diff options
| author | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
| commit | d0fbd68055e3f4a796330cc8acc6c0954b5327ff (patch) | |
| tree | e581014ea02711efa5e71f00f9862e5bca58f2ed /game/client/entity/player_move.cc | |
| parent | cbd823aa2154a956e7da4319eecbf7afc10441ae (diff) | |
| download | voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.tar.bz2 voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.zip | |
Run clang-format across the project
Diffstat (limited to 'game/client/entity/player_move.cc')
| -rw-r--r-- | game/client/entity/player_move.cc | 596 |
1 files changed, 298 insertions, 298 deletions
diff --git a/game/client/entity/player_move.cc b/game/client/entity/player_move.cc index fb49754..2570780 100644 --- a/game/client/entity/player_move.cc +++ b/game/client/entity/player_move.cc @@ -1,298 +1,298 @@ -#include "client/pch.hh" - -#include "client/entity/player_move.hh" - -#include "core/config/boolean.hh" -#include "core/config/number.hh" - -#include "core/io/config_map.hh" - -#include "core/math/angles.hh" -#include "core/math/constexpr.hh" - -#include "shared/entity/grounded.hh" -#include "shared/entity/head.hh" -#include "shared/entity/transform.hh" -#include "shared/entity/velocity.hh" - -#include "shared/world/dimension.hh" - -#include "client/config/gamepad_axis.hh" -#include "client/config/gamepad_button.hh" -#include "client/config/keybind.hh" - -#include "client/gui/gui_screen.hh" -#include "client/gui/settings.hh" -#include "client/gui/status_lines.hh" - -#include "client/io/gamepad.hh" - -#include "client/sound/sound.hh" - -#include "client/world/voxel_sounds.hh" - -#include "client/const.hh" -#include "client/globals.hh" -#include "client/session.hh" -#include "client/toggles.hh" - -constexpr static std::uint64_t PMOVE_JUMP_COOLDOWN = 500000; // 0.5 seconds - -constexpr static float PMOVE_FOOTSTEP_SIZE = 2.0f; - -// Movement keys -static config::KeyBind key_move_forward(GLFW_KEY_W); -static config::KeyBind key_move_back(GLFW_KEY_S); -static config::KeyBind key_move_left(GLFW_KEY_A); -static config::KeyBind key_move_right(GLFW_KEY_D); -static config::KeyBind key_move_down(GLFW_KEY_LEFT_SHIFT); -static config::KeyBind key_move_up(GLFW_KEY_SPACE); - -// Movement gamepad axes -static config::GamepadAxis axis_move_forward(GLFW_GAMEPAD_AXIS_RIGHT_X, false); -static config::GamepadAxis axis_move_sideways(GLFW_GAMEPAD_AXIS_RIGHT_Y, false); - -// Movement gamepad buttons -static config::GamepadButton button_move_down(GLFW_GAMEPAD_BUTTON_DPAD_DOWN); -static config::GamepadButton button_move_up(GLFW_GAMEPAD_BUTTON_DPAD_UP); - -// General movement options -static config::Boolean enable_speedometer(true); - -static glm::fvec3 movement_direction; - -static std::uint64_t next_jump_us; -static float speedometer_value; -static float footsteps_distance; - -static std::mt19937_64 pitch_random; -static std::uniform_real_distribution<float> pitch_distrib; - -// Quake III's PM_Accelerate-ish function used for -// conventional (gravity-affected non-flight) movement -static glm::fvec3 pm_accelerate(const glm::fvec3& wishdir, const glm::fvec3& velocity, float wishspeed, float accel) -{ - auto current_speed = glm::dot(velocity, wishdir); - auto add_speed = wishspeed - current_speed; - - if(add_speed <= 0.0f) { - // Not accelerating - return velocity; - } - - auto accel_speed = math::min(add_speed, accel * globals::fixed_frametime * wishspeed); - - auto result = glm::fvec3(velocity); - result.x += accel_speed * wishdir.x; - result.z += accel_speed * wishdir.z; - return result; -} - -// Conventional movement - velocity update when not on the ground -static glm::fvec3 pm_air_move(const glm::fvec3& wishdir, const glm::fvec3& velocity) -{ - return pm_accelerate(wishdir, velocity, PMOVE_ACCELERATION_AIR, PMOVE_MAX_SPEED_AIR); -} - -// Conventional movement - velocity