feat: add run and walk gait

This commit is contained in:
2026-04-05 21:47:32 +08:00
parent 061b72b740
commit 82f0e1deae
7 changed files with 51 additions and 9 deletions

View File

@@ -7,7 +7,7 @@ constexpr int CHUCK_SIZE = 16;
constexpr int DISTANCE = 16;
constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_CHARACTER = 128;
constexpr float FOV = 70.0f;
constexpr float NORMAL_FOV = 70.0f;
constexpr int SEED = 999;

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@@ -9,10 +9,17 @@
#include <optional>
#include <string>
enum class Gait{
WALK,
RUN
};
class World;
class Player {
private:
constexpr static float WALK_SPEED = 4.5f;
constexpr static float RUN_SPEED = 7.0f;
constexpr static float ACCELERATION = 10.0f;
constexpr static float DECELERATION = 15.0f;
constexpr static float G = 22.5f;
@@ -23,8 +30,7 @@ private:
float m_sensitivity = 0.15f;
//float max_speed = 4.5f;
float max_speed = 7.5f;
float max_speed = WALK_SPEED;
float y_speed = 0.0f;
bool can_up = true;
@@ -41,6 +47,7 @@ private:
glm::vec3 m_front {0, 0, -1};
glm::vec3 m_right {0, 0, 0};
glm::vec3 m_size {0.6f, 1.8f, 0.6f};
Gait m_gait = Gait::WALK;
MoveState m_move_state {};
std::optional<LookBlock> m_look_block = std::nullopt;
@@ -61,6 +68,7 @@ public:
~Player();
AABB get_aabb() const;
const glm::vec3& get_front() const;
const Gait& get_gait() const;
const std::optional<LookBlock>& get_look_block_pos() const;
const glm::vec3& get_player_pos() const;
const MoveState& get_move_state() const;

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@@ -20,7 +20,6 @@ private:
void gen_chunks();
public:
World();

View File

@@ -19,6 +19,7 @@ public:
void init();
const Shader& get_shader(const std::string& name) const;
void render();
void update_fov(float fov);
void update_proj_matrix(float aspect, float width, float height);
private:
@@ -26,6 +27,8 @@ private:
const TextureManager& m_texture_manager;
World& m_world;
float m_aspect = 0.0f;
float m_fov = NORMAL_FOV;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
GLuint m_mv_loc;

View File

@@ -138,7 +138,7 @@ void App::run() {
}
}
static Gait player_gait = Gait::WALK;
void App::update() {
glfwPollEvents();
current_time = glfwGetTime();
@@ -155,7 +155,16 @@ void App::update() {
}
m_world.update(delta_time);
m_camera.update_move_camera();
const auto& player= m_world.get_player("TestPlayer");
if (player_gait != player.get_gait()) {
player_gait = player.get_gait();
if (player_gait == Gait::WALK) {
m_renderer.update_fov(NORMAL_FOV);
}
if (player_gait == Gait::RUN) {
m_renderer.update_fov(NORMAL_FOV + 3.0f);
}
}
}

View File

@@ -40,6 +40,10 @@ const glm::vec3& Player::get_front() const {
return m_front;
}
const Gait& Player::get_gait() const {
return m_gait;
}
const std::optional<LookBlock>& Player::get_look_block_pos() const {
return m_look_block;
}
@@ -143,6 +147,7 @@ void Player::update_player_move_state(int key, int action) {
}
if (action == GLFW_RELEASE) {
m_move_state.forward = false;
m_gait = Gait::WALK;
}
break;
case GLFW_KEY_S:
@@ -193,7 +198,11 @@ void Player::update_player_move_state(int key, int action) {
m_move_state.down = false;
}
break;
case GLFW_KEY_LEFT_CONTROL:
if (action == GLFW_PRESS) {
m_gait = Gait::RUN;
}
break;
}
}
@@ -282,6 +291,13 @@ void Player::update_lookup_block() {
}
void Player::update_move(float delta_time) {
if (m_gait == Gait::RUN) {
max_speed = RUN_SPEED;
}
if (m_gait == Gait::WALK) {
max_speed = WALK_SPEED;
}
if (space_on) {
space_on_time += delta_time;
if (space_on_time >= MAX_SPACE_ON_TIME) {
@@ -368,7 +384,7 @@ void Player::update_x_move() {
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
};
if (player_box.intersects(block_box)) {
m_gait = Gait::WALK;
m_player_pos.x -= move_distance.x;
return;
}
@@ -430,6 +446,7 @@ void Player::update_z_move() {
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
};
if (player_box.intersects(block_box)) {
m_gait = Gait::WALK;
m_player_pos.z -= move_distance.z;
return;
}

View File

@@ -237,8 +237,14 @@ void Renderer::render_ui() {
}
void Renderer::update_fov(float fov) {
m_fov = fov;
m_p_mat = glm::perspective(glm::radians(fov), m_aspect, 0.1f, 1000.0f);
}
void Renderer::update_proj_matrix(float aspect, float width, float height) {
m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
m_aspect = aspect;
m_p_mat = glm::perspective(glm::radians(m_fov), aspect, 0.1f, 1000.0f);
m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
// scale and then translate
m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *