_LEFT)) then
xsp -= AIR_ACCELERATION_SPEED
else if (IsKeyDown(KEY_RIGHT)) then
xsp += AIR_ACCELERATION_SPEED;
// Gravity
ysp += GRAVITY_FORCE;
if (ysp > MAX_GRAVITY) then
ysp := MAX_GRAVITY;
// Jump height control
if (action = 'jump') and (ysp < -4) and (not IsKeyDown(KEY_Z)) then
ysp := -4;
// Air Drag
if (ysp < 0) and (ysp > -4) then
xsp -= ((floor(xsp * 1000) div 125) / 256000)
end;
{------------------------------------------------------------------------------}
{------------------------------------------------------------------------------}
procedure objPlayer.ApplySpeeds;
begin
if ground then
begin
xsp := gsp * cos(sensor.GetAngle());
ysp := gsp * sin(sensor.GetAngle());
end;
x += xsp;
y += ysp;
sensor.SetPosition(Vector2Create(x, y));
end;
function objPlayer.GetPosition(): TVector2;
begin
Exit(Vector2Create(x, y));
end;
function objPlayer.GetGrounded: Boolean;
begin
Exit(ground);
end;
function objPlayer.GetGsp: Single;
begin
Exit(gsp);
end;
procedure objPlayer.SetAnimation(sp_frame: real; f_frame, l_frame: integer);
begin
float_frame += sp_frame;
if (float_frame >= l_frame + 1) or (float_frame < f_frame) then
begin
float_frame := f_frame;
end;
frame := trunc(float_frame);
end;
procedure objPlayer.ApplyAnimation();
begin
// SetAnimations
if (animation = 'idle') then
SetAnimation(0, 71, 71);
if (animation = 'walking') then
SetAnimation(0.1 + abs(gsp / 25), 0, 6)
else if (animation = 'run') then
SetAnimation(0.1 + abs(gsp / 25), 32, 35)
else if (animation = 'roll') then
SetAnimation(0.1 + abs(gsp / 25), 149, 153)
else if (animation = 'spiral') then
SetAnimation(0.1 + abs(ysp / 50), 48, 59)
else if (animation = 'spindash') then
SetAnimation(0.25, 133, 138)
else if (animation = 'lookdown') then
SetAnimation(0, 155, 155);
end;
{------------------------------------------------------------------------------}
{------------------------------------------------------------------------------}
procedure objPlayer.Update();
begin
// Apply speeds to position
ApplySpeeds();
// Collisions
CollisionsWalls();
if (ground) then
begin
CollisionsGround();
MovementGround();
end
else
begin
CollisionsAir();
MovementAir();
end;
//Anim
if (action = 'normal') then
begin
if ground then
begin
if gsp = 0 then
animation := 'idle'
else if (abs(gsp) > 0) and (abs(gsp) < 6) then
animation := 'walking'
else
animation := 'run';
end
else
animation := 'spiral';
end
else if (action = 'jump') or (action = 'roll') then
animation := 'roll'
else if (action = 'lookdown') then
animation := 'lookdown'
else if (action = 'spindash') then
animation := 'spindash';
//Scale
if gsp > 0 then
animation_direction := 1;
if gsp < 0 then
animation_direction := -1;
ApplyAnimation();
end;
procedure objPlayer.Draw();
var
degAngle: single;
offset: TVector2;
begin
animationFrameRect := RectangleCreate(64 * frame, 0, 64 *
Sign(animation_direction), 64);
if (animation = 'roll') then
offset := Vector2Create(32, 32)
else
offset := Vector2Create(32, 38);
degAngle := sensor.GetAngle() * RAD2DEG;
if (degAngle < 0) then degAngle += 360;
if animation = 'roll' then
animationAngle := 0
else
begin
if (not ground) then
animationAngle += AngleDifference(0, animationAngle) / 10.0
else
begin
if (degAngle >= 35) and (degAngle <= 325) then
animationAngle += AngleDifference(degAngle, animationAngle) / 4.0
else
animationAngle += AngleDifference(0, animationAngle) / 4.0;
end;
end;
DrawTexturePro(texture, animationFrameRect, RectangleCreate(x, y, 64, 64),
offset, animationAngle, WHITE);
if (IsKeyPressed(KEY_D)) then showSensors := not showSensors;
if showSensors then sensor.Draw();
end;
{------------------------------------------------------------------------------}
end.