Files
invoictoafpsgn/Engine.cpp
T
2026-10-18 12:35:55 -04:00

1231 lines
56 KiB
C++

#include "Engine.h"
// ============================================================================
// Standard library
// ============================================================================
#include <iostream>
#include <vector>
#include <random>
#include <map>
#include <string>
#include <memory>
#include <type_traits>
// ============================================================================
// OpenGL
// ============================================================================
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// ============================================================================
// Math
// ============================================================================
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/quaternion.hpp>
// ============================================================================
// Third party
// ============================================================================
#include <ft2build.h>
#include FT_FREETYPE_H
// ============================================================================
// Engine � core
// ============================================================================
#include "common.h"
#include "Window.h"
#include "Camera.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "Physics.h"
#include "RenderSystem.h"
#include "SoundSystem.h"
#include "ResourceManager.h"
#include "tFunctions.h"
#include "Debug.h"
// Rendering
#include "shaderClass.h"
#include "VBO.h"
#include "VAO.h"
#include "EBO.h"
#include "FBO.h"
#include "texture.h"
#include "Material.h"
#include "Mesh.h"
#include "Model.h"
#include "Cubemap.h"
#include "QuadVertices.h"
#include "Particle.h"
#include "Lighting.h"
#include "DirLight.h"
// Scene
#include "Folder.h"
#include "Sound.h"
#include "Gui.h"
#include "Net.h"
#include "font.h"
// Character / animation
#include "Rig.h"
#include "Animator.h"
#include "Character.h"
#include "DefaultBodyComponents.h"
#include "BodyComponentActions.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// ============================================================================
// Constructor � window, callbacks, systems, shaders
// ============================================================================
Engine::Engine()
{
engine = this;
glfwSetFramebufferSizeCallback(window->handle, framebuffer_size_callback);
glfwSetCursorPosCallback(window->handle, mouse_callback);
glfwSetScrollCallback(window->handle, scroll_callback);
glfwSetKeyCallback(window->handle, key_callback);
glfwSetMouseButtonCallback(window->handle, mouse_button_callback);
glfwSwapInterval(1);
// Start from the real framebuffer size (can differ from the requested size under DPI scaling)
int fbw, fbh;
glfwGetFramebufferSize(window->handle, &fbw, &fbh);
framebuffer_size_callback(window->handle, fbw, fbh);
rendersystem = new RenderSystem();
rendersystem->Initialize();
physicsengine = new Physics();
physicsengine->SetGravity(physicsengine->GetGravity() * 1.25f); // slightly stronger gravity to suit the larger map
mainf = new Folder();
camera = new Camera();
camera->t.TranslateTo({ 0.0f, 5.0f, 0.0f });
rendersystem->RigShader = new Shader("shaders/rig.vert", "shaders/default.frag");
rendersystem->MeshShader = new Shader("shaders/default.vert", "shaders/default.frag");
rendersystem->MeshShadowShader = new Shader("shaders/meshshadow.vert", "shaders/shadow.frag");
rendersystem->RigShadowShader = new Shader("shaders/rigshadow.vert", "shaders/shadow.frag");
rendersystem->SkyboxShader = new Shader("shaders/skybox.vert", "shaders/skybox.frag");
rendersystem->ScreenShader = new Shader("shaders/ScreenShader.vert", "shaders/ScreenShader.frag");
rendersystem->ImageBoxShader = new Shader("shaders/ImageBox.vert", "shaders/ImageBox.frag");
rendersystem->BoxShader = new Shader("shaders/Box.vert", "shaders/Box.frag");
rendersystem->Text2DShader = new Shader("shaders/2DText.vert", "shaders/2DText.frag");
rendersystem->ParticleShader = new Shader("shaders/Particle.vert", "shaders/Particle.frag");
}
// ============================================================================
// Initiate � scene setup + game loop
// ============================================================================
void Engine::Initiate()
{
// ------------------------------------------------------------------------
// Assets
// ------------------------------------------------------------------------
Font* arial = new Font("assets/ft/arial.ttf");
Texture* blanktex = new Texture("assets/blanktexture.png");
