feat(gameplay): add walking sound for players and adjust underwater bubble interval

- Move walk/run sound interval constants from anonymous namespace to ClientPlayer header
- Add moving_time field to PlayerInfo to track continuous movement
- Implement play_walk_sound callback triggered by WALK and RUN gaits
- Increase underwater bubble timer from 1.0s to 1.5s
This commit is contained in:
2026-07-07 18:12:25 +08:00
parent c78fb85f25
commit cd2d28a83c
4 changed files with 35 additions and 5 deletions

View File

@@ -17,6 +17,8 @@ namespace Cubed {
class ClientWorld; class ClientWorld;
class ClientPlayer { class ClientPlayer {
public: public:
static constexpr float WALK_SOUND_INTERVAL = 0.45f;
static constexpr float RUN_SOUND_INTERVAL = 0.3f;
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>; using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
ClientPlayer(ClientWorld& world); ClientPlayer(ClientWorld& world);
~ClientPlayer(); ~ClientPlayer();

View File

@@ -28,6 +28,7 @@ struct PlayerInfo {
Gait gait; Gait gait;
float angle = 0.0f; float angle = 0.0f;
float walk_time = 0.0f; float walk_time = 0.0f;
float moving_time = 0.0f;
}; };
struct PlayerRenderData { struct PlayerRenderData {

View File

@@ -5,10 +5,7 @@
#include "Cubed/debug_collector.hpp" #include "Cubed/debug_collector.hpp"
#include "Cubed/gameplay/client_world.hpp" #include "Cubed/gameplay/client_world.hpp"
namespace { namespace {} // namespace
constexpr float WALK_SOUND_INTERVAL = 0.45f;
constexpr float RUN_SOUND_INTERVAL = 0.3f;
} // namespace
namespace Cubed { namespace Cubed {
ClientPlayer::ClientPlayer(ClientWorld& world) : m_world(world) {} ClientPlayer::ClientPlayer(ClientWorld& world) : m_world(world) {}

View File

@@ -398,7 +398,7 @@ void ClientWorld::init(std::string_view player_name,
} }
}); });
m_timers.try_emplace("under water bubble", 1.0f, [this]() { m_timers.try_emplace("under water bubble", 1.5f, [this]() {
if (m_player.is_underwater()) { if (m_player.is_underwater()) {
auto ans = m_random.random_int(1, 2); auto ans = m_random.random_int(1, 2);
std::string sound = std::string sound =
@@ -794,6 +794,36 @@ void ClientWorld::update(float delta_time) {
player.angle = glm::mix(player.angle, 0.0f, t); player.angle = glm::mix(player.angle, 0.0f, t);
} }
// walking sound
if (player.gait == Gait::STOP) {
player.moving_time = 0.0f;
} else {
player.moving_time += delta_time;
}
auto play_walk_sound = [&]() {
glm::ivec3 block = glm::floor(player.render_pos);
block.y -= 1;
BlockType id = get_block_tpye(block);
if (id == 0) {
return;
}
std::string name = BlockManager::name_form_id(id);
std::string sound = "block/" + name + "/walk.ogg";
m_audio.play_3d(sound, player.render_pos);
};
if (player.gait == Gait::WALK) {
if (player.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
player.moving_time = 0.0f;
play_walk_sound();
}
}
if (player.gait == Gait::RUN) {
if (player.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
player.moving_time = 0.0f;
play_walk_sound();
}
}
m_render_player_data.emplace_back( m_render_player_data.emplace_back(
player.name, player.uuid, player.render_pos, player.render_yaw, player.name, player.uuid, player.render_pos, player.render_yaw,
player.render_pitch, player.gait, player.angle); player.render_pitch, player.gait, player.angle);