mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 22:38:41 -06:00
controls
This commit is contained in:
parent
2056170f34
commit
a91834a65c
94
src/game.rs
94
src/game.rs
|
@ -1,18 +1,34 @@
|
|||
use glium::{Surface, uniform};
|
||||
use glium::glutin::{
|
||||
event::{Event, WindowEvent, VirtualKeyCode},
|
||||
event::{Event, WindowEvent, DeviceEvent, VirtualKeyCode},
|
||||
event_loop::{EventLoop, ControlFlow},
|
||||
};
|
||||
use std::time::Instant;
|
||||
|
||||
mod assets;
|
||||
mod display;
|
||||
mod shaders;
|
||||
mod camera;
|
||||
mod controller;
|
||||
|
||||
use assets::Assets;
|
||||
use display::init_display;
|
||||
use shaders::{Programs, chunk::Vertex as ChunkVertex};
|
||||
use camera::Camera;
|
||||
use controller::Controls;
|
||||
|
||||
struct State {
|
||||
pub camera: Camera,
|
||||
pub controls: Controls,
|
||||
}
|
||||
impl State {
|
||||
pub fn init() -> Self {
|
||||
Self {
|
||||
camera: Camera::default(),
|
||||
controls: Controls::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
log::info!("starting up");
|
||||
|
@ -23,8 +39,8 @@ pub fn run() {
|
|||
let programs = Programs::compile_all(&display);
|
||||
log::info!("loading assets");
|
||||
let assets = Assets::load_all_sync(&display);
|
||||
log::info!("init camera");
|
||||
let mut camera = Camera::default();
|
||||
log::info!("init game state");
|
||||
let mut state = State::init();
|
||||
log::info!("game loaded");
|
||||
|
||||
//=======================
|
||||
|
@ -35,56 +51,42 @@ pub fn run() {
|
|||
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
|
||||
//=======================
|
||||
|
||||
event_loop.run(move |ev, _, control_flow| {
|
||||
#[allow(clippy::single_match, clippy::collapsible_match)]
|
||||
match ev {
|
||||
Event::WindowEvent { event, .. } => match event {
|
||||
WindowEvent::CloseRequested => {
|
||||
log::info!("exit requested");
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return
|
||||
},
|
||||
WindowEvent::KeyboardInput { input, .. } => {
|
||||
match input.virtual_keycode {
|
||||
Some(VirtualKeyCode::Up) => {
|
||||
camera.pitch += 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::Down) => {
|
||||
camera.pitch -= 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::Right) => {
|
||||
camera.yaw -= 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::Left) => {
|
||||
camera.yaw += 0.01;
|
||||
}
|
||||
|
||||
Some(VirtualKeyCode::W) => {
|
||||
camera.position[2] += 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::S) => {
|
||||
camera.position[2] -= 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::A) => {
|
||||
camera.position[0] -= 0.01;
|
||||
}
|
||||
Some(VirtualKeyCode::D) => {
|
||||
camera.position[0] += 0.01;
|
||||
}
|
||||
let mut last_render = Instant::now();
|
||||
|
||||
_ => ()
|
||||
}
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => (),
|
||||
Event::DeviceEvent {
|
||||
event: DeviceEvent::MouseMotion{ delta, },
|
||||
..
