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| 1 | - | boolean m=false; |
| 1 | + | //turn camera |
| 2 | boolean td=false; | |
| 3 | boolean tl=false; | |
| 4 | boolean tu=false; | |
| 5 | boolean tr=false; | |
| 6 | ||
| 7 | - | float smouseX; |
| 7 | + | //key registers |
| 8 | - | float smouseY; |
| 8 | + | |
| 9 | ||
| 10 | //x,y,z of the FLOOR (z is not used, but could be used if I want to implement jumping or vertical movement) | |
| 11 | float x=0; | |
| 12 | float y=0; | |
| 13 | float z=0; | |
| 14 | ||
| 15 | - | float dir=1; |
| 15 | + | //location of the camera pivot |
| 16 | float x2=1600/2; | |
| 17 | float y2=900/2; | |
| 18 | //z2 is used to "zoom in" on the camera pivot | |
| 19 | float z2=0; | |
| 20 | ||
| 21 | //camera rotation (you can drag the mouse buttons to change the view on the camera pivot, try it) | |
| 22 | float camRotZ,camRotX; | |
| 23 | ||
| 24 | //floor rotation (to create the effect that the character is turning) | |
| 25 | float frotZ,frotY; | |
| 26 | ||
| 27 | //base speed at which the character moves | |
| 28 | float spd=10; | |
| 29 | ||
| 30 | void setup(){
| |
| 31 | //p3d canvas to allow Z translations | |
| 32 | size(1600,900,P3D); | |
| 33 | background(0); | |
| 34 | frameRate(30); | |
| 35 | } | |
| 36 | ||
| 37 | void draw(){
| |
| 38 | ||
| 39 | moveCam(); | |
| 40 | move(); | |
| 41 | ||
| 42 | //all the graphics | |
| 43 | textSize(25); | |
| 44 | fill(255); | |
| 45 | stroke(255); | |
| 46 | background(0); | |
| 47 | pushMatrix(); | |
| 48 | //the camera is here | |
| 49 | translate(x2,y2,z2); | |
| 50 | rotateX(radians(camRotX+75)); | |
| 51 | rotateZ(radians(camRotZ)); | |
| 52 | pushMatrix(); | |
| 53 | //the floor | |
| 54 | rotateZ(radians(frotZ)); | |
| 55 | translate(0,0,-150); | |
| 56 | fill(125); | |
| 57 | rectMode(RADIUS); | |
| 58 | rect(x,y,1000,1000); | |
| 59 | popMatrix(); | |
| 60 | pushMatrix(); | |
| 61 | //the "player" (just a sphere) | |
| 62 | noFill(); | |
| 63 | stroke(255); | |
| 64 | sphere(25); | |
| 65 | //player's "first person viewpoint" | |
| 66 | line(0,0,0,-100); | |
| 67 | popMatrix(); | |
| 68 | popMatrix(); | |
| 69 | //text to show values I was frequently using and needed to test with | |
| 70 | text("x: "+x+", y: "+y+", z: "+z+"\n"+"x2: "+x2+", y2: "+y2+", z2: "+z2+"\n"+"frotZ: "+frotZ+", to rad: "+radians(frotZ)+"\nsin(rad(frotZ)): "+sin(radians(frotZ)),20,40);
| |
| 71 | } | |
| 72 | ||
| 73 | //increasing z2 to create a zooming in/out effect | |
| 74 | void mouseWheel(MouseEvent event) {
| |
| 75 | float e = event.getCount(); | |
| 76 | if(e != 0) {
| |
| 77 | if(e < 0) {
| |
| 78 | z2+=10; | |
| 79 | } else if(e > 0) {
| |
| 80 | z2-=10; | |
| 81 | } | |
| 82 | } | |
| 83 | } | |
| 84 | ||
| 85 | //registering keypresses for WASD | |
| 86 | void keyPressed(){
| |
| 87 | if(key == 'a' || key == 'A'){
| |
| 88 | a=true; | |
| 89 | } else if(key == 'd' || key == 'D'){
| |
| 90 | d=true; | |
| 91 | } else if(key == 'w' || key == 'W'){
| |
| 92 | w=true; | |
| 93 | } else if(key == 's' || key == 'S'){
| |
| 94 | s=true; | |
| 95 | } | |
| 96 | } | |
| 97 | ||
| 98 | //key releases for WASD | |
| 99 | void keyReleased(){
| |
| 100 | if(key == 'a' || key == 'A'){
| |
| 101 | a=false; | |
| 102 | } else if(key == 'd' || key == 'D'){
| |
| 103 | d=false; | |
| 104 | } else if(key == 'w' || key == 'W'){
| |
| 105 | w=false; | |
| 106 | } else if(key == 's' || key == 'S'){
| |
| 107 | s=false; | |
| 108 | } | |
| 109 | } | |
| 110 | ||
| 111 | //to change the POV (by dragging the mouse) | |
| 112 | void mouseDragged(){
| |
| 113 | if(pmouseX>mouseX){
| |
| 114 | tl=false; | |
| 115 | tr=true; | |
| 116 | } if(pmouseX<mouseX){
| |
| 117 | tr=false; | |
| 118 | tl=true; | |
| 119 | } if(pmouseY>mouseY){
| |
| 120 | tu=true; | |
| 121 | td=false; | |
| 122 | } if(pmouseY<mouseY){
| |
| 123 | td=true; | |
| 124 | tu=false; | |
| 125 | } | |
| 126 | } | |
| 127 | ||
| 128 | void mouseReleased(){
| |
| 129 | tr=false; | |
| 130 | tl=false; | |
| 131 | tu=false; | |
| 132 | td=false; | |
| 133 | } | |
| 134 | ||
| 135 | //separate function to allow for multiple directions to change at once | |
| 136 | //i couldnt make it work with the mouseDragged() function alone | |
| 137 | - | |
| 137 | + | |
| 138 | - | |
| 138 | + | |
| 139 | camRotZ+=(pmouseX-mouseX)/8; | |
| 140 | } else if(tr) {
| |
| 141 | camRotZ-=(mouseX-pmouseX)/8; | |
| 142 | } | |
| 143 | if(td){
| |
| 144 | camRotX+=(pmouseY-mouseY)/8; | |
| 145 | } else if(tu){
| |
| 146 | camRotX-=(mouseY-pmouseY)/8; | |
| 147 | } | |
| 148 | } | |
| 149 | ||
| 150 | //movement of the "player" | |
| 151 | //the floor is the thing that actually moves | |
| 152 | //this is where I am stuck, at the moment | |
| 153 | //it can only "rotate the floor" to create | |
| 154 | //the effect that the player is turning | |
| 155 | //left or right. | |
| 156 | ||
| 157 | void move(){
| |
| 158 | if(a){
| |
| 159 | if(frotZ+1>360){
| |
| 160 | frotZ=0; | |
| 161 | } | |
| 162 | frotZ+=1; | |
| 163 | } if(d){
| |
| 164 | if(frotZ-1<0){
| |
| 165 | frotZ=360; | |
| 166 | } | |
| 167 | frotZ-=1; | |
| 168 | } | |
| 169 | } |