Texture* magic = new Texture("assets/itsmagicbitch.jpg");
Texture* snowflake = new Texture("assets/snowflake.png");
Texture* leontex = new Texture("assets/revolvertex.png");
// ------------------------------------------------------------------------
// Shared rig + animations
// ------------------------------------------------------------------------
Rig* testrig = new Rig("assets/rig.glb");
Animation* testanimation = new Animation("assets/walkanim.glb");
Animation* punchanim = new Animation("assets/punchanim.glb");
// ------------------------------------------------------------------------
// Player character
// ------------------------------------------------------------------------
Character* testcharacter = new Character();
testcharacter->name = "character";
testcharacter->castshadow = true;
testcharacter->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
testcharacter->body->SetRig(testrig);
// Base animator (weight 0) � walk, looped
testcharacter->body->SetAnimation(testanimation);
testcharacter->body->animator->loops = true;
// Punch animator (weight 1) � one-shot, starts stopped
Animator* punchAnimator = testcharacter->body->AddAnimator(1);
punchAnimator->loops = false;
punchAnimator->SetAnimation(punchanim);
punchAnimator->StopAnimation();
// First person: don't draw our own model (other players still see it via the network)
p* characterBody = new p(testcharacter->body);
characterBody->mass = 80.0f;
characterBody->lockRotation = true;
characterBody->friction = 0.0f;
physicsengine->AddObject(characterBody);
// ------------------------------------------------------------------------
// NPC
// ------------------------------------------------------------------------
Character* npc = new Character();
npc->name = "npc";
npc->castshadow = true;
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();
p* npcBody = new p(npc->body);
npcBody->mass = 80.0f;
npcBody->lockRotation = true;
npcBody->friction = 0.0f;
physicsengine->AddObject(npcBody);
// ------------------------------------------------------------------------
// Remote players (other PCs), keyed by network id. Not in physics: their transform
// comes from the network. Created on first packet, removed when packets stop.
// ------------------------------------------------------------------------
struct RemotePlayer {
Character* character = nullptr;
double lastSeen = 0.0;
};
std::map<int, RemotePlayer> remotes;
auto SpawnRemote = [&]() -> Character* {
Character* c = new Character();
c->name = "remote";
c->castshadow = true;
c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
c->body->SetRig(testrig);
c->body->SetAnimation(testanimation);
c->BindToRenderSystem();
return c;
};
// In a LAN game, start at a random spot so players don't all spawn inside each other
if (lan && lan->IsActive()) {
std::mt19937 rng(std::random_device{}());
std::uniform_real_distribution<float> spread(-8.0f, 8.0f);
testcharacter->body->t.TranslateTo({ spread(rng), 10.0f, spread(rng) });
}
// ------------------------------------------------------------------------
// Rain particles
// ------------------------------------------------------------------------
ParticleEmitter* rain = new ParticleEmitter();
rain->name = "rain";
rain->tex = snowflake;
rain->opaque = false;
rain->speed = 35.0f;
rain->lifespan = 0.6f;
rain->angularvelocity = { 0.0f, 0.0f, glm::radians(10.0f) };
rain->size = { 0.04f, 0.4f, 0.0f };
rain->emitangle = { glm::radians(60.0f), glm::radians(360.0f), glm::radians(60.0f) };
rain->facecamera = false;
rain->color = { 1.0f, 1.0f, 1.0f, 1.0f };
rain->emitdirection = ParticleEmitter::EmitDirection::Perpendicular;
rain->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
rain->t.RotateToQuaternion(glm::quat(glm::vec3(glm::radians(85.0f), 0.0f, 0.0f)));
rain->BindToRenderSystem();
mainf->AddChild(rain);
// ------------------------------------------------------------------------
// 3D audio
// ------------------------------------------------------------------------
Sound* music = new Sound();
music->name = "music";
music->LoadSound("assets/fs.wav", true);
music->Update3DPosition(0.0f, 0.0f, 0.0f);
music->PlayTrack(true);
mainf->AddChild(music);
// ------------------------------------------------------------------------
// GUI
// ------------------------------------------------------------------------
Crosshair* crosshair = new Crosshair();
crosshair->Color = { 0.0f, 0.0f, 0.0f };
crosshair->Dot = true;
crosshair->Apply();
// Hit marker: an X around the crosshair built from small squares (Box has no rotation),
// white for a normal hit and red for a headshot / kill. Fades out after each hit.
