Game.cpp 4.2 KB

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  1. #include "client/Game.h"
  2. #include "client/GameClient.h"
  3. #include "client/gui/StartGUI.h"
  4. #include "client/rendering/Engine.h"
  5. #include "common/network/Packets.h"
  6. #include "common/network/toserver/ControllerPacket.h"
  7. #include "rendering/renderer/WorldRenderer.h"
  8. #include "utils/Logger.h"
  9. #include "utils/Utils.h"
  10. BlockRegistry Game::blockRegistry;
  11. World Game::world{blockRegistry};
  12. static WorldRenderer worldRenderer{Game::world};
  13. Controller Game::controller;
  14. Entity Game::player;
  15. typedef void (*State)();
  16. static State tickState;
  17. static State renderState;
  18. static BaseGUI baseGUI;
  19. static StartGUI startGUI;
  20. static void tickConnectedState() {
  21. Game::player.skip = false;
  22. Game::world.tick();
  23. GameClient::consumeEvents();
  24. Quaternion q = Game::player.getRotation();
  25. Vector3 up(0.0f, 1.0f, 0.0f);
  26. Vector3 back = q * Vector3(0.0f, 0.0f, -1.0f);
  27. back[1] = 0.0f;
  28. back.normalize();
  29. Vector3 right = back.cross(up);
  30. constexpr float speed = 0.1f;
  31. constexpr float rotationSpeed = 4.0f;
  32. ControllerPacket cp;
  33. if(Game::controller.down.isDown()) {
  34. cp.set(ControllerPacket::Type::DOWN);
  35. Game::player.addForce(back * speed);
  36. }
  37. if(Game::controller.up.isDown()) {
  38. cp.set(ControllerPacket::Type::UP);
  39. Game::player.addForce(back * -speed);
  40. }
  41. if(Game::controller.left.isDown()) {
  42. cp.set(ControllerPacket::Type::LEFT);
  43. Game::player.addForce(right * -speed);
  44. }
  45. if(Game::controller.right.isDown()) {
  46. cp.set(ControllerPacket::Type::RIGHT);
  47. Game::player.addForce(right * speed);
  48. }
  49. if(Game::controller.jump.isDown() && Game::player.isOnGround()) {
  50. cp.set(ControllerPacket::Type::JUMP);
  51. Game::player.addForce(up * 0.5f);
  52. }
  53. if(Game::controller.sneak.isDown()) {
  54. cp.set(ControllerPacket::Type::SNEAK);
  55. }
  56. if(Game::controller.camLeft.isDown()) {
  57. cp.set(ControllerPacket::Type::CAM_LEFT);
  58. Game::player.addLengthAngle(-rotationSpeed);
  59. }
  60. if(Game::controller.camRight.isDown()) {
  61. cp.set(ControllerPacket::Type::CAM_RIGHT);
  62. Game::player.addLengthAngle(rotationSpeed);
  63. }
  64. if(Game::controller.camUp.isDown()) {
  65. cp.set(ControllerPacket::Type::CAM_UP);
  66. Game::player.addWidthAngle(-rotationSpeed * 0.5f);
  67. }
  68. if(Game::controller.camDown.isDown()) {
  69. cp.set(ControllerPacket::Type::CAM_DOWN);
  70. Game::player.addWidthAngle(rotationSpeed * 0.5f);
  71. }
  72. OutPacket out = OutPacket::reliable(ControllerPacket::getSize());
  73. cp.write(out);
  74. GameClient::send(out);
  75. }
  76. static void renderConnectedState() {
  77. }
  78. static void tickConnectState() {
  79. startGUI.tick();
  80. StartGUI::Address a;
  81. if(startGUI.getAddress(a)) {
  82. Error error = GameClient::connect(a, 11196, 3000);
  83. if(error.has()) {
  84. LOG_INFO(error.message);
  85. } else {
  86. LOG_INFO("connected");
  87. tickState = tickConnectedState;
  88. renderState = renderConnectedState;
  89. }
  90. }
  91. }
  92. static void renderConnectState() {
  93. startGUI.render();
  94. }
  95. bool Game::init() {
  96. if(worldRenderer.init()) {
  97. return true;
  98. }
  99. controller.init();
  100. tickState = tickConnectState;
  101. renderState = renderConnectState;
  102. world.addEntity(&player);
  103. return false;
  104. }
  105. void Game::tick() {
  106. tickState();
  107. }
  108. void Game::renderWorld() {
  109. Engine::matrix.update(player.getRenderPosition(Engine::lag),
  110. player.getRenderRotation(Engine::lag));
  111. worldRenderer.render();
  112. }
  113. void Game::renderOverlay() {
  114. renderState();
  115. Engine::matrix.identity().scale(2.0f).update();
  116. StringBuffer<100> s;
  117. s.append("FPS: &074")
  118. .append(Engine::getFrameClock().getUpdatesPerSecond())
  119. .append(" &999TPS: &722")
  120. .append(Engine::getTickClock().getUpdatesPerSecond());
  121. Engine::renderer.renderString(Vector2(10.0f, 10.0f), s);
  122. }
  123. void Game::onEntityUpdate(EntityUpdatePacket& p) {
  124. float distance = (p.position - player.position).squareLength();
  125. StringBuffer<50>(distance).printLine();
  126. if(distance > 25.0f) {
  127. std::cout << "set\n";
  128. player.setPosition(p.position);
  129. }
  130. // player.position = p.position;
  131. // player.lengthAngle = p.lengthAngle;
  132. // player.widthAngle = p.widthAngle;
  133. }