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https://github.com/griffi-gh/kubi.git
synced 2024-11-25 16:28:42 -06:00
blocks, better camera
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parent
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commit
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@ -8,3 +8,4 @@ glium = "0.32"
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image = { version = "0.24", default_features = false, features = ["png"] }
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image = { version = "0.24", default_features = false, features = ["png"] }
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log = "0.4"
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log = "0.4"
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env_logger = "0.10"
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env_logger = "0.10"
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strum = { version = "0.24", features = ["derive"] }
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@ -1,3 +1,4 @@
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use strum::{EnumIter, IntoEnumIterator};
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use crate::game::items::Item;
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use crate::game::items::Item;
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#[derive(Clone, Copy, Debug)]
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#[derive(Clone, Copy, Debug)]
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@ -70,7 +71,7 @@ impl BlockDescriptor {
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}
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}
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}
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}
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#[derive(Clone, Copy, Debug)]
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#[derive(Clone, Copy, Debug, EnumIter)]
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pub enum Block {
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pub enum Block {
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Air,
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Air,
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Stone,
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Stone,
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@ -79,13 +80,16 @@ pub enum Block {
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Sand,
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Sand,
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}
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}
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impl Block {
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impl Block {
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pub const fn get_by_id(id: &str) -> Option<Self> {
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//TODO make this O(1) with compile-time computed maps
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Some(match id {
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pub fn get_by_id(id: &str) -> Option<Self> {
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"air" => Self::Air,
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for block in Self::iter() {
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"stone" => Self::Stone,
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if block.descriptor().id == id {
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_ => { return None },
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return Some(block)
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})
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}
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}
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}
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None
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}
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pub const fn descriptor(self) -> BlockDescriptor {
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pub const fn descriptor(self) -> BlockDescriptor {
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match self {
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match self {
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Self::Air => BlockDescriptor {
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Self::Air => BlockDescriptor {
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@ -120,7 +124,14 @@ impl Block {
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render: Some((RenderType::OpaqueBlock, BlockTextures::top_sides_bottom(0, 3, 2))),
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render: Some((RenderType::OpaqueBlock, BlockTextures::top_sides_bottom(0, 3, 2))),
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item: Some(Item::DirtBlock)
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item: Some(Item::DirtBlock)
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},
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},
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_ => unimplemented!()
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Self::Sand => BlockDescriptor {
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name: "Sand",
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id: "sand",
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collision: Some(CollisionType::Solid),
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raycast_collision: true,
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render: Some((RenderType::OpaqueBlock, BlockTextures::all(4))), //this is not a sand tex
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item: Some(Item::StoneBlock)
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}
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}
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}
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}
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}
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}
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}
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@ -1,3 +1,6 @@
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pub const CHUNK_SIZE: u8 = 16;
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pub const CHUNK_HEIGHT: u8 = 255;
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pub struct Chunk {
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pub struct Chunk {
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}
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}
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@ -1,11 +1,12 @@
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use glium::glutin::event::{VirtualKeyCode, ElementState};
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use glium::glutin::event::{VirtualKeyCode, ElementState};
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use std::f32::consts::PI;
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use crate::game::camera::Camera;
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use crate::game::camera::Camera;
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#[derive(Default, Clone, Copy)]
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#[derive(Default, Clone, Copy)]
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pub struct InputAmounts {
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pub struct InputAmounts {
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move_x: f32,
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move_x: (f32, f32),
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move_y: f32,
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move_y: (f32, f32),
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move_z: f32,
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move_z: (f32, f32),
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look_h: f32,
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look_h: f32,
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look_v: f32,
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look_v: f32,
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}
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}
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@ -19,6 +20,7 @@ impl Actions {
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//Apply rotation
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//Apply rotation
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camera.yaw -= self.rotation[0];
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camera.yaw -= self.rotation[0];
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camera.pitch -= self.rotation[1];
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camera.pitch -= self.rotation[1];
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camera.pitch = camera.pitch.clamp(-PI/2. + f32::EPSILON, PI/2. - f32::EPSILON);
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camera.update_direction();
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camera.update_direction();
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//Apply movement
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//Apply movement
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let (yaw_sin, yaw_cos) = camera.yaw.sin_cos();
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let (yaw_sin, yaw_cos) = camera.yaw.sin_cos();
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@ -51,39 +53,45 @@ impl Controls {
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self.inputs.look_v += dy as f32;
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self.inputs.look_v += dy as f32;
