bigger commits
This commit is contained in:
+128
-20
@@ -145,7 +145,7 @@ void Engine::Initiate()
|
||||
Character* testcharacter = new Character();
|
||||
testcharacter->name = "character";
|
||||
testcharacter->castshadow = true;
|
||||
testcharacter->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
|
||||
testcharacter->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
|
||||
testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
|
||||
testcharacter->body->SetRig(testrig);
|
||||
|
||||
@@ -172,8 +172,8 @@ void Engine::Initiate()
|
||||
Character* npc = new Character();
|
||||
npc->name = "npc";
|
||||
npc->castshadow = true;
|
||||
npc->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
|
||||
npc->body->t.TranslateTo({ 3.0f, 1.05f, 3.0f });
|
||||
npc->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
|
||||
npc->body->t.TranslateTo({ 3.0f, 1.25f, 3.0f });
|
||||
npc->body->SetRig(testrig);
|
||||
npc->body->SetAnimation(testanimation);
|
||||
npc->BindToRenderSystem();
|
||||
@@ -197,7 +197,7 @@ void Engine::Initiate()
|
||||
Character* c = new Character();
|
||||
c->name = "remote";
|
||||
c->castshadow = true;
|
||||
c->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
|
||||
c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
|
||||
c->body->SetRig(testrig);
|
||||
c->body->SetAnimation(testanimation);
|
||||
c->BindToRenderSystem();
|
||||
@@ -393,13 +393,13 @@ void Engine::Initiate()
|
||||
|
||||
// Map is a rectangle: x in [-60, 60], z in [-30, 30] (authored at 1x, scaled by mapScale)
|
||||
// Centre dome
|
||||
AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 1.0f, 5);
|
||||
AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 2.0f, 5);
|
||||
// Cones, opposite corners of the dome
|
||||
AddTiers("cone", { -12.0f, -13.0f }, 6.0f, 1.0f, 5);
|
||||
AddTiers("cone", { 12.0f, 13.0f }, 6.0f, 1.0f, 5);
|
||||
// Big cubes either side of the dome
|
||||
AddBlock("cube", { -24.0f, 0.0f, 0.0f }, { 7.0f, 7.0f, 7.0f });
|
||||
AddBlock("cube", { 24.0f, 0.0f, 0.0f }, { 7.0f, 7.0f, 7.0f });
|
||||
AddBlock("cube", { -24.0f, 0.0f, 0.0f }, { 7.0f, 8.4f, 7.0f });
|
||||
AddBlock("cube", { 24.0f, 0.0f, 0.0f }, { 7.0f, 8.4f, 7.0f });
|
||||
// Stairs climbing to a tall back wall (the ramp), back right
|
||||
AddBlock("stair", { 29.0f, 0.0f, -12.0f }, { 2.5f, 1.0f, 10.0f });
|
||||
AddBlock("stair", { 31.5f, 0.0f, -12.0f }, { 2.5f, 2.0f, 10.0f });
|
||||
@@ -437,7 +437,10 @@ void Engine::Initiate()
|
||||
// body = 50 damage (two shots). Respawns the target when it dies.
