PlayerController class (more OOP)

This commit is contained in:
MihailRis 2022-10-01 17:11:43 +03:00
parent 26f70b2f04
commit 6965bbe809
4 changed files with 45 additions and 26 deletions

View File

@ -1,6 +1,5 @@
#include "player_control.h"
#include "graphics/LineBatch.h"
#include "objects/Player.h"
#include "physics/PhysicsSolver.h"
#include "physics/Hitbox.h"
@ -30,10 +29,11 @@
#define CHEAT_SPEED_MUL 5.0f
#define JUMP_FORCE 7.0f
void update_controls(PhysicsSolver* physics,
Chunks* chunks,
Player* player,
float delta){
PlayerController::PlayerController(Level* level) : level(level) {
}
void PlayerController::update_controls(float delta){
Player* player = level->player;
if (Events::jpressed(GLFW_KEY_ESCAPE)){
Window::setShouldClose(true);
@ -65,7 +65,7 @@ void update_controls(PhysicsSolver* physics,
}
int substeps = (int)(delta * 1000);
substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
level->physics->step(level->chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
camera->position.x = hitbox->position.x;
camera->position.y = hitbox->position.y + 0.7f;
camera->position.z = hitbox->position.z;
@ -169,23 +169,19 @@ void update_controls(PhysicsSolver* physics,
}
}
void update_interaction(Level* level, LineBatch* lineBatch){
void PlayerController::update_interaction(){
Chunks* chunks = level->chunks;
Player* player = level->player;
Camera* camera = player->camera;
Lighting* lighting = level->lighting;
Camera* camera = player->camera;
vec3 end;
vec3 norm;
vec3 iend;
voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
if (vox != nullptr){
if (Block::blocks[vox->id]->model == 1){
lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (Block::blocks[vox->id]->model == 2){
lineBatch->box(iend.x+0.4f, iend.y+0.3f, iend.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
}
selectedBlockId = vox->id;
selectedBlockPosition = iend;
if (Events::jclicked(GLFW_MOUSE_BUTTON_1) && Block::blocks[vox->id]->breakable){
int x = (int)iend.x;
int y = (int)iend.y;
@ -208,5 +204,7 @@ void update_interaction(Level* level, LineBatch* lineBatch){
int z = (int)iend.z;
player->choosenBlock = chunks->get(x,y,z)->id;
}
} else {
selectedBlockId = -1;
}
}

View File

@ -1,13 +1,21 @@
#ifndef PLAYER_CONTROL_H_
#define PLAYER_CONTROL_H_
#include <glm/glm.hpp>
class PhysicsSolver;
class Chunks;
class Player;
class LineBatch;
class Level;
void update_controls(PhysicsSolver* physics, Chunks* chunks, Player* player, float delta);
void update_interaction(Level* level, LineBatch* lineBatch);
class PlayerController {
Level* level;
public:
glm::vec3 selectedBlockPosition;
int selectedBlockId = -1;
PlayerController(Level* level);
void update_controls(float delta);
void update_interaction();
};
#endif /* PLAYER_CONTROL_H_ */

View File

@ -78,9 +78,9 @@ void write_world(World* world, Level* level){
world->wfile->writePlayer(level->player);
}
void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, LineBatch* lineBatch){
update_controls(level->physics, level->chunks, level->player, delta);
update_interaction(level, lineBatch);
void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, PlayerController* playerController){
playerController->update_controls(delta);
playerController->update_interaction();
level->chunks->setCenter(world->wfile, position.x, 0, position.z);
int freeLoaders = level->chunksController->countFreeLoaders();
@ -137,6 +137,7 @@ int main() {
std::cout << "-- preparing systems" << std::endl;
HudRenderer hud;
WorldRenderer worldRenderer(level);
PlayerController playerController(level);
float lastTime = glfwGetTime();
float delta = 0.0f;
@ -161,8 +162,18 @@ int main() {
devdata = !devdata;
}
update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, worldRenderer.lineBatch);
update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, &playerController);
worldRenderer.draw(world, camera, assets, occlusion);
if (playerController.selectedBlockId != -1){
Block* selectedBlock = Block::blocks[playerController.selectedBlockId];
LineBatch* lineBatch = worldRenderer.lineBatch;
vec3 pos = playerController.selectedBlockPosition;
if (selectedBlock->model == 1){
lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (selectedBlock->model == 2){
lineBatch->box(pos.x+0.4f, pos.y+0.3f, pos.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
}
}
hud.draw(world, level, assets, devdata, fps);
Window::swapBuffers();
@ -170,6 +181,8 @@ int main() {
}
std::cout << "-- saving world" << std::endl;
write_world(world, level);
delete level;
delete world;
std::cout << "-- shutting down" << std::endl;

View File

@ -28,7 +28,7 @@ public:
}
void setSeed(int number){
seed = (unsigned short)number+23729 xor (unsigned short)number+16786;
seed = ((unsigned short)number+23729 xor (unsigned short)number+16786);
rand();
}
};
@ -102,7 +102,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
float heights[CHUNK_VOL];
std::cout << calc_height(&noise, cx, cy) << "\n";
// std::cout << calc_height(&noise, cx, cy) << "\n";
for (int z = 0; z < CHUNK_D; z++){
for (int x = 0; x < CHUNK_W; x++){
@ -130,11 +130,11 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
id = 1;
} else {
int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 16);
if (tree)
if (tree) {
id = tree;
else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
id = tree;
}else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
id = tree;
}
}