Added regen, hit sounds, and improved fall damage.
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dbdfcc554b
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@ -223,10 +223,10 @@ public class GuiRenderer {
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nvgSave(vgId);
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drawCrosshair(width, height, client.getInputHandler().isScopeEnabled());
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drawHeldItemStackInfo(width, height, client.getMyPlayer());
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if (!client.getInputHandler().isScopeEnabled()) {
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drawChat(width, height, client);
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drawHealthBar(width, height, client.getMyPlayer());
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drawHeldItemStackInfo(width, height, client.getMyPlayer());
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}
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if (client.getInputHandler().isDebugEnabled()) {
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drawDebugInfo(width, height, client);
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@ -259,9 +259,13 @@ public class GuiRenderer {
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float cx = w / 2f;
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float cy = h / 2f;
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float size = 20f;
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if (scopeEnabled) size = 3f;
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if (scopeEnabled) {
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size = 3f;
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nvgStrokeColor(vgId, GuiUtils.rgba(1, 0, 0, 0.5f, colorA));
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} else {
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nvgStrokeColor(vgId, GuiUtils.rgba(1, 1, 1, 0.25f, colorA));
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}
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nvgStrokeColor(vgId, GuiUtils.rgba(1, 1, 1, 0.25f, colorA));
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nvgBeginPath(vgId);
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nvgMoveTo(vgId, cx - size / 2, cy);
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nvgLineTo(vgId, cx + size / 2, cy);
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@ -329,14 +333,6 @@ public class GuiRenderer {
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}
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private void drawChat(float w, float h, Client client) {
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float chatWidth = w / 3;
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float chatHeight = h / 4;
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nvgFillColor(vgId, GuiUtils.rgba(0, 0, 0, 0.25f, colorA));
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nvgBeginPath(vgId);
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nvgRect(vgId, 0, h - chatHeight - 16, chatWidth, chatHeight);
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nvgFill(vgId);
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var chat = client.getChat();
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nvgFontSize(vgId, 12f);
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nvgFontFaceId(vgId, jetbrainsMonoFont);
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@ -77,6 +77,8 @@ public class SoundManager {
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load("block_break_1", "sound/m_block_break_1.wav");
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load("block_place_1", "sound/m_block_place_1.wav");
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load("chat", "sound/chat.wav");
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load("hit_1", "sound/m_hit_1.wav");
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load("hit_2", "sound/m_hit_2.wav");
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}
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public void load(String name, String resource) {
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@ -190,7 +190,18 @@ public class ProjectileManager {
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if (!server.getTeamManager().isProtected(hitPlayer)) {
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Gun gun = (Gun) projectile.getSourceItem();
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float damage = gun.getBaseDamage();
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if (playerHitType == 1) damage *= 2;
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if (playerHitType == 1) {// headshot.