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}
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}
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pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
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pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
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if state != ElementState::Pressed { return }
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let value = match state {
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ElementState::Pressed => 1.,
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ElementState::Released => 0.,
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};
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match key {
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match key {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.inputs.move_z += 1.;
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self.inputs.move_z.0 = value;
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}
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.inputs.move_z -= 1.;
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self.inputs.move_z.1 = -value;
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}
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.inputs.move_x -= 1.;
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self.inputs.move_x.0 = -value;
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}
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.inputs.move_x += 1.;
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self.inputs.move_x.1 = value;
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}
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}
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VirtualKeyCode::Space => {
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VirtualKeyCode::Space => {
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self.inputs.move_y += 1.;
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self.inputs.move_y.0 = value;
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}
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}
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VirtualKeyCode::LShift => {
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VirtualKeyCode::LShift => {
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self.inputs.move_y -= 1.;
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self.inputs.move_y.1 = -value;
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}
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}
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_ => ()
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_ => ()
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}
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}
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}
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}
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pub fn calculate(&mut self, dt: f32) -> Actions {
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pub fn calculate(&mut self, dt: f32) -> Actions {
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let movement = {
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let movement = {
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let magnitude = (self.inputs.move_x.powi(2) + self.inputs.move_y.powi(2) + self.inputs.move_z.powi(2)).sqrt();
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let move_x = self.inputs.move_x.0 + self.inputs.move_x.1;
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let move_y = self.inputs.move_y.0 + self.inputs.move_y.1;
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let move_z = self.inputs.move_z.0 + self.inputs.move_z.1;
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let magnitude = (move_x.powi(2) + move_y.powi(2) + move_z.powi(2)).sqrt();
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if magnitude == 0. {
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if magnitude == 0. {
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[0., 0., 0.]
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[0., 0., 0.]
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} else {
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} else {
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[
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[
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dt * self.speed * (self.inputs.move_x / magnitude),
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dt * self.speed * (move_x / magnitude),
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dt * self.speed * (self.inputs.move_y / magnitude),
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dt * self.speed * (move_y / magnitude),
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dt * self.speed * (self.inputs.move_z / magnitude)
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dt * self.speed * (move_z / magnitude)
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]
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]
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}
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}
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};
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};
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dt * self.inputs.look_h * self.sensitivity,
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dt * self.inputs.look_h * self.sensitivity,
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dt * self.inputs.look_v * self.sensitivity
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dt * self.inputs.look_v * self.sensitivity
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];
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];
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self.inputs = Default::default();
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//Only mouse related actions need to be reset
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self.inputs.look_h = 0.;
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self.inputs.look_v = 0.;
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Actions { movement, rotation }
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Actions { movement, rotation }
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}
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}
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}
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}
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@ -99,7 +109,7 @@ impl Default for Controls {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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inputs: Default::default(),
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inputs: Default::default(),
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speed: 10.,
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speed: 1.,
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sensitivity: 2.,
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sensitivity: 2.,
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}
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}
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}
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}
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@ -10,7 +10,7 @@ implement_vertex!(Vertex, position, normal, uv);
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//TODO store vertex data in a more compact way
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//TODO store vertex data in a more compact way
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pub const VERTEX_SHADER: &str = r#"
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pub const VERTEX_SHADER: &str = r#"
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#version 150
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#version 150 core
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in vec3 position;
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in vec3 position;
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in vec3 normal;
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in vec3 normal;
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}
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}
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"#;
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"#;
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pub const FRAGMENT_SHADER: &str = r#"
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pub const FRAGMENT_SHADER: &str = r#"
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#version 150
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#version 150 core
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in vec2 v_uv;
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in vec2 v_uv;
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out vec4 color;
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out vec4 color;
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@ -1,3 +1,6 @@
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use std::collections::HashMap;
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use crate::game::chunk::Chunk;
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pub struct World {
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pub struct World {
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chunks: Vec<()>
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chunks: HashMap<(i32, i32), Chunk>
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}
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}
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