uodate when on the ground -static glm::fvec3 pm_ground_move(const glm::fvec3& wishdir, const glm::fvec3& velocity) -{ - if(auto speed = glm::length(velocity)) { - auto speed_drop = speed * PMOVE_FRICTION_GROUND * globals::fixed_frametime; - auto speed_factor = math::max(speed - speed_drop, 0.0f) / speed; - return pm_accelerate(wishdir, velocity * speed_factor, PMOVE_ACCELERATION_GROUND, PMOVE_MAX_SPEED_GROUND); - } - - return pm_accelerate(wishdir, velocity, PMOVE_ACCELERATION_GROUND, PMOVE_MAX_SPEED_GROUND); -} - -// A simpler minecraft-like acceleration model -// used whenever the TOGGLE_PM_FLIGHT is enabled -static glm::fvec3 pm_flight_move(const glm::fvec3& wishdir) -{ - // FIXME: make it smoother - return wishdir * PMOVE_MAX_SPEED_AIR; -} - -void entity::player_move::init(void) -{ - movement_direction = ZERO_VEC3<float>; - - next_jump_us = 0x0000000000000000U; - speedometer_value = 0.0f; - footsteps_distance = 0.0f; - - // UNDONE: make this a separate subsystem - pitch_random.seed(std::random_device()()); - pitch_distrib = std::uniform_real_distribution<float>(0.9f, 1.1f); - - globals::client_config.add_value("player_move.key.forward", key_move_forward); - globals::client_config.add_value("player_move.key.back", key_move_back); - globals::client_config.add_value("player_move.key.left", key_move_left); - globals::client_config.add_value("player_move.key.right", key_move_right); - globals::client_config.add_value("player_move.key.down", key_move_down); - globals::client_config.add_value("player_move.key.up", key_move_up); - globals::client_config.add_value("player_move.gp_axis.move_forward", axis_move_forward); - globals::client_config.add_value("player_move.gp_axis.move_sideways", axis_move_sideways); - globals::client_config.add_value("player_move.gp_button.move_down", button_move_down); - globals::client_config.add_value("player_move.gp_button.move_up", button_move_up); - globals::client_config.add_value("player_move.enable_speedometer", enable_speedometer); - - settings::add_keybind(1, key_move_forward, settings_location::KEYBOARD_MOVEMENT, "player_move.key.forward"); - settings::add_keybind(2, key_move_back, settings_location::KEYBOARD_MOVEMENT, "player_move.key.back"); - settings::add_keybind(3, key_move_left, settings_location::KEYBOARD_MOVEMENT, "player_move.key.left"); - settings::add_keybind(4, key_move_right, settings_location::KEYBOARD_MOVEMENT, "player_move.key.right"); - settings::add_keybind(5, key_move_down, settings_location::KEYBOARD_MOVEMENT, "player_move.key.down"); - settings::add_keybind(6, key_move_up, settings_location::KEYBOARD_MOVEMENT, "player_move.key.up"); - - settings::add_gamepad_axis(0, axis_move_forward, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_axis.move_forward"); - settings::add_gamepad_axis(1, axis_move_sideways, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_axis.move_sideways"); - settings::add_gamepad_button(2, button_move_down, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_button.move_down"); - settings::add_gamepad_button(3, button_move_up, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_button.move_up"); - - settings::add_checkbox(2, enable_speedometer, settings_location::VIDEO_GUI, "player_move.enable_speedometer", true); -} - -void entity::player_move::fixed_update(void) -{ - const auto& head = globals::dimension->entities.get<entity::Head>(globals::player); - auto& transform = globals::dimension->entities.get<entity::Transform>(globals::player); - auto& velocity = globals::dimension->entities.get<entity::Velocity>(globals::player); - - // Interpolation - preserve current component states - globals::dimension->entities.emplace_or_replace<entity::client::TransformPrev>(globals::player, transform); - - glm::fvec3 forward, right; - math::vectors(glm::fvec3(0.0f, head.angles[1], 