Game.cpp 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130
  1. #include "client/Game.h"
  2. #include "common/network/Packets.h"
  3. #include "utils/Utils.h"
  4. Game::Game(TextInput*& textInput, const Controller& controller,
  5. const Clock& fps, const Clock& tps, RenderSettings& settings,
  6. const Size& size, Client& client)
  7. : controller(controller), fps(fps), tps(tps), renderSettings(settings),
  8. size(size), client(client), tickState(&Game::tickConnectState),
  9. renderState(&Game::renderConnectState),
  10. baseGUI(size, textInput, controller), startGUI(baseGUI),
  11. world(blockRegistry), worldRenderer(world) {
  12. pos = Vector3(16.0f, 30.0f, -10.0f);
  13. rotation = Quaternion(Vector3(1.0f, 0.0f, 0.0f), 30) * rotation;
  14. rotation = Quaternion(Vector3(0.0f, 1.0f, 0.0f), 30) * rotation;
  15. }
  16. void Game::tick() {
  17. (this->*tickState)();
  18. lastRotation = rotation;
  19. lastPos = pos;
  20. Vector3 right = rotation * Vector3(1.0f, 0.0f, 0.0f);
  21. Vector3 up = rotation * Vector3(0.0f, 1.0f, 0.0f);
  22. Vector3 back = rotation * Vector3(0.0f, 0.0f, -1.0f);
  23. const float speed = 2.0f;
  24. if(controller.down.isDown()) {
  25. pos += back * speed;
  26. }
  27. if(controller.up.isDown()) {
  28. pos -= back * speed;
  29. }
  30. if(controller.left.isDown()) {
  31. pos -= right * speed;
  32. }
  33. if(controller.right.isDown()) {
  34. pos += right * speed;
  35. }
  36. if(controller.jump.isDown()) {
  37. pos += up * speed;
  38. }
  39. if(controller.sneak.isDown()) {
  40. pos -= up * speed;
  41. }
  42. const float rotationSpeed = 5.0f;
  43. if(controller.camLeft.isDown()) {
  44. rotation = Quaternion(up, -rotationSpeed) * rotation;
  45. }
  46. if(controller.camRight.isDown()) {
  47. rotation = Quaternion(up, rotationSpeed) * rotation;
  48. }
  49. if(controller.camUp.isDown()) {
  50. rotation = Quaternion(right, -rotationSpeed) * rotation;
  51. }
  52. if(controller.camDown.isDown()) {
  53. rotation = Quaternion(right, rotationSpeed) * rotation;
  54. }
  55. }
  56. void Game::renderWorld(float lag, ShaderMatrix& sm) {
  57. sm.update(Utils::interpolate(lastPos, pos, lag),
  58. lastRotation.lerp(lag, rotation));
  59. worldRenderer.render(lag, sm);
  60. }
  61. void Game::renderOverlay(float lag, ShaderMatrix& sm, Renderer& r) {
  62. (this->*renderState)(lag, sm, r);
  63. sm.identity().scale(2.0f).update();
  64. StringBuffer<100> s;
  65. s.append("FPS: &074")
  66. .append(fps.getUpdatesPerSecond())
  67. .append(" &999TPS: &722")
  68. .append(tps.getUpdatesPerSecond());
  69. r.renderString(Vector2(10.0f, 10.0f), s);
  70. }
  71. bool Game::isRunning() const {
  72. return true;
  73. }
  74. void Game::onConnect() {
  75. }
  76. void Game::onDisconnect() {
  77. }
  78. void Game::onPacket(InPacket& in) {
  79. uint16 id;
  80. if(in.readU16(id)) {
  81. return;
  82. }
  83. switch(id) {
  84. case ServerPacket::CHAT:
  85. StringBuffer<256> s;
  86. in.readString(s);
  87. std::cout << s << '\n';
  88. break;
  89. }
  90. }
  91. void Game::tickConnectState() {
  92. startGUI.tick();
  93. StartGUI::Address a;
  94. if(startGUI.getAddress(a)) {
  95. if(client.connect(a, 11196, 3000)) {
  96. std::cout << client.getError() << '\n';
  97. } else {
  98. std::cout << "connected\n";
  99. tickState = &Game::tickConnectedState;
  100. renderState = &Game::renderConnectedState;
  101. }
  102. }
  103. }
  104. void Game::tickConnectedState() {
  105. client.consumeEvents(*this);
  106. }
  107. void Game::renderConnectState(float lag, ShaderMatrix& sm, Renderer& r) {
  108. startGUI.render(lag, sm, r);
  109. }
  110. void Game::renderConnectedState(float lag, ShaderMatrix& sm, Renderer& r) {
  111. (void)lag;
  112. (void)sm;
  113. (void)r;
  114. }