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- #include "client/Game.h"
- #include "client/GameClient.h"
- #include "client/gui/StartGUI.h"
- #include "client/rendering/Engine.h"
- #include "common/network/Packets.h"
- #include "rendering/renderer/WorldRenderer.h"
- #include "utils/Logger.h"
- #include "utils/Utils.h"
- BlockRegistry Game::blockRegistry;
- World Game::world{blockRegistry};
- static WorldRenderer worldRenderer{Game::world};
- Controller Game::controller;
- typedef void (*State)();
- static State tickState;
- static State renderState;
- static BaseGUI baseGUI;
- static StartGUI startGUI;
- static Vector3 lastPos;
- static Vector3 pos;
- static Quaternion lastRotation;
- static Quaternion rotation;
- static void tickConnectedState() {
- GameClient::consumeEvents();
- }
- static void renderConnectedState() {
- }
- static void tickConnectState() {
- startGUI.tick();
- StartGUI::Address a;
- if(startGUI.getAddress(a)) {
- Error error = GameClient::connect(a, 11196, 3000);
- if(error.has()) {
- LOG_INFO(error.message);
- } else {
- LOG_INFO("connected");
- tickState = tickConnectedState;
- renderState = renderConnectedState;
- }
- }
- }
- static void renderConnectState() {
- startGUI.render();
- }
- bool Game::init() {
- if(worldRenderer.init()) {
- return true;
- }
- controller.init();
- tickState = tickConnectState;
- renderState = renderConnectState;
- pos = Vector3(0.0f, 30.0f, 0.0f);
- rotation = Quaternion(Vector3(1.0f, 0.0f, 0.0f), 30) * rotation;
- rotation = Quaternion(Vector3(0.0f, 1.0f, 0.0f), 30) * rotation;
- return false;
- }
- void Game::tick() {
- tickState();
- lastRotation = rotation;
- lastPos = pos;
- Vector3 right = rotation * Vector3(1.0f, 0.0f, 0.0f);
- Vector3 up = rotation * Vector3(0.0f, 1.0f, 0.0f);
- Vector3 back = rotation * Vector3(0.0f, 0.0f, -1.0f);
- const float speed = 2.0f;
- if(controller.down.isDown()) {
- pos += back * speed;
- }
- if(controller.up.isDown()) {
- pos -= back * speed;
- }
- if(controller.left.isDown()) {
- pos -= right * speed;
- }
- if(controller.right.isDown()) {
- pos += right * speed;
- }
- if(controller.jump.isDown()) {
- pos += up * speed;
- }
- if(controller.sneak.isDown()) {
- pos -= up * speed;
- }
- const float rotationSpeed = 5.0f;
- if(controller.camLeft.isDown()) {
- rotation = Quaternion(up, -rotationSpeed) * rotation;
- }
- if(controller.camRight.isDown()) {
- rotation = Quaternion(up, rotationSpeed) * rotation;
- }
- if(controller.camUp.isDown()) {
- rotation = Quaternion(right, -rotationSpeed) * rotation;
- }
- if(controller.camDown.isDown()) {
- rotation = Quaternion(right, rotationSpeed) * rotation;
- }
- }
- void Game::renderWorld() {
- Engine::matrix.update(Utils::interpolate(lastPos, pos, Engine::lag),
- lastRotation.lerp(Engine::lag, rotation));
- worldRenderer.render();
- }
- void Game::renderOverlay() {
- renderState();
- Engine::matrix.identity().scale(2.0f).update();
- StringBuffer<100> s;
- s.append("FPS: &074")
- .append(Engine::getFrameClock().getUpdatesPerSecond())
- .append(" &999TPS: &722")
- .append(Engine::getTickClock().getUpdatesPerSecond());
- Engine::renderer.renderString(Vector2(10.0f, 10.0f), s);
- }
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