Merge branch 'main' into main

This commit is contained in:
MihailRis 2023-11-22 22:21:50 +03:00 committed by GitHub
commit 3021087bf0
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 16 additions and 8 deletions

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@ -33,7 +33,7 @@ void main(){
vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
vec4 viewmodelpos = u_view * modelpos;
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb * 1.6;
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);

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@ -16,6 +16,9 @@
#define BIND_CAM_ZOOM "camera.zoom"
#define BIND_PLAYER_NOCLIP "player.noclip"
#define BIND_PLAYER_FLIGHT "player.flight"
#define BIND_PLAYER_ATTACK "player.attack"
#define BIND_PLAYER_BUILD "player.build"
#define BIND_PLAYER_PICK "player.pick"
#define BIND_HUD_INVENTORY "hud.inventory"
#endif // SRC_CORE_DEFS_H_

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@ -103,5 +103,8 @@ void setup_bindings() {
Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
Events::bind(BIND_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1);
Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2);
Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3);
Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
}

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@ -170,7 +170,7 @@ Panel* create_controls_panel(Engine* engine, PagesControl* menu) {
for (auto& entry : Events::bindings){
string bindname = entry.first;
Panel* subpanel = new Panel(vec2(400, 45), vec4(5.0f), 1.0f);
Panel* subpanel = new Panel(vec2(400, 40), vec4(5.0f), 1.0f);
subpanel->color(vec4(0.0f));
subpanel->orientation(Orientation::horizontal);

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@ -78,6 +78,7 @@ void PlayerController::updateControls(float delta){
Player* player = level->player;
Camera* camera = player->camera;
Hitbox* hitbox = player->hitbox;
bool cameraShaking = camSettings.shaking;
bool crouch = input.shift && hitbox->grounded && !input.sprint;
float speed = player->speed;
@ -87,6 +88,7 @@ void PlayerController::updateControls(float delta){
}
if (input.cheat){
speed *= CHEAT_SPEED_MUL;
cameraShaking = false;
}
if (crouch) {
@ -131,7 +133,7 @@ void PlayerController::updateControls(float delta){
cameraOffset = vec3(0.0f, 0.7f, 0.0f);
if (camSettings.shaking) {
if (cameraShaking) {
player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
if (hitbox->grounded && player->interpVel.y < 0.0f){
player->interpVel.y *= -30.0f;
@ -221,10 +223,10 @@ void PlayerController::updateInteraction(){
vec3 norm;
bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jclicked(mousecode::BUTTON_1) ||
(xkey && Events::clicked(mousecode::BUTTON_1));
bool rclick = Events::jclicked(mousecode::BUTTON_2) ||
(xkey && Events::clicked(mousecode::BUTTON_2));
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
(xkey && Events::active(BIND_PLAYER_ATTACK));
bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
(xkey && Events::active(BIND_PLAYER_BUILD));
float maxDistance = 10.0f;
if (xkey) {
maxDistance *= 20.0f;
@ -270,7 +272,7 @@ void PlayerController::updateInteraction(){
lighting->onBlockSet(x,y,z, player->choosenBlock);
}
}
if (Events::jclicked(mousecode::BUTTON_3)){
if (Events::jactive(BIND_PLAYER_PICK)){
player->choosenBlock = chunks->get(x,y,z)->id;
}
} else {