feat: add world and player tab item

This commit is contained in:
2026-04-25 18:36:13 +08:00
parent 8b5717a655
commit a95ad796ce
10 changed files with 260 additions and 38 deletions

View File

@@ -141,6 +141,7 @@ void Player::change_mode(GameMode mode) {
} else if (mode == SPECTATOR) {
is_fly = true;
m_gait = Gait::RUN;
m_max_speed = m_max_run_speed;
}
}
@@ -165,7 +166,7 @@ void Player::update(float delta_time) {
m_player_pos.x, m_player_pos.y, m_player_pos.z
));
DebugCollector::get().report("speed", std::format("Speed: {:.2} m/s", speed));
DebugCollector::get().report("speed", std::format("Speed: {:.2} m/s", m_xz_speed));
}
void Player::update_player_move_state(int key, int action) {
@@ -212,7 +213,7 @@ void Player::update_player_move_state(int key, int action) {
if (space_on) {
if (m_game_mode == CREATIVE) {
is_fly = !is_fly ? true : false;
y_speed = 0.0f;
m_y_speed = 0.0f;
}
space_on = false;
space_on_time = 0.0f;
@@ -356,10 +357,10 @@ void Player::update_move(float delta_time) {
}
if (m_game_mode != SPECTATOR) {
if (m_gait == Gait::RUN) {
max_speed = RUN_SPEED;
m_max_speed = m_max_run_speed;
}
if (m_gait == Gait::WALK) {
max_speed = WALK_SPEED;
m_max_speed = m_max_walk_speed;
}
}
@@ -374,45 +375,45 @@ void Player::update_move(float delta_time) {
// calculate speed
if (m_move_state.forward || m_move_state.back || m_move_state.left || m_move_state.right || m_move_state.up) {
direction = glm::vec3(0.0f, 0.0f, 0.0f);
speed += ACCELERATION * delta_time;
if (speed > max_speed) {
speed = max_speed;
m_xz_speed += m_acceleration * delta_time;
if (m_xz_speed > m_max_speed) {
m_xz_speed = m_max_speed;
}
} else {
speed += -DECELERATION * delta_time;
if (speed < 0) {
speed = 0;
m_xz_speed += -m_deceleration * delta_time;
if (m_xz_speed < 0) {
m_xz_speed = 0;
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
update_direction();
move_distance = {direction.x * speed * delta_time, 0.0f, direction.z * speed * delta_time};
move_distance = {direction.x * m_xz_speed * delta_time, 0.0f, direction.z * m_xz_speed * delta_time};
if (is_fly) {
if (m_move_state.up) {
y_speed = 7.5f;
m_y_speed = 7.5f;
}
if (m_move_state.down) {
y_speed = -7.5f;
m_y_speed = -7.5f;
}
if (!m_move_state.down && !m_move_state.up) {
y_speed = 0.0f;
m_y_speed = 0.0f;
}
} else {
if (m_move_state.up && can_up) {
y_speed = 7.5;
m_y_speed = 7.5;
can_up = false;
}
y_speed += -G * delta_time;
m_y_speed += -m_g * delta_time;
}
move_distance.y = y_speed * delta_time;
move_distance.y = m_y_speed * delta_time;
// y
update_y_move();
// x
@@ -482,7 +483,7 @@ void Player::update_y_move() {
};
if (player_box.intersects(block_box)) {
m_player_pos.y -= move_distance.y;
y_speed = 0.0f;
m_y_speed = 0.0f;
if (move_distance.y < 0) {
can_up = true;
is_fly = false;
@@ -530,14 +531,40 @@ void Player::update_z_move() {
void Player::update_scroll(double yoffset) {
if (m_game_mode == SPECTATOR) {
if (yoffset > 0) {
max_speed += 1.0f;
if (m_max_speed < 500.0f) {
m_max_speed += 1.0f;
}
} else {
if (max_speed > WALK_SPEED) {
max_speed -= 1.0f;
if (m_max_speed > 1.0f) {
m_max_speed -= 1.0f;
}
}
}
}
float& Player::max_walk_speed() {
return m_max_walk_speed;
}
float& Player::max_run_speed() {
return m_max_run_speed;
}
float& Player::max_speed() {
return m_max_speed;
}
float& Player::acceleration() {
return m_acceleration;
}
float& Player::deceleration() {
return m_deceleration;
}
float& Player::g() {
return m_g;
}
Gait& Player::gait() {
return m_gait;
}
GameMode& Player::game_mode() {
return m_game_mode;
}
}

View File

@@ -6,6 +6,7 @@
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_hash.hpp>
#include <Cubed/tools/math_tools.hpp>
#include <Cubed/tools/perlin_noise.hpp>
#include <execution>
@@ -671,4 +672,27 @@ void World::hot_reload() {
need_gen();
}
void World::rebuild_world() {
if (m_is_rebuilding) {
return;
}
m_is_rebuilding = true;
stop_gen_thread();
{
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
m_chunks.clear();
m_new_chunk_queue.clear();
}
m_could_gen = true;
PerlinNoise::reload();
start_gen_thread();
need_gen();
m_is_rebuilding = false;
for (auto& player : m_players) {
player.second.set_player_pos({0.0f, 255.0f, 0.0f});
}
}
}