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damage *= 2;
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if (projectile.getPlayer() != null) {
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var shooter = projectile.getPlayer();
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server.getPlayerManager().getHandler(shooter).sendDatagramPacket(new SoundMessage("hit_1", 1, shooter.getPosition(), shooter.getVelocity()));
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}
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} else {
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if (projectile.getPlayer() != null) {
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var shooter = projectile.getPlayer();
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server.getPlayerManager().getHandler(shooter).sendDatagramPacket(new SoundMessage("hit_2", 1, shooter.getPosition(), shooter.getVelocity()));
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}
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}
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hitPlayer.setHealth(hitPlayer.getHealth() - damage);
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Vector3f impactAcceleration = new Vector3f(projectile.getVelocity()).normalize().mul(3);
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hitPlayer.getVelocity().add(impactAcceleration);
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@ -13,13 +13,13 @@ public class ServerConfig {
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};
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public static class PhysicsConfig {
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public float gravity = 9.81f * 3;
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public float gravity = 9.81f;
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public float walkingSpeed = 4;
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public float crouchingSpeed = 1.5f;
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public float sprintingSpeed = 9;
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public float movementAcceleration = 2;
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public float movementDeceleration = 1;
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public float jumpVerticalSpeed = 8;
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public float jumpVerticalSpeed = 7;
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}
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public static class ActionsConfig {
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@ -34,6 +34,7 @@ public class ServerConfig {
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public float teamSpawnProtection = 10;
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public float movementAccuracyDecreaseFactor = 0.01f;
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public boolean friendlyFire = false;
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public float healthRegenPerSecond = 0.01f;
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}
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public static class TeamConfig {
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@ -90,6 +90,11 @@ public class PlayerActionManager {
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lastResupplyAt = now;
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}
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if (server.getConfig().actions.healthRegenPerSecond != 0 && player.getHealth() < 1) {
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player.setHealth(player.getHealth() + server.getConfig().actions.healthRegenPerSecond * dt);
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server.getPlayerManager().getHandler(player).sendDatagramPacket(new ClientHealthMessage(player.getHealth()));
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}
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if (player.isCrouching() != input.crouching()) {
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player.setCrouching(input.crouching());
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updated = true;
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@ -208,13 +213,13 @@ public class PlayerActionManager {
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boolean grounded = isGrounded(world);
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tickHorizontalVelocity(config, grounded);
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if (isGrounded(world)) {
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if (grounded) {
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if (input.jumping()) {
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velocity.y = config.jumpVerticalSpeed * (input.sprinting() ? 1.25f : 1f);
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updated = true;
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}
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} else {
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velocity.y -= config.gravity * dt;
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velocity.y -= config.gravity * dt * 2; // Apply double-gravity to players to make the game feel faster.
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updated = true;
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}
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@ -237,7 +242,7 @@ public class PlayerActionManager {
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}
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}
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private void tickHorizontalVelocity(ServerConfig.PhysicsConfig config, boolean doDeceleration) {
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private void tickHorizontalVelocity(ServerConfig.PhysicsConfig config, boolean grounded) {
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var velocity = player.getVelocity();
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var orientation = player.getOrientation();
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Vector3f horizontalVelocity = new Vector3f(
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@ -253,7 +258,9 @@ public class PlayerActionManager {
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if (acceleration.lengthSquared() > 0) {
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acceleration.normalize();
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acceleration.rotateAxis(orientation.x, 0, 1, 0);
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acceleration.mul(config.movementAcceleration);
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float accelerationMagnitude = config.movementAcceleration;
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if (!grounded) accelerationMagnitude *= 0.25f;
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acceleration.mul(accelerationMagnitude);
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horizontalVelocity.add(acceleration);
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float maxSpeed;
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if (input.crouching()) {
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@ -269,10 +276,11 @@ public class PlayerActionManager {
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horizontalVelocity.normalize(maxSpeed);
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}
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updated = true;
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} else if (doDeceleration && horizontalVelocity.lengthSquared() > 0) {
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Vector3f deceleration = new Vector3f(horizontalVelocity)
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.negate().normalize()
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.mul(Math.min(horizontalVelocity.length(), config.movementDeceleration));
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} else if (horizontalVelocity.lengthSquared() > 0) {
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float baseDecel = config.movementDeceleration;
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if (!grounded) baseDecel *= 0.25f;
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float decelerationMagnitude = Math.min(horizontalVelocity.length(), baseDecel);
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Vector3f deceleration = new Vector3f(horizontalVelocity).negate().normalize().mul(decelerationMagnitude);
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horizontalVelocity.add(deceleration);
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if (horizontalVelocity.length() < 0.1f) {
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horizontalVelocity.set(0);
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@ -449,7 +457,7 @@ public class PlayerActionManager {
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if (collidingWithFloor) {
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// This is a special case! We need to check for fall damage.
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if (velocity.y < -20) {
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float damage = velocity.y / 200f;
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float damage = velocity.y / 50f;
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player.setHealth(player.getHealth() + damage);
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if (player.getHealth() <= 0) {
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server.getPlayerManager().playerKilled(player, player);
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