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https://github.com/zhenyan121/Cubed.git
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fix: movement speed tied to frame rate
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@@ -1,5 +1,10 @@
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#include <Cubed/gameplay/player.hpp>
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#include <GLFW/glfw3.h>
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static constexpr int UPDATE_TIME = 0.1f;
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static float currentTime = 0.0f;
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Player::Player() {
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}
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@@ -16,11 +21,21 @@ const MoveState& Player::getMoveState() const {
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return m_moveState;
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}
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void Player::init(bool** blockPresent) {
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m_blockPresent = blockPresent;
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}
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void Player::setPlayerPos(const glm::vec3& pos) {
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m_playerPos = pos;
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}
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void Player::update(float deltaTime) {
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currentTime += deltaTime;
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if (currentTime < UPDATE_TIME) {
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return;
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}
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currentTime = 0.0f;
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m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
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if (m_moveState.forward) {
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m_playerPos += glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed;
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@@ -35,11 +50,12 @@ void Player::update(float deltaTime) {
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m_playerPos += glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed;
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}
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if (m_moveState.up) {
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m_playerPos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;;
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m_playerPos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;
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}
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if (m_moveState.down) {
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m_playerPos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;;
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m_playerPos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;
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}
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}
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void Player::updatePlayerMoveState(int key, int action) {
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