std::vector<Box*> hitMarker;
for (int corner = 0; corner < 4; ++corner) {
const float sx = (corner & 1) ? 1.0f : -1.0f, sy = (corner & 2) ? 1.0f : -1.0f;
for (int step = 0; step < 3; ++step) {
const float d = 7.0f + step * 3.5f;
Box* b = new Box();
b->Opacity = 0.0f;
b->t2d.center = { 0.5f, 0.5f };
b->t2d.position = { 0.5f, 0.5f, sx * d, sy * d };
b->t2d.size = { 0.0f, 0.0f, 3.5f, 3.5f };
b->BindToRenderSystem();
hitMarker.push_back(b);
}
}
float hitMarkerTime = 0.0f;
const float hitMarkerDuration = 0.25f;
auto ShowHitMarker = [&](bool strong) {
hitMarkerTime = hitMarkerDuration;
for (Box* b : hitMarker) b->Color = strong ? glm::vec3(1.0f, 0.15f, 0.15f) : glm::vec3(1.0f);
};
TextBox* fpsCounter = new TextBox();
fpsCounter->font = arial;
fpsCounter->text = "TEST1231231123";
fpsCounter->fontsize = 0.5f;
fpsCounter->Color = { 0.0f, 0.0f, 0.0f };
fpsCounter->t2d.position = { 1.0f, 0.0f, 0.0f, 0.0f };
fpsCounter->t2d.center = { 1.0f, 0.0f };
fpsCounter->textCenter = { 0.0f, 0.5f };
fpsCounter->t2d.size = { 0.1f, 0.1f, 0.0f, 0.0f };
fpsCounter->BindToRenderSystem();
TextBox* netText = new TextBox();
netText->font = arial;
netText->text = "";
netText->fontsize = 0.5f;
netText->Color = { 1.0f, 1.0f, 1.0f };
netText->t2d.position = { 1.0f, 0.0f, 0.0f, 110.0f };
netText->t2d.center = { 1.0f, 0.0f };
netText->textCenter = { 1.0f, 0.5f };
netText->t2d.size = { 0.0f, 0.0f, 360.0f, 40.0f };
netText->BindToRenderSystem();
// Full-screen green flash when the player takes damage (drawn before the HUD text)
Box* damageFlash = new Box();
damageFlash->Color = { 0.0f, 1.0f, 0.2f };
damageFlash->Opacity = 0.0f;
damageFlash->t2d.position = { 0.0f, 0.0f, 0.0f, 0.0f };
damageFlash->t2d.center = { 0.0f, 0.0f };
damageFlash->t2d.size = { 1.0f, 1.0f, 0.0f, 0.0f };
damageFlash->BindToRenderSystem();
int lastPlayerHealth = 100;
float damageFlashTime = 0.0f;
const float damageFlashDuration = 0.35f;
TextBox* hpText = new TextBox();
hpText->font = arial;
hpText->text = "100/100 HP";
hpText->fontsize = 0.6f;
hpText->Color = { 1.0f, 1.0f, 1.0f };
hpText->t2d.position = { 0.0f, 1.0f, 20.0f, -20.0f };
hpText->t2d.center = { 0.0f, 1.0f };
hpText->textCenter = { 0.0f, 0.5f };
hpText->t2d.size = { 0.0f, 0.0f, 400.0f, 90.0f };
hpText->BindToRenderSystem();
TextBox* grappleText = new TextBox();
grappleText->font = arial;
grappleText->text = "GRAPPLE READY";
grappleText->fontsize = 0.5f;
grappleText->Color = { 1.0f, 1.0f, 1.0f };
grappleText->t2d.position = { 0.5f, 1.0f, 0.0f, -20.0f };
grappleText->t2d.center = { 0.5f, 1.0f };
grappleText->textCenter = { 0.5f, 0.5f };
grappleText->t2d.size = { 0.0f, 0.0f, 560.0f, 40.0f };
grappleText->BindToRenderSystem();
// ------------------------------------------------------------------------
// World meshes
// ------------------------------------------------------------------------
Model leonrevolver("assets/leonrevolver.obj");
