diff --git a/include/Cubed/gameplay/player.hpp b/include/Cubed/gameplay/player.hpp index f27f4e7..e911e34 100644 --- a/include/Cubed/gameplay/player.hpp +++ b/include/Cubed/gameplay/player.hpp @@ -22,7 +22,7 @@ private: float m_sensitivity = 0.05f; - float m_speed = 0.1f; + float m_speed = 10.0f; // player is tow block tall, the pos is the lower pos glm::vec3 m_player_pos = glm::vec3(0.0f, 5.0f, 0.0f); glm::vec3 m_front = glm::vec3(0, 0, -1); diff --git a/src/gameplay/player.cpp b/src/gameplay/player.cpp index ebbbb03..47f2b4f 100644 --- a/src/gameplay/player.cpp +++ b/src/gameplay/player.cpp @@ -2,10 +2,6 @@ #include -static constexpr float UPDATE_TIME = 0.005f; -static float current_time = 0.0f; - - Player::Player() { } @@ -32,29 +28,25 @@ void Player::set_player_pos(const glm::vec3& pos) { void Player::update(float delta_time) { - current_time += delta_time; - if (current_time < UPDATE_TIME) { - return; - } - current_time = 0.0f; m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f))); + float speed = m_speed * delta_time; if (m_move_state.forward) { - m_player_pos += glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; + m_player_pos += glm::vec3(m_front.x, 0.0f, m_front.z) * speed; } if (m_move_state.back) { - m_player_pos -= glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; + m_player_pos -= glm::vec3(m_front.x, 0.0f, m_front.z) * speed; } if (m_move_state.left) { - m_player_pos -= glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; + m_player_pos -= glm::vec3(m_right.x, 0.0f, m_right.z) * speed; } if (m_move_state.right) { - m_player_pos += glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; + m_player_pos += glm::vec3(m_right.x, 0.0f, m_right.z) * speed; } if (m_move_state.up) { - m_player_pos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; + m_player_pos += glm::vec3(0.0f, 1.0f, 0.0f) * speed; } if (m_move_state.down) { - m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; + m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed; } }