mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
allow camera movement with the keyboard
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parent
83fc86d2a5
commit
39d46da7f7
@ -69,6 +69,7 @@ public class Application {
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}
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private func beginHandleEvents() {
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Keyboard.instance.newFrame()
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GameController.instance.newFrame()
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}
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@ -82,10 +83,14 @@ public class Application {
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case SDLK_ESCAPE:
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return .exitSuccess
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default:
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break
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Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat != 0)
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}
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return .running
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case SDL_EVENT_KEY_UP:
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Keyboard.instance.keyUpEvent(scan: event.key.scancode)
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return .running
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case SDL_EVENT_GAMEPAD_ADDED:
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if SDL_IsGamepad(event.gdevice.which) != SDL_FALSE {
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GameController.instance.connectedEvent(id: event.gdevice.which)
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@ -28,6 +28,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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Color.swift
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Camera.swift
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Renderer.swift
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Keyboard.swift
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GameController.swift
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FPSCalculator.swift
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GameDelegate.swift
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@ -27,11 +27,16 @@ class Game: GameDelegate {
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var chunk = Chunk(position: .zero)
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init() {
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self.player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
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self.player.rotation = .init(.pi, 0)
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self.resetPlayer()
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self.generateWorld()
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}
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private func resetPlayer() {
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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}
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private func generateWorld() {
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#if true
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let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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@ -70,9 +75,7 @@ class Game: GameDelegate {
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// Player reset
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if pad.pressed(.back) {
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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self.resetPlayer()
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}
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// Regenerate
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@ -81,6 +84,13 @@ class Game: GameDelegate {
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}
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}
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if Keyboard.pressed(.r) {
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self.resetPlayer()
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}
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if Keyboard.pressed(.g) {
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self.generateWorld()
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}
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self.player.update(deltaTime: deltaTime, chunk: chunk)
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self.camera.position = player.eyePosition
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self.camera.rotation = player.eyeRotation
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137
Sources/Voxelotl/Keyboard.swift
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137
Sources/Voxelotl/Keyboard.swift
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@ -0,0 +1,137 @@
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import SDL3
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public class Keyboard {
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public enum Keys {
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case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
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case right, left, up, down
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case space
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}
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public static func down(_ key: Keys) -> Bool {
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keyState(key) & Self._DOWN == Self._DOWN
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}
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public static func pressed(_ key: Keys, repeat rep: Bool = false) -> Bool {
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var state = keyState(key)
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if rep {
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state &= ~Self._REPEAT
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}
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return state == Self._PRESS
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}
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public static func released(_ key: Keys) -> Bool {
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keyState(key) == Self._RELEASE
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}
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//MARK: - Private
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private static let _instance = Keyboard()
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public static var instance: Keyboard { _instance }
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@inline(__always) private static func keyState(_ key: Keys) -> UInt8 {
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self._instance._state[Int(key.sdlScancode.rawValue)]
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}
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private static let _UP = UInt8(0b000), _DOWN = UInt8(0b010), _IMPULSE = UInt8(0b001)
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private static let _REPEAT = UInt8(0b100)
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private static let _PRESS: UInt8 = _DOWN | _IMPULSE
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private static let _RELEASE: UInt8 = _UP | _IMPULSE
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private var _state = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue))
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internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) {
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var newState = Self._PRESS
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if rep {
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newState |= Self._REPEAT
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}
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self._state[Int(scan.rawValue)] = newState
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}
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internal func keyUpEvent(scan: SDL_Scancode) {
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self._state[Int(scan.rawValue)] = Self._RELEASE
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}
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internal func newFrame() {
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self._state = self._state.map({ $0 & ~(Self._IMPULSE | Self._REPEAT) })
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}
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}
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internal extension Keyboard.Keys {
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var sdlKeycode: SDL_Keycode {
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switch self {
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case .a: SDLK_A
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case .b: SDLK_B
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case .c: SDLK_C
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case .d: SDLK_D
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case .e: SDLK_E
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case .f: SDLK_F
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case .g: SDLK_G
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case .h: SDLK_H
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case .i: SDLK_I
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case .j: SDLK_J
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case .k: SDLK_K
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case .l: SDLK_L
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case .m: SDLK_M
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case .n: SDLK_N
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case .o: SDLK_O
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case .p: SDLK_P
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case .q: SDLK_Q
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case .r: SDLK_R
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case .s: SDLK_S
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case .t: SDLK_T
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case .u: SDLK_U
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case .v: SDLK_V
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case .w: SDLK_W
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case .x: SDLK_X
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case .y: SDLK_Y
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case .z: SDLK_Z
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case .left: SDLK_LEFT
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case .right: SDLK_RIGHT
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case .up: SDLK_UP
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case .down: SDLK_DOWN
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case .space: SDLK_SPACE
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}
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}
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var sdlScancode: SDL_Scancode {
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switch self {
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case .a: SDL_SCANCODE_A
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case .b: SDL_SCANCODE_B
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case .c: SDL_SCANCODE_C
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case .d: SDL_SCANCODE_D
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case .e: SDL_SCANCODE_E
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case .f: SDL_SCANCODE_F
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case .g: SDL_SCANCODE_G
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case .h: SDL_SCANCODE_H
