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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
spawn and reset on top of the chunk
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parent
8ec9138b51
commit
2c0b83e671
@ -30,13 +30,14 @@ class Game: GameDelegate {
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
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var projection: matrix_float4x4 = .identity
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var boxes: [Box] = []
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var chunk = Chunk(position: .zero)
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init() {
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player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
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player.rotation = .init(.pi, 0)
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let options: [BlockType] = [
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.air,
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.solid(.blue),
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@ -54,10 +55,9 @@ class Game: GameDelegate {
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.solid(.magenta),
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.air,
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]
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chunk
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.fill(allBy: { options[Int(arc4random_uniform(UInt32(options.count)))] })
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chunk.fill(allBy: { options[Int(arc4random_uniform(UInt32(options.count)))] })
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}
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func fixedUpdate(_ time: GameTime) {
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}
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@ -71,8 +71,13 @@ class Game: GameDelegate {
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if let pad = GameController.current?.state {
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if pad.pressed(.south) {
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chunk
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.setBlockInternally(at: SIMD3(player.position - SIMD3(0, 2, 0)), type: .air)
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chunk.setBlockInternally(at: SIMD3(player.position - SIMD3(0, 2, 0)), type: .air)
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}
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// Player reset
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if pad.pressed(.back) {
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player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
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player.velocity = .zero
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player.rotation = .init(.pi, 0)
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}
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}
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boxes = []
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@ -80,21 +85,16 @@ class Game: GameDelegate {
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if block.type == .air {
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return
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}
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if case let .solid(color) = block.type {
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boxes
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.append(
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Box(
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geometry:
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.fromUnitCube(position: SIMD3<Float>(position) + 0.5, scale: .init(repeating: 0.5)),
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color: color
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)
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)
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boxes.append(Box(
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geometry: .fromUnitCube(position: SIMD3<Float>(position) + 0.5, scale: .init(repeating: 0.5)),
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color: color))
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}
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}
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player.update(deltaTime: deltaTime, boxes: boxes)
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camera.position = player.position
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camera.position = player.eyePosition
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camera.rotation =
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simd_quatf(angle: player.rotation.y, axis: .init(1, 0, 0)) *
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simd_quatf(angle: player.rotation.x, axis: .init(0, 1, 0))
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@ -20,10 +20,11 @@ struct Player {
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private var _onGround: Bool = false
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public var position: SIMD3<Float> {
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get { self._position + .init(0, Self.eyeLevel, 0) } set { self._position = newValue }
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}
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public var rotation: SIMD2<Float> { self._rotation }
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public var position: SIMD3<Float> { get { self._position } set { self._position = newValue } }
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public var velocity: SIMD3<Float> { get { self._velocity } set { self._velocity = newValue } }
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public var rotation: SIMD2<Float> { get { self._rotation } set { self._rotation = newValue } }
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public var eyePosition: SIMD3<Float> { self._position + .init(0, Self.eyeLevel, 0) }
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mutating func update(deltaTime: Float, boxes: [Box]) {
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if let pad = GameController.current?.state {
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@ -56,17 +57,9 @@ struct Player {
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self._onGround = false
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}
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}
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// Flying and unflying
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self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime
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// Reset
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if pad.pressed(.back) {
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self._position = .zero
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self._velocity = .zero
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self._rotation = .zero
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self._onGround = false
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}
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}
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// Apply gravity
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@ -119,11 +112,11 @@ struct Player {
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self._velocity.x = 0
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self._velocity.z = 0
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}
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if self._velocity.x > 10 {
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self._velocity.x = 10
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}
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if self._velocity.y > 10 {
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self._velocity.y = 10
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}
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