|
||||
} => {
|
||||
state.controls.process_mouse_input(delta.0, delta.1);
|
||||
}
|
||||
Event::WindowEvent { event, .. } => {
|
||||
match event {
|
||||
WindowEvent::CloseRequested => {
|
||||
log::info!("exit requested");
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return
|
||||
},
|
||||
_ => return
|
||||
}
|
||||
_ => ()
|
||||
},
|
||||
_ => ()
|
||||
_ => return
|
||||
}
|
||||
|
||||
let now = Instant::now();
|
||||
let dt = (now - last_render).as_secs_f32();
|
||||
last_render = now;
|
||||
|
||||
let actions = state.controls.calculate(dt);
|
||||
actions.apply_to_camera(&mut state.camera);
|
||||
|
||||
let mut target = display.draw();
|
||||
let target_dimensions = target.get_dimensions();
|
||||
camera.update_direction();
|
||||
let perspective = camera.perspective_matrix(target_dimensions);
|
||||
let view = camera.view_matrix();
|
||||
let perspective = state.camera.perspective_matrix(target_dimensions);
|
||||
let view = state.camera.view_matrix();
|
||||
target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
|
||||
target.draw(
|
||||
&vertex_buffer,
|
||||
|
|
89
src/game/controller.rs
Normal file
89
src/game/controller.rs
Normal file
|
@ -0,0 +1,89 @@
|
|||
use glium::glutin::event::{VirtualKeyCode, ElementState};
|
||||
use crate::game::camera::Camera;
|
||||
|
||||
#[derive(Default, Clone, Copy)]
|
||||
pub struct InputAmounts {
|
||||
move_x: f32,
|
||||
move_y: f32,
|
||||
move_z: f32,
|
||||
look_h: f32,
|
||||
look_v: f32,
|
||||
}
|
||||
|
||||
pub struct Actions {
|
||||
movement: [f32; 3],
|
||||
rotation: [f32; 2],
|
||||
}
|
||||
impl Actions {
|
||||
pub fn apply_to_camera(&self, camera: &mut Camera) {
|
||||
//Apply movement
|
||||
for v in camera.position.iter_mut().zip(self.movement) {
|
||||
*v.0 += v.1;
|
||||
}
|
||||
//Apply rotation
|
||||
camera.yaw += self.rotation[0];
|
||||
camera.pitch += self.rotation[1];
|
||||
camera.update_direction();
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Controls {
|
||||
inputs: InputAmounts,
|
||||
pub speed: f32,
|
||||
pub sensitivity: f32,
|
||||
}
|
||||
impl Controls {
|
||||
pub fn process_mouse_input(&mut self, dx: f64, dy: f64) {
|
||||
self.inputs.look_h += dx as f32;
|
||||
self.inputs.look_v += dy as f32;
|
||||
}
|
||||
pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
|
||||
if state != ElementState::Pressed { return }
|
||||
match key {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.inputs.move_z += 1.;
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.inputs.move_z -= 1.;
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.inputs.move_x -= 1.;
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.inputs.move_x += 1.;
|
||||
}
|
||||
VirtualKeyCode::Space => {
|
||||
self.inputs.move_y += 1.;
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.inputs.move_y -= 1.;
|
||||
}
|
||||
_ => ()
|
||||
}
|
||||
}
|
||||
pub fn calculate(&mut self, dt: f32) -> Actions {
|
||||
let mut movement = {
|
||||
let magnitude = (self.inputs.move_x.powi(2) + self.inputs.move_y.powi(2) + self.inputs.move_z.powi(2)).sqrt();
|
||||
[
|
||||
dt * self.speed * (self.inputs.move_x / magnitude),
|
||||
dt * self.speed * (self.inputs.move_y / magnitude),
|
||||
dt * self.speed * (self.inputs.move_z / magnitude)
|
||||
]
|
||||
};
|
||||
let rotation = [
|
||||
dt * self.inputs.look_h * self.sensitivity,
|
||||
dt * self.inputs.look_v * self.sensitivity
|
||||
];
|
||||
self.inputs = Default::default();
|
||||
Actions { movement, rotation }
|
||||
}
|
||||
}
|
||||
impl Default for Controls {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
inputs: Default::default(),
|
||||
speed: 1.,
|
||||
sensitivity: 1.,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,7 +7,8 @@ use glium::glutin::{
|
|||
};
|
||||
|
||||
pub fn init_display(event_loop: &EventLoop<()>) -> Display {
|
||||
let wb = WindowBuilder::new();
|
||||
let wb = WindowBuilder::new()
|
||||
.with_maximized(true);
|
||||
let cb = ContextBuilder::new()
|
||||
.with_depth_buffer(24)
|
||||
.with_gl_profile(GlProfile::Core);
|
||||
|
|
|
@ -7,7 +7,7 @@ use std::io::Write;
|
|||
pub fn init() {
|
||||
let mut env = Env::default();
|
||||
if cfg!(debug_assertions) {
|
||||
env = env.filter_or("RUST_LOG", "info");
|
||||
env = env.filter_or("RUST_LOG", "trace");
|
||||
}
|
||||
Builder::from_env(env)
|
||||
.format(|buf, record| {
|
||||
|
|
Loading…
Reference in a new issue