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case .i: SDL_SCANCODE_I
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case .j: SDL_SCANCODE_J
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case .k: SDL_SCANCODE_K
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case .l: SDL_SCANCODE_L
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case .m: SDL_SCANCODE_M
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case .n: SDL_SCANCODE_N
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case .o: SDL_SCANCODE_O
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case .p: SDL_SCANCODE_P
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case .q: SDL_SCANCODE_Q
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case .r: SDL_SCANCODE_R
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case .s: SDL_SCANCODE_S
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case .t: SDL_SCANCODE_T
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case .u: SDL_SCANCODE_U
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case .v: SDL_SCANCODE_V
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case .w: SDL_SCANCODE_W
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case .x: SDL_SCANCODE_X
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case .y: SDL_SCANCODE_Y
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case .z: SDL_SCANCODE_Z
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case .left: SDL_SCANCODE_LEFT
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case .right: SDL_SCANCODE_RIGHT
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case .up: SDL_SCANCODE_UP
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case .down: SDL_SCANCODE_DOWN
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case .space: SDL_SCANCODE_SPACE
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}
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}
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}
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fileprivate extension SDL_Keycode {
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init(scancode: SDL_Scancode) {
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self.init(scancode.rawValue | UInt32(SDLK_SCANCODE_MASK))
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}
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}
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@ -14,6 +14,7 @@ struct Player {
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static let airAccelCoeff: Float = 3
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static let gravityCoeff: Float = 20
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static let frictionCoeff: Float = 22
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static let flySpeedCoeff: Float = 36
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static let jumpVelocity: Float = 7
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static let maxVelocity: Float = 160
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@ -34,47 +35,84 @@ struct Player {
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.init(angle: self._rotation.x, axis: .up)
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}
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mutating func update(deltaTime: Float, chunk: Chunk) {
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if let pad = GameController.current?.state {
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// Turning input
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let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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_rotation += turning * deltaTime * 3.0
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if self._rotation.x < 0.0 {
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self._rotation.x += .pi * 2
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} else if _rotation.x > .pi * 2 {
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self._rotation.x -= .pi * 2
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}
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self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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enum JumpInput { case off, press, held }
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// Jumping
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mutating func update(deltaTime: Float, chunk: Chunk) {
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var turning: SIMD2<Float> = .zero
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var movement: SIMD2<Float> = .zero
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var flying: Float = .zero
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var jumpInput: JumpInput = .off
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// Read controller input (if one is plugged in)
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if let pad = GameController.current?.state {
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turning += pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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movement += pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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flying += pad.rightTrigger.axisDeadzone(0.01, 1) - pad.leftTrigger.axisDeadzone(0.01, 1)
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if pad.pressed(.east) {
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self._shouldJump = 0.3
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} else if self._shouldJump != .none {
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if pad.down(.east) {
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self._shouldJump! -= deltaTime
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if self._shouldJump! <= 0.0 {
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self._shouldJump = .none
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}
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} else {
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jumpInput = .press
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} else if jumpInput != .press && pad.down(.east) {
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jumpInput = .held
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}
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}
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// Read keyboard input
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if Keyboard.down(.w) { movement.y -= 1 }
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if Keyboard.down(.s) { movement.y += 1 }
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if Keyboard.down(.a) { movement.x -= 1 }
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if Keyboard.down(.d) { movement.x += 1 }
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if Keyboard.down(.up) { turning.y -= 1 }
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if Keyboard.down(.down) { turning.y += 1 }
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if Keyboard.down(.left) { turning.x -= 1 }
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if Keyboard.down(.right) { turning.x += 1 }
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if Keyboard.down(.q) { flying += 1 }
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if Keyboard.down(.e) { flying -= 1 }
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if Keyboard.pressed(.space) {
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jumpInput = .press
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} else if jumpInput != .press && Keyboard.down(.space) {
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jumpInput = .held
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}
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// Turning input
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self._rotation += turning * deltaTime * 3.0
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if self._rotation.x < 0.0 {
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self._rotation.x += .pi * 2
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} else if _rotation.x > .pi * 2 {
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self._rotation.x -= .pi * 2
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}
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self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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// Jumping
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if jumpInput == .press {
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self._shouldJump = 0.3
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} else if self._shouldJump != .none {
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if jumpInput == .held {
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self._shouldJump! -= deltaTime
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if self._shouldJump! <= 0.0 {
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self._shouldJump = .none
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}
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}
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if self._onGround && self._shouldJump != .none {
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self._velocity.y = Self.jumpVelocity
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self._onGround = false
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} else {
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self._shouldJump = .none
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}
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// Movement (slower in air than on ground)
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let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
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let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
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self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
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self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
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// Flying and unflying
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self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime
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}
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if self._onGround && self._shouldJump != .none {
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self._velocity.y = Self.jumpVelocity
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self._onGround = false
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self._shouldJump = .none
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}
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// Movement (slower in air than on ground)
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let movementMagnitude = simd_length(movement)
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if movementMagnitude > 1.0 {
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movement /= movementMagnitude
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}
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let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
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let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
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self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
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self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
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// Flying and unflying
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flying = flying.clamp(-1, 1)
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self._velocity.y += flying * Self.flySpeedCoeff * deltaTime
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// Apply gravity
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self._velocity.y -= Self.gravityCoeff * deltaTime
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