mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add run and walk gait
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@@ -7,7 +7,7 @@ constexpr int CHUCK_SIZE = 16;
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constexpr int DISTANCE = 16;
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constexpr int MAX_BLOCK_STATUS = 1;
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constexpr int MAX_CHARACTER = 128;
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constexpr float FOV = 70.0f;
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constexpr float NORMAL_FOV = 70.0f;
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constexpr int SEED = 999;
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@@ -9,10 +9,17 @@
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#include <optional>
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#include <string>
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enum class Gait{
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WALK,
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RUN
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};
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class World;
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class Player {
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private:
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constexpr static float WALK_SPEED = 4.5f;
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constexpr static float RUN_SPEED = 7.0f;
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constexpr static float ACCELERATION = 10.0f;
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constexpr static float DECELERATION = 15.0f;
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constexpr static float G = 22.5f;
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@@ -23,8 +30,7 @@ private:
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float m_sensitivity = 0.15f;
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//float max_speed = 4.5f;
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float max_speed = 7.5f;
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float max_speed = WALK_SPEED;
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float y_speed = 0.0f;
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bool can_up = true;
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@@ -41,6 +47,7 @@ private:
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glm::vec3 m_front {0, 0, -1};
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glm::vec3 m_right {0, 0, 0};
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glm::vec3 m_size {0.6f, 1.8f, 0.6f};
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Gait m_gait = Gait::WALK;
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MoveState m_move_state {};
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std::optional<LookBlock> m_look_block = std::nullopt;
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@@ -61,6 +68,7 @@ public:
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~Player();
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AABB get_aabb() const;
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const glm::vec3& get_front() const;
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const Gait& get_gait() const;
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const std::optional<LookBlock>& get_look_block_pos() const;
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const glm::vec3& get_player_pos() const;
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const MoveState& get_move_state() const;
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@@ -19,7 +19,6 @@ private:
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std::pair<int, int> chunk_pos(int world_x, int world_z);
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void gen_chunks();
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public:
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@@ -19,6 +19,7 @@ public:
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void init();
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const Shader& get_shader(const std::string& name) const;
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void render();
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void update_fov(float fov);
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void update_proj_matrix(float aspect, float width, float height);
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private:
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@@ -26,6 +27,8 @@ private:
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const TextureManager& m_texture_manager;
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World& m_world;
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float m_aspect = 0.0f;
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float m_fov = NORMAL_FOV;
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
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GLuint m_mv_loc;
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13
src/app.cpp
13
src/app.cpp
@@ -138,7 +138,7 @@ void App::run() {
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}
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}
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static Gait player_gait = Gait::WALK;
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void App::update() {
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glfwPollEvents();
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current_time = glfwGetTime();
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@@ -155,7 +155,16 @@ void App::update() {
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}
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m_world.update(delta_time);
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m_camera.update_move_camera();
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const auto& player= m_world.get_player("TestPlayer");
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if (player_gait != player.get_gait()) {
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player_gait = player.get_gait();
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if (player_gait == Gait::WALK) {
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m_renderer.update_fov(NORMAL_FOV);
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}
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if (player_gait == Gait::RUN) {
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m_renderer.update_fov(NORMAL_FOV + 3.0f);
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}
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}
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}
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@@ -40,6 +40,10 @@ const glm::vec3& Player::get_front() const {
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return m_front;
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}
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const Gait& Player::get_gait() const {
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return m_gait;
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}
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const std::optional<LookBlock>& Player::get_look_block_pos() const {
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return m_look_block;
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}
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@@ -143,6 +147,7 @@ void Player::update_player_move_state(int key, int action) {
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}
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if (action == GLFW_RELEASE) {
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m_move_state.forward = false;
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m_gait = Gait::WALK;
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}
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break;
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case GLFW_KEY_S:
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@@ -193,7 +198,11 @@ void Player::update_player_move_state(int key, int action) {
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m_move_state.down = false;
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}
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break;
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case GLFW_KEY_LEFT_CONTROL:
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if (action == GLFW_PRESS) {
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m_gait = Gait::RUN;
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}
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break;
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}
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}
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@@ -282,6 +291,13 @@ void Player::update_lookup_block() {
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}
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void Player::update_move(float delta_time) {
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if (m_gait == Gait::RUN) {
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max_speed = RUN_SPEED;
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}
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if (m_gait == Gait::WALK) {
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max_speed = WALK_SPEED;
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}
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if (space_on) {
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space_on_time += delta_time;
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if (space_on_time >= MAX_SPACE_ON_TIME) {
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@@ -368,7 +384,7 @@ void Player::update_x_move() {
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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if (player_box.intersects(block_box)) {
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m_gait = Gait::WALK;
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m_player_pos.x -= move_distance.x;
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return;
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}
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@@ -430,6 +446,7 @@ void Player::update_z_move() {
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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if (player_box.intersects(block_box)) {
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m_gait = Gait::WALK;
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m_player_pos.z -= move_distance.z;
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return;
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}
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@@ -237,8 +237,14 @@ void Renderer::render_ui() {
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}
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void Renderer::update_fov(float fov) {
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m_fov = fov;
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m_p_mat = glm::perspective(glm::radians(fov), m_aspect, 0.1f, 1000.0f);
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}
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void Renderer::update_proj_matrix(float aspect, float width, float height) {
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m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
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m_aspect = aspect;
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m_p_mat = glm::perspective(glm::radians(m_fov), aspect, 0.1f, 1000.0f);
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m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
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// scale and then translate
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m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
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