0.0f), &forward, &right, nullptr); - - glm::fvec3 wishdir = ZERO_VEC3<float>; - glm::fvec3 movevars = glm::fvec3(movement_direction.x, 0.0f, movement_direction.z); - wishdir.x = glm::dot(movevars, right); - wishdir.z = glm::dot(movevars, forward); - - if(toggles::get(TOGGLE_PM_FLIGHT)) { - velocity.value = pm_flight_move(glm::fvec3(wishdir.x, movement_direction.y, wishdir.z)); - return; - } - - auto grounded = globals::dimension->entities.try_get<entity::Grounded>(globals::player); - auto velocity_horizontal = glm::fvec3(velocity.value.x, 0.0f, velocity.value.z); - - if(grounded) { - auto new_velocity = pm_ground_move(wishdir, velocity_horizontal); - velocity.value.x = new_velocity.x; - velocity.value.z = new_velocity.z; - - auto new_speed = glm::length(new_velocity); - - if(new_speed > 0.01f) { - footsteps_distance += globals::fixed_frametime * new_speed; - } - else { - footsteps_distance = 0.0f; - } - - if(footsteps_distance >= PMOVE_FOOTSTEP_SIZE) { - if(auto effect = world::voxel_sounds::get_footsteps(grounded->surface)) { - sound::play_player(effect, false, pitch_distrib(pitch_random)); - } - - footsteps_distance = 0.0f; - } - } - else { - auto new_velocity = pm_air_move(wishdir, velocity_horizontal); - velocity.value.x = new_velocity.x; - velocity.value.z = new_velocity.z; - } - - if(movement_direction.y == 0.0f) { - // Allow players to queue bunny-jumps by quickly - // releasing and pressing the jump key again without a cooldown - next_jump_us = 0x0000000000000000U; - return; - } - - if(grounded && (movement_direction.y > 0.0f) && (globals::curtime >= next_jump_us)) { - velocity.value.y = -PMOVE_JUMP_FORCE * globals::dimension->get_gravity(); - - auto new_speed = glm::length(glm::fvec2(velocity.value.x, velocity.value.z)); - auto new_speed_text = std::format("{:.02f} M/S", new_speed); - auto speed_change = new_speed - speedometer_value; - - speedometer_value = new_speed; - - next_jump_us = globals::curtime + PMOVE_JUMP_COOLDOWN; - - if(enable_speedometer.get_value()) { - if(math::abs(speed_change) < 0.01f) { - // No considerable speed increase within - // the precision we use to draw the speedometer - gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(0.7f, 0.7f, 0.7f, 1.0f), 1.0f); - } - else if(speed_change < 0.0f) { - // Speed change is negative, we are actively - // slowing down; use the red color for the status line - gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 1.0f); - } - else { - // Speed change is positive, we are actively - // speeding up; use the green color for the status line - gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(0.0f, 1.0f, 0.0f, 1.0f), 1.0f); - } - } - - if(auto effect = world::voxel_sounds::get_footsteps(grounded->surface)) { - sound::play_player(effect, false, 1.0f); - } - } -} - -void entity::player_move::update_late(void) -{ - movement_direction = ZERO_VEC3<float>; - - if(globals::gui_screen || !session::is_ingame()) { - // We're either disconnected or have the - // UI opened up; anyways we shouldn't move - return; - } - - if(io::gamepad::available && io::gamepad::active.get_value()) { - if(button_move_down.is_pressed(io::gamepad::state)) { - movement_direction += DIR_DOWN<float>; - } - - if(button_move_up.is_pressed(io::gamepad::state)) { - movement_direction += DIR_UP<float>; - } - - movement_direction.x += axis_move_sideways.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); - movement_direction.z -= axis_move_forward.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); - } - else { - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_forward.get_key())) { - movement_direction += DIR_FORWARD<float>; - } - - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_back.get_key())) { - movement_direction += DIR_BACK<float>; - } - - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_left.get_key())) { - movement_direction += DIR_LEFT<float>; - } - - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_right.get_key())) { - movement_direction += DIR_RIGHT<float>; - } - - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_down.get_key())) { - movement_direction += DIR_DOWN<float>; - } - - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_up.get_key())) { - movement_direction += DIR_UP<float>; - } - } -} +#include "client/pch.hh"