for (Mesh* mesh : leonrevolver.meshes) {
auto newmesh = mesh->Clone();
newmesh->name = "revolver";
newmesh->castshadow = true;
newmesh->meshTexture = leontex;
newmesh->t.TranslateBy({ 4.0f, 4.0f, 4.0f });
newmesh->BindToRenderSystem();
mainf->AddChild(newmesh);
}
Mesh* debugcube = CreateCubeMesh();
debugcube->name = "debugcube";
debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
// Punch hitbox only: intentionally not bound to the render system, so it isn't drawn
mainf->AddChild(debugcube);
const float mapScale = 1.5f; // uniform scale applied to the floor and every map prop
Mesh* floor = CreateCubeMesh();
floor->name = "floor";
floor->meshTexture = blanktex;
floor->t.ScaleTo({ 80.0f * mapScale, 2.0f, 40.0f * mapScale });
floor->t.TranslateTo({ 0.0f, -1.0f, 0.0f });
floor->BindToRenderSystem();
mainf->AddChild(floor);
p* floorBody = new p(floor);
floorBody->velocity = false;
physicsengine->AddObject(floorBody);
// Static map props: axis-aligned blocks (collision is AABB-based, so dome/cones/ramp are
// built from stacked tiers and stairs). Footprints are recorded so respawns avoid them.
struct Footprint { float minX, maxX, minZ, maxZ; };
std::vector<Footprint> propFootprints;
// pos = centre of the block's footprint on the floor; it sits on y = 0 and is `size.y` tall.
// Walls are frictionless (player friction is 0 too) so you slide along them.
auto AddBlock = [&](const char* name, glm::vec3 pos, glm::vec3 size, bool slippery = false) {
pos *= mapScale;
size *= mapScale;
Mesh* m = CreateCubeMesh();
m->name = name;
m->meshTexture = blanktex;
m->t.ScaleTo(size);
m->t.TranslateTo({ pos.x, pos.y + size.y * 0.5f, pos.z });
m->BindToRenderSystem();
mainf->AddChild(m);
p* body = new p(m);
body->velocity = false;
if (slippery) body->friction = 0.0f;
physicsengine->AddObject(body);
propFootprints.push_back({ pos.x - size.x * 0.5f, pos.x + size.x * 0.5f,
pos.z - size.z * 0.5f, pos.z + size.z * 0.5f });
};
// Concentric stack of square tiers, widest at the bottom (stands in for dome / cone)
// xStretch scales the stack along x only (left/right); height and depth are unchanged
auto AddTiers = [&](const char* name, glm::vec2 pos, float baseWidth, float tierHeight, int tiers, float xStretch = 1.0f) {
for (int i = 0; i < tiers; ++i) {
const float w = baseWidth * (1.0f - float(i) / float(tiers));
AddBlock(name, { pos.x, tierHeight * i, pos.y }, { w * xStretch, tierHeight, w });
}
};
// 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, 2.0f, 5, 0.5f);
// 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, 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 });
AddBlock("stair", { 34.0f, 0.0f, -12.0f }, { 2.5f, 3.0f, 10.0f });
AddBlock("wall", { 36.5f, 0.0f, -12.0f }, { 1.0f, 9.0f, 10.0f }, true);
// Stacked boxes, front right
AddBlock("box", { 30.0f, 0.0f, 12.0f }, { 6.0f, 2.5f, 6.0f });
