mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor: move movement logic into SpeedSystem and Entity components
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@@ -65,7 +65,7 @@ public:
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void set_uuid(std::string_view uuid);
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std::string get_uuid() const;
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const std::string& get_name() const;
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void reset_key_status();
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void reset_input_status();
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void init(std::string_view name);
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bool ray_cast(const glm::vec3& start, const glm::vec3& dir,
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@@ -83,7 +83,7 @@ private:
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using enum GameMode;
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float m_max_walk_speed = DEFAULT_MAX_WALK_SPEED;
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float m_max_run_speed = DEFAULT_MAX_RUN_SPEED;
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float m_max_y_speed = 7.5f;
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static constexpr float MAX_SPACE_ON_TIME = 0.3f;
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static constexpr float PLACE_BLOCK_INTERVAL = 0.2f;
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Movement m_movement{};
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@@ -93,12 +93,8 @@ private:
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std::array<ItemStack, HOTBAR_SUM> m_hotbar;
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float m_sensitivity = 0.15f;
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float m_fly_y_speed = 7.5f;
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bool can_up = true;
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float space_on_time = 0.0f;
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bool space_on = false;
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bool is_fly = false;
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int m_selected_hotbar = 0;
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@@ -106,7 +102,6 @@ private:
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bool m_sprinting = false;
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bool m_underwater = false;
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glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 move_distance{0.0f, 0.0f, 0.0f};
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// player is tow block tall, the pos is the lower pos
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ChunkPos m_last_chunk_pos{0, 0};
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@@ -115,7 +110,6 @@ private:
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glm::vec3 m_right{0, 0, 0};
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static constexpr glm::vec3 M_SIZE{0.6f, 1.8f, 0.6f};
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MoveState m_move_state{};
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MouseState m_mouse_state{};
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GameMode m_game_mode = CREATIVE;
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std::optional<LookBlock> m_look_block = std::nullopt;
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@@ -37,7 +37,7 @@ struct Orientation {
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struct Velocity {
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glm::vec3 value{0.0f};
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glm::vec3 max{4.5f};
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glm::vec3 max{4.5f, 7.5f, 7.5f};
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};
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struct HitBoxes {
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@@ -54,6 +54,22 @@ struct Gravity {
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float value = DEFAULT_G;
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};
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struct MoveState {
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bool forward = false;
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bool back = false;
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bool left = false;
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bool right = false;
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bool down = false;
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bool up = false;
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bool is_fly = false;
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bool can_up = true;
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};
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struct Direction {
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glm::vec3 value{0.0f};
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};
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class Entity {
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public:
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glm::vec3& max_speed();
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@@ -67,13 +83,24 @@ public:
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float& walk_time();
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Gait get_gait() const;
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Velocity& velocity();
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Position& pos();
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WalkPose& walk_pose();
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Orientation& angle();
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Movement& movement();
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Gravity& gravity();
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MoveState& move_state();
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Direction& direction();
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protected:
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Position m_pos;
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WalkPose m_walk_pos;
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WalkPose m_walk_pose;
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Velocity m_velocity;
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Orientation m_angle;
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Movement m_movement;
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Gravity m_gravity;
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MoveState m_move_state;
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Direction m_direction;
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};
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} // namespace Cubed
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63
include/Cubed/gameplay/systems/speed_system.hpp
Normal file
63
include/Cubed/gameplay/systems/speed_system.hpp
Normal file
@@ -0,0 +1,63 @@
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#pragma once
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#include "Cubed/gameplay/entity.hpp"
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namespace Cubed {
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class SpeedSystem {
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public:
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static void update(float dt, Entity& e) {
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auto& m_velocity = e.velocity();
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auto& m_move_state = e.move_state();
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auto& m_movement = e.movement();
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auto& direction = e.direction();
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auto& m_gravity = e.gravity();
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// calculate speed
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if (m_move_state.forward || m_move_state.back || m_move_state.left ||
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m_move_state.right) {
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direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
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m_velocity.value.x += m_movement.acceleration * dt;
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m_velocity.value.z += m_movement.acceleration * dt;
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if (m_velocity.value.x > m_velocity.max.x) {
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m_velocity.value.x = m_velocity.max.x;
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}
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if (m_velocity.value.z > m_velocity.max.z) {
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m_velocity.value.z = m_velocity.max.z;
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}
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} else {
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m_velocity.value.x += -m_movement.deceleration * dt;
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m_velocity.value.z += -m_movement.deceleration * dt;
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if (m_velocity.value.z < 0.0f) {
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m_velocity.value.z = 0.0f;
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}
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if (m_velocity.value.x < 0.0f) {
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m_velocity.value.x = 0.0f;
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}
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if (m_velocity.value.z < 0.0f && m_velocity.value.x < 0.0f) {
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direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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}
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if (m_move_state.is_fly) {
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if (m_move_state.up) {
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m_velocity.value.y = m_velocity.max.y;
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}
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if (m_move_state.down) {
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m_velocity.value.y = -m_velocity.max.y;
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}
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if (!m_move_state.down && !m_move_state.up) {
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m_velocity.value.y = 0.0f;
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}
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} else {
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if (m_move_state.up && m_move_state.can_up) {
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m_velocity.value.y = m_movement.jump_power;
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m_move_state.can_up = false;
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}
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m_velocity.value.y += -m_gravity.value * dt;
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}
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}
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private:
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};
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} // namespace Cubed
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@@ -2,15 +2,6 @@
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namespace Cubed {
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struct MoveState {
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bool forward = false;
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bool back = false;
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bool left = false;
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bool right = false;
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bool down = false;
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bool up = false;
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};
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struct MouseState {
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bool left = false;
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bool right = false;
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