Game.cpp 2.0 KB

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  1. #include "client/Game.h"
  2. #include "gaming-core/utils/Utils.h"
  3. Game::Game(const Control& control, const Clock& fps, const Clock& tps, RenderSettings& settings, const Size& size) :
  4. control(control), fps(fps), tps(tps), renderSettings(settings), size(size), world(blockRegistry), worldRenderer(world) {
  5. pos = Vector3(16.0f, 24.0f, 0.0f);
  6. }
  7. void Game::tick() {
  8. lastRotation = rotation;
  9. lastPos = pos;
  10. Vector3 right = rotation * Vector3(1.0f, 0.0f, 0.0f);
  11. Vector3 up = rotation * Vector3(0.0f, 1.0f, 0.0f);
  12. Vector3 back = rotation * Vector3(0.0f, 0.0f, -1.0f);
  13. const float speed = 1.0f;
  14. if(control.keys.down.isDown()) {
  15. pos += back * speed;
  16. }
  17. if(control.keys.up.isDown()) {
  18. pos -= back * speed;
  19. }
  20. if(control.keys.left.isDown()) {
  21. pos -= right * speed;
  22. }
  23. if(control.keys.right.isDown()) {
  24. pos += right * speed;
  25. }
  26. if(control.keys.jump.isDown()) {
  27. pos += up * speed;
  28. }
  29. if(control.keys.sneak.isDown()) {
  30. pos -= up * speed;
  31. }
  32. const float rotationSpeed = 5.0f;
  33. if(control.keys.camLeft.isDown()) {
  34. rotation = Quaternion(up, -rotationSpeed) * rotation;
  35. }
  36. if(control.keys.camRight.isDown()) {
  37. rotation = Quaternion(up, rotationSpeed) * rotation;
  38. }
  39. if(control.keys.camUp.isDown()) {
  40. rotation = Quaternion(right, -rotationSpeed) * rotation;
  41. }
  42. if(control.keys.camDown.isDown()) {
  43. rotation = Quaternion(right, rotationSpeed) * rotation;
  44. }
  45. }
  46. void Game::renderWorld(float lag, Renderer& renderer) const {
  47. renderer.update(Utils::interpolate(lastPos, pos, lag), lastRotation.lerp(lag, rotation));
  48. worldRenderer.render(lag, renderer);
  49. }
  50. void Game::renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) const {
  51. (void) lag;
  52. renderer.scale(2.0f).update();
  53. StringBuffer<100> s;
  54. s.append("FPS: ").append(fps.getUpdatesPerSecond()).append(" TPS: ").append(tps.getUpdatesPerSecond());
  55. fr.drawString(10, 10, s);
  56. }
  57. bool Game::isRunning() const {
  58. return true;
  59. }