|
||||
// Movement tuning
|
||||
const float airControl = 0.5f; // fraction of ground acceleration available in the air
|
||||
const float grappleRange = 12.0f; // metres from the player
|
||||
const float shockedAirControl = 0.1f; // air control after being hit by another player's shockwave
|
||||
const float shockedDuration = 2.0f; // seconds the reduced air control lasts
|
||||
float shockedTime = 0.0f;
|
||||
const float grappleRange = 30.0f; // metres from the player
|
||||
const float grappleSpeed = 28.0f; // launch speed toward the hit point
|
||||
const float grappleCooldownTime = 2.5f; // seconds
|
||||
float grappleCooldown = 0.0f;
|
||||
@@ -448,7 +451,7 @@ void Engine::Initiate()
|
||||
const float slideDuration = 0.8f;
|
||||
const float slideFalloffTime = 0.7f;
|
||||
const float slideDropY = 0.65f; // standing centre height (0.9) minus lying (0.25)
|
||||
const float standEyeOffset = 0.85f; // eyes 0.85 above body centre (body centre 1.05, height 2.1)
|
||||
const float standEyeOffset = 1.05f; // eyes 1.05 above body centre (body centre 1.25, height 2.5)
|
||||
const float slideEyeOffset = 0.25f; // lying down, eyes just above the floor
|
||||
float eyeOffset = standEyeOffset;
|
||||
bool sliding = false;
|
||||
@@ -459,6 +462,33 @@ void Engine::Initiate()
|
||||
float dashCooldown = 0.0f;
|
||||
const float shootCooldownTime = 0.5f; // seconds between shots
|
||||
float shootCooldown = 0.0f;
|
||||
|
||||
// Cubes (E). Whoever hosts (or an offline player) owns and simulates them and decides when they
|
||||
// despawn; LAN clients only ask the host for one and draw the poses it streams back.
|
||||
const float cubeCooldownTime = 0.5f; // seconds between cubes per player
|
||||
const double cubeLifetime = 30.0; // seconds before a cube despawns
|
||||
float cubeCooldown = 0.0f;
|
||||
// Cubes also rain from the sky on their own (host / offline only; clients see them via the stream)
|
||||
const float cubeRainInterval = 0.5f; // seconds between rain cubes
|
||||
const float cubeRainHeight = 45.0f;
|
||||
const size_t cubeRainMax = 200; // stop raining while this many cubes exist
|
||||
float cubeRainTimer = 0.0f;
|
||||
struct HostCube { uint32_t id; Mesh* mesh; double spawnTime; };
|
||||
std::vector<HostCube> hostCubes;
|
||||
uint32_t nextCubeId = 0;
|
||||
std::map<uint8_t, double> lastCubeSpawn; // host: when each client last spawned one (rate limit)
|
||||
struct PuppetCube { Mesh* mesh; double lastSeen; };
|
||||
std::map<uint32_t, PuppetCube> puppetCubes; // client: the host's cubes, keyed by host id
|
||||
auto SpawnCube = [&](const glm::vec3& at) {
|
||||
Mesh* nc = CreateCubeMesh();
|
||||
nc->name = "cube!";
|
||||
nc->t.ScaleTo(1.0f);
|
||||
nc->t.TranslateTo(at);
|
||||
nc->BindToRenderSystem();
|
||||
mainf->AddChild(nc);
|
||||
physicsengine->AddObject(new p(nc));
|
||||
hostCubes.push_back({ ++nextCubeId, nc, glfwGetTime() });
|
||||
};
|
||||
glm::vec3 slideDir(0.0f);
|
||||
|
||||
// Shockwave (key Q): projectile that explodes on the first surface it touches. The blast
|
||||
@@ -508,6 +538,9 @@ void Engine::Initiate()
|
||||
body->linearvelocity += dir * power * falloff;
|
||||
body->WakeUp();
|
||||
|
||||
// Another player's blast (not our own) takes away most of our air control for a while