+
+#include "client/entity/player_move.hh"
+
+#include "core/config/boolean.hh"
+#include "core/config/number.hh"
+
+#include "core/io/config_map.hh"
+
+#include "core/math/angles.hh"
+#include "core/math/constexpr.hh"
+
+#include "shared/entity/grounded.hh"
+#include "shared/entity/head.hh"
+#include "shared/entity/transform.hh"
+#include "shared/entity/velocity.hh"
+
+#include "shared/world/dimension.hh"
+
+#include "client/config/gamepad_axis.hh"
+#include "client/config/gamepad_button.hh"
+#include "client/config/keybind.hh"
+
+#include "client/gui/gui_screen.hh"
+#include "client/gui/settings.hh"
+#include "client/gui/status_lines.hh"
+
+#include "client/io/gamepad.hh"
+
+#include "client/sound/sound.hh"
+
+#include "client/world/voxel_sounds.hh"
+
+#include "client/const.hh"
+#include "client/globals.hh"
+#include "client/session.hh"
+#include "client/toggles.hh"
+
+constexpr static std::uint64_t PMOVE_JUMP_COOLDOWN = 500000; // 0.5 seconds
+
+constexpr static float PMOVE_FOOTSTEP_SIZE = 2.0f;
+
+// Movement keys
+static config::KeyBind key_move_forward(GLFW_KEY_W);
+static config::KeyBind key_move_back(GLFW_KEY_S);
+static config::KeyBind key_move_left(GLFW_KEY_A);
+static config::KeyBind key_move_right(GLFW_KEY_D);
+static config::KeyBind key_move_down(GLFW_KEY_LEFT_SHIFT);
+static config::KeyBind key_move_up(GLFW_KEY_SPACE);
+
+// Movement gamepad axes
+static config::GamepadAxis axis_move_forward(GLFW_GAMEPAD_AXIS_RIGHT_X, false);
+static config::GamepadAxis axis_move_sideways(GLFW_GAMEPAD_AXIS_RIGHT_Y, false);
+
+// Movement gamepad buttons
+static config::GamepadButton button_move_down(GLFW_GAMEPAD_BUTTON_DPAD_DOWN);
+static config::GamepadButton button_move_up(GLFW_GAMEPAD_BUTTON_DPAD_UP);
+
+// General movement options
+static config::Boolean enable_speedometer(true);
+
+static glm::fvec3 movement_direction;
+
+static std::uint64_t next_jump_us;
+static float speedometer_value;
+static float footsteps_distance;
+
+static std::mt19937_64 pitch_random;
+static std::uniform_real_distribution<float> pitch_distrib;
+
+// Quake III's PM_Accelerate-ish function used for
+// conventional (gravity-affected non-flight) movement
+static glm::fvec3 pm_accelerate(const glm::fvec3& wishdir, const glm::fvec3& velocity, float wishspeed, float accel)
+{
+ auto current_speed = glm::dot(velocity, wishdir);
+ auto add_speed = wishspeed - current_speed;
+
+ if(add_speed <= 0.0f) {
+ // Not accelerating
+ return velocity;
+ }
+
+ auto accel_speed = math::min(add_speed, accel * globals::fixed_frametime * wishspeed);
+
+ auto result = glm::fvec3(velocity);
+ result.x += accel_speed * wishdir.x;
+ result.z += accel_speed * wishdir.z;
+ return result;
+}
+
+// Conventional movement - velocity update when not on the ground
+static glm::fvec3 pm_air_move(const glm::fvec3& wishdir, const glm::fvec3& velocity)
+{
+ return pm_accelerate(wishdir, velocity, PMOVE_ACCELERATION_AIR, PMOVE_MAX_SPEED_AIR);
+}
+
+// Conventional movement - velocity uodate when on the ground
+static glm::fvec3 pm_ground_move(const glm::fvec3& wishdir, const glm::fvec3& velocity)
+{
+ if(auto speed = glm::length(velocity)) {
+ auto speed_drop = speed * PMOVE_FRICTION_GROUND * globals::fixed_frametime;
+ auto speed_factor = math::max(speed - speed_drop, 0.0f) / speed;
+ return pm_accelerate(wishdir, velocity * speed_factor, PMOVE_ACCELERATION_GROUND, PMOVE_MAX_SPEED_GROUND);
+ }
+