AddBlock("box", { 34.5f, 0.0f, 15.0f }, { 5.0f, 5.0f, 5.0f });
// Long wall with a small block at its end, left front
AddBlock("wall", { -33.0f, 0.0f, 9.0f }, { 1.0f, 7.0f, 18.0f }, true);
AddBlock("box", { -30.0f, 0.0f, 17.5f }, { 3.0f, 2.0f, 3.0f });
// Small box cluster, back left
AddBlock("box", { -26.0f, 0.0f, -12.0f }, { 6.0f, 2.0f, 6.0f });
AddBlock("box", { -22.0f, 0.0f, -15.5f }, { 6.0f, 1.0f, 4.0f });
// Ground check
auto IsGrounded = [&]() -> bool {
Ray downRay;
downRay.origin = testcharacter->body->t.GetTranslation();
downRay.direction = glm::vec3(0.0f, -1.0f, 0.0f);
const float halfHeight = testcharacter->body->t.GetScale().y * 0.5f;
for (p* obj : physicsengine->GetObjects()) {
if (obj->pointer == testcharacter->body) continue;
if (!obj->collision) continue;
auto hit = IsRayInT(downRay, obj->pointer->t);
if (hit.has_value()) {
if (glm::distance(downRay.origin, hit.value()) < halfHeight + 0.15f)
return true;
}
}
return false;
};
// Hitscan shot from the camera. Head = top 20% of the target's box = instant kill,
// 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 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;
// Slide (key Left Ctrl): locked direction, committed for slideDuration, speed eases from
// slideBoost x ground top speed down to 1x by slideFalloffTime.
const float slideBoost = 1.5f;
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 = 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;
float slideTime = 0.0f;
const float slideCooldownTime = 1.0f; // seconds after a slide ends before the next
float slideCooldown = 0.0f;
const float dashCooldownTime = 1.5f; // seconds between dashes
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
// launches the player, the NPC and loose props away from the impact point. No damage.
const float shockSpeed = 30.0f;
const float shockGravity = 6.0f;
const float shockLifetime = 3.0f;
const float shockRadius = 7.0f;
const float shockPower = 26.0f; // launch speed at the centre of the blast
const float shockCooldownTime = 6.0f;
const float blastShowTime = 0.25f;
const glm::vec3 hiddenPos(0.0f, -1000.0f, 0.0f);
float shockCooldown = 0.0f;
bool shockActive = false;
float shockAge = 0.0f;
float blastTime = 0.0f;
glm::vec3 shockVel(0.0f);
Mesh* shockMesh = CreateCubeMesh();
shockMesh->name = "shockwave";
shockMesh->meshTexture = blanktex;
shockMesh->t.ScaleTo({ 0.3f, 0.3f, 0.3f });
shockMesh->t.TranslateTo(hiddenPos);
shockMesh->BindToRenderSystem();
mainf->AddChild(shockMesh);
Mesh* blastMesh = CreateCubeMesh();
blastMesh->name = "shockblast";
blastMesh->meshTexture = blanktex;
blastMesh->t.TranslateTo(hiddenPos);
blastMesh->BindToRenderSystem();
mainf->AddChild(blastMesh);
// fromNet = another player's blast: we only launch ourselves (the other machines launch
// themselves the same way, since remote players are just puppets on this machine).