|
||||
if (body == characterBody && fromNet) shockedTime = shockedDuration;
|
||||
|
||||
if (body == characterBody && sliding) {
|
||||
// The slide overrides horizontal velocity every frame, so end it and stand back up
|
||||
sliding = false;
|
||||
@@ -673,15 +706,12 @@ void Engine::Initiate()
|
||||
// Input � keyboard events
|
||||
// --------------------------------------------------------------------
|
||||
while (Keyboard::Event buffer = keyboard->ReadKey()) {
|
||||
if (buffer.GetCode() == 'E' && buffer.IsPress()) {
|
||||
Mesh* nc = CreateCubeMesh();
|
||||
nc->name = "cube!";
|
||||
nc->t.ScaleTo(1.0f);
|
||||
nc->t.TranslateTo(camera->t.GetTranslation());
|
||||
nc->t.RotateByEulerAngles({ 0.0f, 0.0f, 0.0f });
|
||||
nc->BindToRenderSystem();
|
||||
mainf->AddChild(nc);
|
||||
physicsengine->AddObject(new p(nc));
|
||||
if (buffer.GetCode() == 'E' && buffer.IsPress() && cubeCooldown <= 0.0f) {
|
||||
cubeCooldown = cubeCooldownTime;
|
||||
if (lan && lan->IsActive() && lan->GetMode() == Lan::Mode::Client)
|
||||
lan->SendCubeSpawn(camera->t.GetTranslation()); // the host spawns it
|
||||
else
|
||||
SpawnCube(camera->t.GetTranslation());
|
||||
}
|
||||
if (buffer.GetCode() == 'F' && buffer.IsPress()) {
|
||||
const glm::vec3 playerPos = testcharacter->body->t.GetTranslation();
|
||||
@@ -808,6 +838,7 @@ void Engine::Initiate()
|
||||
slideCooldown = std::max(slideCooldown - deltatime, 0.0f);
|
||||
dashCooldown = std::max(dashCooldown - deltatime, 0.0f);
|
||||
shootCooldown = std::max(shootCooldown - deltatime, 0.0f);
|
||||
cubeCooldown = std::max(cubeCooldown - deltatime, 0.0f);
|
||||
const float accel = 40.0f;
|
||||
const float damp = 0.75f;
|
||||
const float groundTopSpeed = movespeed * accel * refDt * damp / (1.0f - damp);
|
||||
@@ -842,7 +873,7 @@ void Engine::Initiate()
|
||||
const float current = glm::dot(glm::vec3(characterBody->linearvelocity.x, 0.0f,
|
||||
characterBody->linearvelocity.z), wishDir);
|
||||
const float add = glm::clamp(groundTopSpeed - current, 0.0f,
|
||||
accel * airControl * movespeed * deltatime);
|
||||
accel * (shockedTime > 0.0f ? shockedAirControl : airControl) * movespeed * deltatime);
|
||||
characterBody->linearvelocity.x += wishDir.x * add;
|
||||
characterBody->linearvelocity.z += wishDir.z * add;
|
||||
}
|
||||
@@ -860,6 +891,7 @@ void Engine::Initiate()
|
||||
|
||||
// Shockwave projectile: arc forward, explode on the first collider along this frame's path
|
||||
shockCooldown = std::max(shockCooldown - deltatime, 0.0f);
|
||||
shockedTime = std::max(shockedTime - deltatime, 0.0f);
|
||||
if (shockActive) {
|
||||
shockVel.y -= shockGravity * deltatime;
|
||||
shockAge += deltatime;
|
||||
@@ -983,6 +1015,36 @@ void Engine::Initiate()
|
||||
// --------------------------------------------------------------------
|
||||
// LAN: send our transform, apply the other player's
|
||||
// --------------------------------------------------------------------
|
||||
// Rain cubes from the sky at random spots over the map (host / offline)
|
||||
if (!lan || !lan->IsActive() || lan->GetMode() == Lan::Mode::Host) {
|
||||
cubeRainTimer -= deltatime;
|
||||
if (cubeRainTimer <= 0.0f) {
|
||||
