The Skung Cave commit

This commit is contained in:
2024-05-09 20:52:01 +10:00
parent 446c444728
commit 06046cd163
36 changed files with 11988 additions and 9252 deletions

View File

@ -2,7 +2,7 @@ import JolkEngine
protocol Actor
{
func update(deltaTime: Float, world: Collision)
mutating func update(deltaTime: Float, world: Collision)
var position: Vec3f { get }
var transform: Mat4f { get }

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@ -4,22 +4,23 @@ import OpenGL.GL
import JolkEngine
class Colin: Actor
struct Colin: Actor
{
var position: Vec3f { _pos }
mutating func setPosition(_ new: Vec3f) { _pos = new }
var transform: Mat4f
{
//.rotate(yaw: angle.x, pitch: angle.y, roll: sin(time)) *
//.scale(Vec3f(1.0 + 0.25 * cos(time), 1.0 + 0.25 * sin(time), 1.0)) *
.rotate(yawPitch: angle) * .translate(-position - Vec3f(0, 1, 0))
}
var angle: Vec2f { return Vec2f(ofsAngle.x + _angle, ofsAngle.y) }
mutating func setAngle(_ new: Vec2f) { _angle = new.x; ofsAngle = .init(0.0, new.y) }
var fov: Float { return _fov }
private var time: Float = 0.0
//private var jumpVel: Float = 0.0
private var velocity: Vec3f = .zero
private var _pos: Vec3f = .zero
private var _pos2D: Vec2f { get { Vec2f(_pos.x, _pos.z) } set(new) { _pos.x = new.x; _pos.z = new.y } }
@ -27,13 +28,11 @@ class Colin: Actor
private var ofsAngle: Vec2f = .zero
private var _fov: Float = 60.0
private var nutted = false
private var colinMode = false
private var backPressed = false
private let colinWidth: Float = 0.2
private func move2D(new: Vec2f, edges: [Collision.Edge])
private mutating func move2D(new: Vec2f, edges: [Collision.Edge])
{
let velocity = new - _pos2D
var lastPos = _pos2D
@ -79,7 +78,7 @@ class Colin: Actor
}
}
private func response3D(plainPos o: Vec3f, plainNorm n: Vec3f)
private mutating func response3D(plainPos o: Vec3f, plainNorm n: Vec3f)
{
let height: Float = 1.12
//let diff = _pos - lastPos
@ -97,7 +96,7 @@ class Colin: Actor
}
}
private func move3D(_ deltaTime: Float, world: Collision)
private mutating func move3D(_ deltaTime: Float, world: Collision)
{
var lastPos = _pos
_pos += velocity * deltaTime
@ -169,91 +168,73 @@ class Colin: Actor
}
}
func update(deltaTime: Float, world: Collision)
mutating func update(deltaTime: Float, world: Collision)
{
time += deltaTime
let axisRescale = 1.0 / Float(INT16_MAX)
let getAxis = { (axis: SDL_GameControllerAxis) in
Float(SDL_GameControllerGetAxis(sdlPad, axis)) * axisRescale }
let getButton = { (btn: SDL_GameControllerButton) in
SDL_GameControllerGetButton(sdlPad, btn) == SDL_PRESSED }
let pad = GamePad.current?.state
let stick = Vec2f(
getAxis(SDL_CONTROLLER_AXIS_LEFTX),
getAxis(SDL_CONTROLLER_AXIS_LEFTY))
.cardinalDeadzone(min: 0.1, max: 1)
let stick = pad?.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let turnSpeed = Float.pi * 2 * 0.1
if Input.instance.keyDown(.left)
let turnSpeed = Float.pi * 2 * 0.2
if Input.instance.keyboard.keyDown(.left)
{
_angle -= turnSpeed * deltaTime
}
if Input.instance.keyDown(.right)
if Input.instance.keyboard.keyDown(.right)
{
_angle += turnSpeed * deltaTime
}
if stick != .zero
if let stick = stick
{
_angle += stick.x * 2.0 * turnSpeed * deltaTime
}
var moveVec: Vec2f = .zero
let speed: Float = 2
let speed: Float = 4
let forward = Vec2f(sin(self._angle), -cos(self._angle))
if Input.instance.keyDown(.up)
if Input.instance.keyboard.keyDown(.up)
{
moveVec += forward * speed
}
if Input.instance.keyDown(.down)
if Input.instance.keyboard.keyDown(.down)
{
moveVec -= forward * speed
}
if stick != .zero
if let stick = stick
{
moveVec -= forward * stick.y * speed
}
if Input.instance.keyDown(.c)
if Input.instance.keyboard.keyDown(.c)
{
colinMode = !colinMode
}
let lookCone = Float.pi / 2.0
let dst = Vec2f(
getAxis(SDL_CONTROLLER_AXIS_RIGHTX),
getAxis(SDL_CONTROLLER_AXIS_RIGHTY))
.radialDeadzone(min: 0.1, max: 1) * lookCone
ofsAngle = ofsAngle.lerp(dst, 16 * deltaTime)
let dst = pad?.rightStick.radialDeadzone(min: 0.1, max: 1) ?? .zero
ofsAngle = ofsAngle.lerp(dst * lookCone, 16 * deltaTime)
let targetFov = Float.lerp(60, 20, getAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT))
let targetFov = Float.lerp(60, 20, pad?.axis(.rightTrigger) ?? .zero)
_fov = Float.lerp(_fov, targetFov, 20 * deltaTime)
let right = Vec2f(cos(self._angle), sin(self._angle))
if getButton(SDL_CONTROLLER_BUTTON_LEFTSHOULDER)
if let pad = pad
{
moveVec -= right * speed
}
if getButton(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
{
moveVec += right * speed
let right = Vec2f(cos(self._angle), sin(self._angle))
if pad.down(.leftBumper) { moveVec -= right * speed }
if pad.down(.rightBumper) { moveVec += right * speed }
if pad.pressed(.select) { colinMode = !colinMode }
}
let back = getButton(SDL_CONTROLLER_BUTTON_BACK)
if !backPressed && back { colinMode = !colinMode }
backPressed = back
if getButton(SDL_CONTROLLER_BUTTON_A) || Input.instance.keyDown(.n)
if pad?.pressed(.south) ?? false || Input.instance.keyboard.keyDown(.n)
{
// play nut.wav
nutted = true
}
else { nutted = false }
//move2D(new: _pos2D + velocity, edges: edges)
if Input.instance.keyDown(.z) || getButton(SDL_CONTROLLER_BUTTON_B) { velocity.y = 2.0 }
if Input.instance.keyboard.keyDown(.z) || pad?.down(.east) ?? false { velocity.y = 2.0 }
//_pos.y += jumpVel * deltaTime
//if _pos.y > 0.0 { jumpVel -= 5.4 * deltaTime }
velocity.y -= 5.4 * deltaTime

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@ -3,7 +3,7 @@ import simd
import JolkEngine
class JolkCube: Actor
struct JolkCube: Actor
{
private var _pos: Vec3f
private var theta: Float = 0.0
@ -15,7 +15,7 @@ class JolkCube: Actor
var position: Vec3f { _pos }
func update(deltaTime: Float, world: Collision)
mutating func update(deltaTime: Float, world: Collision)
{
theta += 15 * deltaTime
_pos.y = 1 + sin(theta * 0.25) * 0.25