Added slightly improved jump mechanisms
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@ -6,7 +6,6 @@ import nl.andrewl.aos_core.net.udp.ClientInputState;
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import org.joml.Math;
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import org.joml.Vector2i;
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import org.joml.Vector3f;
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import org.joml.Vector3fc;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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@ -53,8 +52,6 @@ public class ServerPlayer extends Player {
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public void tick(float dt, World world) {
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updated = false; // Reset the updated flag. This will be set to true if the player was updated in this tick.
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checkBlockCollisions(dt, world);
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if (isGrounded(world)) {
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tickHorizontalVelocity();
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if (lastInputState.jumping()) velocity.y = JUMP_SPEED;
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@ -65,8 +62,10 @@ public class ServerPlayer extends Player {
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// Apply updated velocity to the player.
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if (velocity.lengthSquared() > 0) {
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Vector3f scaledVelocity = new Vector3f(velocity).mul(dt);
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position.add(scaledVelocity);
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Vector3f movement = new Vector3f(velocity).mul(dt);
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// Check for collisions if we try to move according to what the player wants.
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checkBlockCollisions(dt, movement, world);
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position.add(movement);
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updated = true;
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}
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}
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@ -86,6 +85,7 @@ public class ServerPlayer extends Player {
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acceleration.normalize();
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acceleration.rotateAxis(orientation.x, 0, 1, 0);
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acceleration.mul(MOVEMENT_ACCELERATION);
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System.out.println(acceleration);
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horizontalVelocity.add(acceleration);
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final float maxSpeed;
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if (lastInputState.crouching()) {
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@ -138,8 +138,8 @@ public class ServerPlayer extends Player {
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return points;
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}
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private void checkBlockCollisions(float dt, World world) {
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final Vector3fc nextTickPosition = new Vector3f(position).add(new Vector3f(velocity).mul(dt));
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private void checkBlockCollisions(float dt, Vector3f movement, World world) {
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final Vector3f nextTickPosition = new Vector3f(position).add(movement);
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List<Vector2i> horizontalSpaces = getHorizontalSpaceOccupied();
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int minXNextTick = (int) Math.floor(nextTickPosition.x() - RADIUS);
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int minZNextTick = (int) Math.floor(nextTickPosition.z() - RADIUS);
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@ -148,12 +148,16 @@ public class ServerPlayer extends Player {
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// Check if the player is about to hit a wall.
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// -Z
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if (world.getBlockAt(nextTickPosition.x(), nextTickPosition.y() + 1, minZNextTick) != 0) {
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System.out.println("wall -z");
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position.z = ((float) minZNextTick) + RADIUS + 0.001f;
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velocity.z = 0;
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updated = true;
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if (nextTickPosition.z < position.z && world.getBlockAt(nextTickPosition) != 0) {
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Vector3f normal = new Vector3f(0, 0, 1);
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movement.sub(normal.mul(movement.dot(normal)));
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}
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// if (world.getBlockAt(nextTickPosition.x(), nextTickPosition.y() + 1, minZNextTick) != 0) {
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// System.out.println("wall -z");
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// position.z = ((float) minZNextTick) + RADIUS + 0.001f;
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// velocity.z = 0;
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// updated = true;
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// }
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// +Z
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// if (
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// world.getBlockAt(nextTickPosition.x(), nextTickPosition.y(), maxZNextTick) != 0 &&
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@ -200,21 +204,18 @@ public class ServerPlayer extends Player {
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.anyMatch(point -> world.getBlockAt(point.x, position.y, point.y) != 0 ||
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world.getBlockAt(point.x, nextTickPosition.y(), point.y) != 0);
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if (playerFootInBlock) {
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// System.out.println("Player foot in block.");
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int nextY = (int) Math.floor(nextTickPosition.y());
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while (true) {
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// System.out.println("Checking y = " + nextY);
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int finalNextY = nextY;
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boolean isOpen = horizontalSpaces.stream()
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.allMatch(point -> {
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// System.out.printf("[%d, %d, %d] -> %d%n", point.x, finalNextY, point.y, world.getBlockAt(point.x, finalNextY, point.y));
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return world.getBlockAt(point.x, finalNextY, point.y) == 0;
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});
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if (isOpen) {
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// System.out.println("It's clear to move player to y = " + nextY);
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// Move the player to that spot, and cancel out their velocity.
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position.y = nextY;
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velocity.y = 0;
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movement.y = 0; // Cancel out y movement for this tick.
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updated = true;
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break;
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}
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