cubeRainTimer += cubeRainInterval;
|
||||
if (hostCubes.size() < cubeRainMax) {
|
||||
glm::vec3 at = RandomSpawn();
|
||||
at.y = cubeRainHeight;
|
||||
SpawnCube(at);
|
||||
std::uniform_real_distribution<float> spin(0.0f, 6.28318f);
|
||||
hostCubes.back().mesh->t.RotateToEulerAngles({ spin(respawnRng), spin(respawnRng), spin(respawnRng) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Despawn cubes that have lived long enough (host / offline)
|
||||
{
|
||||
const double cubeNow = glfwGetTime();
|
||||
for (size_t i = 0; i < hostCubes.size();) {
|
||||
if (cubeNow - hostCubes[i].spawnTime > cubeLifetime) {
|
||||
Mesh* m = hostCubes[i].mesh;
|
||||
rendersystem->RemoveRenderable(m);
|
||||
physicsengine->RemoveObject(m);
|
||||
m->Delete();
|
||||
hostCubes.erase(hostCubes.begin() + i);
|
||||
}
|
||||
else ++i;
|
||||
}
|
||||
}
|
||||
|
||||
if (lan && lan->IsActive()) {
|
||||
NetState mine;
|
||||
mine.position = testcharacter->body->t.GetTranslation();
|
||||
@@ -994,7 +1056,53 @@ void Engine::Initiate()
|
||||
std::vector<NetUpdate> updates;
|
||||
std::vector<NetBlast> blasts;
|
||||
std::vector<NetHit> hits;
|
||||
lan->Receive(updates, &blasts, &hits);
|
||||
std::vector<NetCubeRequest> cubeRequests;
|
||||
std::vector<NetCube> cubeStates;
|
||||
lan->Receive(updates, &blasts, &hits, &cubeRequests, &cubeStates);
|
||||
|
||||
// Host: spawn the cubes clients asked for (rate limited per client), then stream every cube's pose
|
||||
for (const NetCubeRequest& rq : cubeRequests) {
|
||||
double& last = lastCubeSpawn[rq.sender];
|
||||
if (now - last < cubeCooldownTime * 0.9) continue;
|
||||
last = now;
|
||||
SpawnCube(glm::clamp(rq.position, glm::vec3(-200.0f), glm::vec3(200.0f)));
|
||||
}
|
||||
if (lan->GetMode() == Lan::Mode::Host) {
|
||||
std::vector<NetCube> snapshot;
|
||||
snapshot.reserve(hostCubes.size());
|
||||
for (const HostCube& hc : hostCubes) {
|
||||
NetCube nc;
|
||||
nc.id = hc.id;
|
||||
nc.position = hc.mesh->t.GetTranslation();
|
||||
nc.rotation = hc.mesh->t.GetRotationQuaternion();
|
||||
snapshot.push_back(nc);
|
||||
}
|
||||
lan->SendCubes(snapshot);
|
||||
}
|
||||
|
||||
// Client: show the host's cubes, and drop the ones it stopped sending (despawned)
|
||||
for (const NetCube& nc : cubeStates) {
|
||||
auto it = puppetCubes.find(nc.id);
|
||||
if (it == puppetCubes.end()) {
|
||||
Mesh* m = CreateCubeMesh();
|
||||
m->name = "cube!";
|
||||
m->t.ScaleTo(1.0f);
|
||||
m->BindToRenderSystem();
|
||||
mainf->AddChild(m);
|
||||
it = puppetCubes.emplace(nc.id, PuppetCube{ m, now }).first;
|
||||
}
|
||||
it->second.mesh->t.TranslateTo(nc.position);
|
||||
it->second.mesh->t.RotateToQuaternion(nc.rotation);
|
||||
it->second.lastSeen = now;
|
||||
}
|
||||
for (auto it = puppetCubes.begin(); it != puppetCubes.end();) {
|
||||
if (now - it->second.lastSeen > 1.5) {
|
||||
rendersystem->RemoveRenderable(it->second.mesh);
|
||||
it->second.mesh->Delete();
|
||||
it = puppetCubes.erase(it);
|
||||
}
|
||||
else ++it;
|
||||
}
|
||||
for (const NetBlast& b : blasts)
|
||||
Explode(b.center, true, b.radius, b.power);
|
||||
// Damage from other players (respawn handles dying, see the player respawn check)
|
||||
|
||||
Reference in New Issue
Block a user