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https://github.com/zhenyan121/Cubed.git
synced 2026-04-09 21:54:09 +08:00
feat: move players to world instead of main
This commit is contained in:
@@ -2,6 +2,8 @@
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#include <glm/glm.hpp>
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#include <Cubed/config.hpp>
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#include <string>
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struct MoveState {
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bool forward = false;
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bool back = false;
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@@ -11,12 +13,11 @@ struct MoveState {
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bool up = false;
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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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bool** m_block_present;
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float m_yaw;
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float m_pitch;
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@@ -29,14 +30,17 @@ private:
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glm::vec3 m_right;
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MoveState m_move_state;
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std::string m_name;
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const World& m_world;
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public:
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Player();
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Player(const World& world, const std::string& name);
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const glm::vec3& get_front() 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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void init(bool** block_present);
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void set_player_pos(const glm::vec3& pos);
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void update(float delta_time);
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void update_front_vec(float offset_x, float offset_y);
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@@ -3,22 +3,23 @@
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#include <Cubed/gameplay/chunk.hpp>
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class Player;
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class World {
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private:
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BlockRenderData m_block_render_data;
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std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
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std::unordered_map<std::size_t, Player> m_players;
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public:
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World();
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~World();
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const BlockRenderData& get_block_render_data(int x, int y ,int z);
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Player& get_player(const std::string& name);
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void init_world();
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void render();
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void update(float delta_time);
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};
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@@ -3,7 +3,7 @@
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namespace Assert {
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inline void msg(const char* condition, const char* file,
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int line, const char* func,
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const std::string& message
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const std::string& message = ""
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) {
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LOG::error("Assertion failed: {} at {}: {} in function {}",
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@@ -2,7 +2,10 @@
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#include <Cubed/gameplay/player.hpp>
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Player::Player() {
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Player::Player(const World& world, const std::string& name) :
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m_world(world),
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m_name(name)
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{
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}
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@@ -18,10 +21,6 @@ const MoveState& Player::get_move_state() const {
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return m_move_state;
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}
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void Player::init(bool** block_present) {
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m_block_present = block_present;
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}
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void Player::set_player_pos(const glm::vec3& pos) {
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m_player_pos = pos;
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}
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@@ -1,5 +1,7 @@
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/cubed_hash.hpp>
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World::World() {
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}
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@@ -209,6 +211,16 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
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return m_block_render_data;
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}
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Player& World::get_player(const std::string& name){
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auto it = m_players.find(HASH::str(name));
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if (it == m_players.end()) {
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LOG::error("Can't find player {}", name);
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CUBED_ASSERT(0);
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}
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return it->second;
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}
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void World::init_world() {
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for (int s = 0; s < DISTANCE; s++) {
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@@ -235,7 +247,8 @@ void World::init_world() {
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chunk.gen_vertex_data();
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}
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// init players
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m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
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}
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void World::render() {
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@@ -255,4 +268,10 @@ void World::render() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//LOG::info("Chunk {} {} render finished", pos.x, pos.z);
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}
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}
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void World::update(float delta_time) {
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for (auto& player : m_players) {
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player.second.update(delta_time);
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}
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}
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@@ -33,7 +33,6 @@ float tf = 0.0f;
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double last_time = 0.0f;
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double delta_time = 0.0f;
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GLuint texture_array;
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Player player;
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Camera camera;
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TextureManager texture_manager;
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World world;
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@@ -105,7 +104,7 @@ void init(GLFWwindow* window) {
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mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
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proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
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camera.camera_init(&player);
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camera.camera_init(&world.get_player("TestPlayer"));
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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glViewport(0, 0, width, height);
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@@ -144,7 +143,7 @@ void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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void display(GLFWwindow* window, double current_time) {
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delta_time = current_time - last_time;
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last_time = current_time;
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player.update(delta_time);
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world.update(delta_time);
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camera.update_move_camera();
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@@ -183,7 +182,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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}
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player.update_player_move_state(key, action);
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world.get_player("TestPlayer").update_player_move_state(key, action);
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}
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