+ return pm_accelerate(wishdir, velocity, PMOVE_ACCELERATION_GROUND, PMOVE_MAX_SPEED_GROUND);
+}
+
+// A simpler minecraft-like acceleration model
+// used whenever the TOGGLE_PM_FLIGHT is enabled
+static glm::fvec3 pm_flight_move(const glm::fvec3& wishdir)
+{
+ // FIXME: make it smoother
+ return wishdir * PMOVE_MAX_SPEED_AIR;
+}
+
+void entity::player_move::init(void)
+{
+ movement_direction = ZERO_VEC3<float>;
+
+ next_jump_us = 0x0000000000000000U;
+ speedometer_value = 0.0f;
+ footsteps_distance = 0.0f;
+
+ // UNDONE: make this a separate subsystem
+ pitch_random.seed(std::random_device()());
+ pitch_distrib = std::uniform_real_distribution<float>(0.9f, 1.1f);
+
+ globals::client_config.add_value("player_move.key.forward", key_move_forward);
+ globals::client_config.add_value("player_move.key.back", key_move_back);
+ globals::client_config.add_value("player_move.key.left", key_move_left);
+ globals::client_config.add_value("player_move.key.right", key_move_right);
+ globals::client_config.add_value("player_move.key.down", key_move_down);
+ globals::client_config.add_value("player_move.key.up", key_move_up);
+ globals::client_config.add_value("player_move.gp_axis.move_forward", axis_move_forward);
+ globals::client_config.add_value("player_move.gp_axis.move_sideways", axis_move_sideways);
+ globals::client_config.add_value("player_move.gp_button.move_down", button_move_down);
+ globals::client_config.add_value("player_move.gp_button.move_up", button_move_up);
+ globals::client_config.add_value("player_move.enable_speedometer", enable_speedometer);
+
+ settings::add_keybind(1, key_move_forward, settings_location::KEYBOARD_MOVEMENT, "player_move.key.forward");
+ settings::add_keybind(2, key_move_back, settings_location::KEYBOARD_MOVEMENT, "player_move.key.back");
+ settings::add_keybind(3, key_move_left, settings_location::KEYBOARD_MOVEMENT, "player_move.key.left");
+ settings::add_keybind(4, key_move_right, settings_location::KEYBOARD_MOVEMENT, "player_move.key.right");
+ settings::add_keybind(5, key_move_down, settings_location::KEYBOARD_MOVEMENT, "player_move.key.down");
+ settings::add_keybind(6, key_move_up, settings_location::KEYBOARD_MOVEMENT, "player_move.key.up");
+
+ settings::add_gamepad_axis(0, axis_move_forward, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_axis.move_forward");
+ settings::add_gamepad_axis(1, axis_move_sideways, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_axis.move_sideways");
+ settings::add_gamepad_button(2, button_move_down, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_button.move_down");
+ settings::add_gamepad_button(3, button_move_up, settings_location::GAMEPAD_MOVEMENT, "player_move.gp_button.move_up");
+
+ settings::add_checkbox(2, enable_speedometer, settings_location::VIDEO_GUI, "player_move.enable_speedometer", true);
+}
+
+void entity::player_move::fixed_update(void)
+{
+ const auto& head = globals::dimension->entities.get<entity::Head>(globals::player);
+ auto& transform = globals::dimension->entities.get<entity::Transform>(globals::player);
+ auto& velocity = globals::dimension->entities.get<entity::Velocity>(globals::player);
+
+ // Interpolation - preserve current component states
+ globals::dimension->entities.emplace_or_replace<entity::client::TransformPrev>(globals::player, transform);
+
+ glm::fvec3 forward, right;
+ math::vectors(glm::fvec3(0.0f, head.angles[1], 0.0f), &forward, &right, nullptr);
+
+ glm::fvec3 wishdir = ZERO_VEC3<float>;
+ glm::fvec3 movevars = glm::fvec3(movement_direction.x, 0.0f, movement_direction.z);
+ wishdir.x = glm::dot(movevars, right);
+ wishdir.z = glm::dot(movevars, forward);
+
+ if(toggles::get(TOGGLE_PM_FLIGHT)) {
+ velocity.value = pm_flight_move(glm::fvec3(wishdir.x, movement_direction.y, wishdir.z));
+ return;
+ }
+
+ auto grounded = globals::dimension->entities.try_get<entity::Grounded>(globals::player);
