Merge remote-tracking branch 'origin/developer' into feature/weaponCollision
Added waeponswitch to backbutton of controller # Conflicts: # Enemy.cpp # Player.cpp # Weapon.cpp # Weapon.h
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+23
-9
@@ -71,15 +71,18 @@ void CrystalPoint::update()
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if (state)
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{
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Player* player = Player::getInstance();
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if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
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worldhandler->PreviousWorld();
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if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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worldhandler->NextWorld();
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if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
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player->NextLeftWeapon();
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if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
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player->PreviousLeftWeapon();
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if (keyboardState.keys[27])
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state = false;
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Player* player = Player::getInstance();
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//testing code
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if (keyboardState.keys['u'])
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@@ -106,10 +109,6 @@ void CrystalPoint::update()
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if (leftcontroller != nullptr) {
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Vec2f *leftControllerJoystick = &leftcontroller->joystick;
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if (leftcontroller->joystickButton) {
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controller.rumble(leftcontroller->controllerId, 100, 100);
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}
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if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
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player->rotation.x += leftControllerJoystick->y/4;
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}
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@@ -122,7 +121,12 @@ void CrystalPoint::update()
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if(leftcontroller->button && leftcontroller->joystickButton){
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state = !state;
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}
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}else if(!leftcontroller->lastButton && leftcontroller->button){
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leftcontroller->lastButton = leftcontroller->button;
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controller.rumble(leftcontroller->controllerId, 100, 200);
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player->NextLeftWeapon();
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}
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}
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if(rightcontroller != nullptr){
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Vec2f *rightControllerJoystick = &rightcontroller->joystick;
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@@ -140,6 +144,12 @@ void CrystalPoint::update()
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player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
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}
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if(!rightcontroller->lastButton && rightcontroller->button){
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rightcontroller->lastButton = rightcontroller->button;
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controller.rumble(rightcontroller->controllerId, 100, 200);
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player->NextRightWeapon();
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}
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player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
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}
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@@ -148,9 +158,13 @@ void CrystalPoint::update()
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if (player->rotation.x < -90)
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player->rotation.x = -90;
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player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
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if (!worldhandler->isPlayerPositionValid())
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player->position = oldPosition;
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player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
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/*else if (player->position.y > oldPosition.y + 1.2)
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player->position = oldPosition;
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*/
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worldhandler->update(deltaTime);
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}
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else
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