feat: smooth player movement

This commit is contained in:
2026-03-19 12:53:32 +08:00
parent 4d4bbe82ec
commit cc5bf508c6
3 changed files with 54 additions and 36 deletions

View File

@@ -12,13 +12,15 @@ class World;
class Player {
private:
constexpr static float ACCELERATION = 30.0f;
constexpr static float DECELERATION = 50.0f;
float m_yaw;
float m_pitch;
float m_sensitivity = 0.05f;
float m_speed = 10.0f;
float m_speed = 5.0f;
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos = glm::vec3(0.0f, 15.0f, 0.0f);
glm::vec3 m_front = glm::vec3(0, 0, -1);

View File

@@ -109,49 +109,58 @@ void Player::set_player_pos(const glm::vec3& pos) {
}
void Player::update(float delta_time) {
static float speed = 0;
static glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
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 > m_speed) {
speed = m_speed;
}
} else {
speed += -DECELERATION * delta_time;
if (speed < 0) {
speed = 0;
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
float speed = m_speed * delta_time;
glm::vec3 move_dir = glm::vec3(0.0f);
if (m_move_state.forward) {
auto new_pos = m_player_pos + glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z)) * speed;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
}
move_dir += glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.back) {
auto new_pos = m_player_pos - glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z)) * speed;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
}
move_dir -= glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.left) {
auto new_pos = m_player_pos - glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z)) * speed;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
}
move_dir -= glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
if (m_move_state.right) {
auto new_pos = m_player_pos + glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z)) * speed;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
}
move_dir += glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
if (glm::length(move_dir) > 0.001f) {
direction = glm::normalize(move_dir);
}
auto new_pos = m_player_pos + direction * speed * delta_time;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
}
if (m_move_state.up) {
auto new_pos = m_player_pos + glm::vec3(0.0f, 1.0f, 0.0f) * speed * 2.0f;
auto new_pos = m_player_pos + glm::vec3(0.0f, 1.0f, 0.0f) * speed * 2.0f * delta_time;
new_pos.y += 2.0f;
if (!m_world.is_block(glm::floor(new_pos))) {
new_pos.y -= 2.0f;
m_player_pos = new_pos;
}
}
/*
if (m_move_state.down) {
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
@@ -165,7 +174,7 @@ void Player::update(float delta_time) {
} else {
m_look_block = std::nullopt;
}
if (m_look_block != std::nullopt) {
if (Input::get_input_state().mouse_state.left) {
if (m_world.is_block(m_look_block->pos)) {
@@ -190,12 +199,18 @@ void Player::update(float delta_time) {
static bool should_ceil = true;
static float down_speed = 0.0f;
if (!m_world.is_block(glm::floor(m_player_pos)) && !m_move_state.up) {
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed * 0.7f;
} else if (should_ceil) {
should_ceil = false;
m_player_pos.y = std::floor(m_player_pos.y + 1.0f);
should_ceil = true;
down_speed += 10 * delta_time;
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * down_speed * delta_time;
} else {
if (should_ceil && m_world.is_block(glm::floor(m_player_pos))) {
should_ceil = false;
m_player_pos.y = std::floor(m_player_pos.y + 1.0f);
}
down_speed = 0.0f;
}
if (m_player_pos.y < -50.0f) {

View File

@@ -14,10 +14,11 @@ World::~World() {
bool World::can_move(const glm::vec3& pos) const{
if (is_block(glm::floor(pos))) {
if (is_block(glm::floor(glm::vec3(pos.x, pos.y - 0.5f, pos.z)))) {
return false;
}
if (is_block(glm::floor(glm::vec3(pos.x, pos.y + 1.0f, pos.z)))) {
if (is_block(glm::floor(glm::vec3(pos.x, pos.y + 0.5f, pos.z)))) {
return false;
}
return true;