+ auto velocity_horizontal = glm::fvec3(velocity.value.x, 0.0f, velocity.value.z);
+
+ if(grounded) {
+ auto new_velocity = pm_ground_move(wishdir, velocity_horizontal);
+ velocity.value.x = new_velocity.x;
+ velocity.value.z = new_velocity.z;
+
+ auto new_speed = glm::length(new_velocity);
+
+ if(new_speed > 0.01f) {
+ footsteps_distance += globals::fixed_frametime * new_speed;
+ }
+ else {
+ footsteps_distance = 0.0f;
+ }
+
+ if(footsteps_distance >= PMOVE_FOOTSTEP_SIZE) {
+ if(auto effect = world::voxel_sounds::get_footsteps(grounded->surface)) {
+ sound::play_player(effect, false, pitch_distrib(pitch_random));
+ }
+
+ footsteps_distance = 0.0f;
+ }
+ }
+ else {
+ auto new_velocity = pm_air_move(wishdir, velocity_horizontal);
+ velocity.value.x = new_velocity.x;
+ velocity.value.z = new_velocity.z;
+ }
+
+ if(movement_direction.y == 0.0f) {
+ // Allow players to queue bunny-jumps by quickly
+ // releasing and pressing the jump key again without a cooldown
+ next_jump_us = 0x0000000000000000U;
+ return;
+ }
+
+ if(grounded && (movement_direction.y > 0.0f) && (globals::curtime >= next_jump_us)) {
+ velocity.value.y = -PMOVE_JUMP_FORCE * globals::dimension->get_gravity();
+
+ auto new_speed = glm::length(glm::fvec2(velocity.value.x, velocity.value.z));
+ auto new_speed_text = std::format("{:.02f} M/S", new_speed);
+ auto speed_change = new_speed - speedometer_value;
+
+ speedometer_value = new_speed;
+
+ next_jump_us = globals::curtime + PMOVE_JUMP_COOLDOWN;
+
+ if(enable_speedometer.get_value()) {
+ if(math::abs(speed_change) < 0.01f) {
+ // No considerable speed increase within
+ // the precision we use to draw the speedometer
+ gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(0.7f, 0.7f, 0.7f, 1.0f), 1.0f);
+ }
+ else if(speed_change < 0.0f) {
+ // Speed change is negative, we are actively
+ // slowing down; use the red color for the status line
+ gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 1.0f);
+ }
+ else {
+ // Speed change is positive, we are actively
+ // speeding up; use the green color for the status line
+ gui::status_lines::set(gui::STATUS_DEBUG, new_speed_text, ImVec4(0.0f, 1.0f, 0.0f, 1.0f), 1.0f);
+ }
+ }
+
+ if(auto effect = world::voxel_sounds::get_footsteps(grounded->surface)) {
+ sound::play_player(effect, false, 1.0f);
+ }
+ }
+}
+
+void entity::player_move::update_late(void)
+{
+ movement_direction = ZERO_VEC3<float>;
+
+ if(globals::gui_screen || !session::is_ingame()) {
+ // We're either disconnected or have the
+ // UI opened up; anyways we shouldn't move
+ return;
+ }
+
+ if(io::gamepad::available && io::gamepad::active.get_value()) {
+ if(button_move_down.is_pressed(io::gamepad::state)) {
+ movement_direction += DIR_DOWN<float>;
+ }
+
+ if(button_move_up.is_pressed(io::gamepad::state)) {
+ movement_direction += DIR_UP<float>;
+ }
+
+ movement_direction.x += axis_move_sideways.get_value(io::gamepad::state, io::gamepad::deadzone.get_value());
+ movement_direction.z -= axis_move_forward.get_value(io::gamepad::state, io::gamepad::deadzone.get_value());
+ }
+ else {
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_forward.get_key())) {
+ movement_direction += DIR_FORWARD<float>;
+ }
+
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_back.get_key())) {
+ movement_direction += DIR_BACK<float>;
+ }
+
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_left.get_key())) {
+ movement_direction += DIR_LEFT<float>;
+ }
+
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_right.get_key())) {
+ movement_direction += DIR_RIGHT<float>;
+ }
+
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_down.get_key())) {
+ movement_direction += DIR_DOWN<float>;
+ }
+
+ if(GLFW_PRESS == glfwGetKey(globals::window, key_move_up.get_key())) {
+ movement_direction += DIR_UP<float>;
+ }
+ }
+}
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