// (Lambda default arguments can't reference locals, so callers pass radius/power explicitly.)
auto Explode = [&](const glm::vec3& center, bool fromNet, float radius, float power) {
auto launch = [&](const glm::vec3& pos, p* body) {
const glm::vec3 offset = pos - center;
const float dist = glm::length(offset);
if (dist >= radius) return;
// Away from the blast, biased upward so grounded targets actually lift off
glm::vec3 dir = dist > 0.001f ? offset / dist : glm::vec3(0.0f, 1.0f, 0.0f);
dir.y = std::max(dir.y, 0.0f) + 0.6f;
dir = glm::normalize(dir);
const float falloff = 1.0f - 0.7f * (dist / radius); // 100% at centre, 30% at the edge
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;
glm::vec3 p0 = testcharacter->body->t.GetTranslation();
p0.y += slideDropY + 0.02f;
testcharacter->body->t.TranslateTo(p0);
}
};
launch(testcharacter->body->t.GetTranslation(), characterBody);
if (!fromNet) {
launch(npc->body->t.GetTranslation(), npcBody);
for (p* obj : physicsengine->GetObjects()) {
if (!obj->velocity || obj == characterBody || obj == npcBody) continue;
launch(obj->pointer->t.GetTranslation(), obj);
}
NetBlast nb;
nb.center = center;
nb.radius = radius;
nb.power = power;
if (lan && lan->IsActive()) lan->SendBlast(nb);
shockActive = false;
shockMesh->t.TranslateTo(hiddenPos);
}
blastMesh->t.TranslateTo(center);
blastMesh->t.ScaleTo(glm::vec3(0.5f));
blastTime = blastShowTime;
camera->AddScreenshake(0.25f);
};
const int maxHealth = 100;
const int bodyDamage = 50;
const int punchDamage = 25;
const float headFraction = 0.93f; // top 7% of the hitbox counts as the head
// Random respawn spot on the floor (NPC and player), kept clear of every map prop
std::mt19937 respawnRng(std::random_device{}());
const float respawnHeight = 15.0f; // respawn in the air and drop to the floor
auto RandomSpawn = [&]() -> glm::vec3 {
std::uniform_real_distribution<float> spreadX(-37.0f * mapScale, 37.0f * mapScale), spreadZ(-17.0f * mapScale, 17.0f * mapScale);
const float margin = 1.5f;
for (;;) {
const float x = spreadX(respawnRng), z = spreadZ(respawnRng);
bool blocked = false;
for (const Footprint& f : propFootprints) {
if (x > f.minX - margin && x < f.maxX + margin &&
z > f.minZ - margin && z < f.maxZ + margin) { blocked = true; break; }
}
if (blocked) continue;
return { x, respawnHeight, z };
}
};
auto Shoot = [&]() {
Ray ray;
ray.origin = camera->t.GetTranslation();
ray.direction = glm::normalize(camera->t.GetFrontVector());
// Nearest shootable target along the ray: the NPC or any remote (LAN) player
float targetDist = 1e9f;
glm::vec3 targetPoint(0.0f);
t* targetT = nullptr;
int targetRemoteId = -1; // -1 = the NPC
auto consider = [&](t& tr, int remoteId) {
auto h = IsRayInT(ray, tr);
if (!h.has_value()) return;
const float d = glm::distance(ray.origin, h.value());
if (d < targetDist) { targetDist = d; targetPoint = h.value(); targetT = &tr; targetRemoteId = remoteId; }
};
consider(npc->body->t, -1);
for (auto& kv : remotes) consider(kv.second.character->body->t, kv.first);
if (!targetT) return;
// Walls/props in front of the target block the shot
for (p* obj : physicsengine->GetObjects()) {
if (obj->pointer == testcharacter->body || obj->pointer == npc->body) continue;
if (!obj->collision) continue;
auto blocked = IsRayInT(ray, obj->pointer->t);
if (blocked.has_value() && glm::distance(ray.origin, blocked.value()) < targetDist)
return;
}
const float heightFrac = (targetPoint.y - targetT->GetTranslation().y)
/ targetT->GetScale().y + 0.5f;
const bool headshot = heightFrac >= headFraction;
const int damage = headshot ? maxHealth : bodyDamage;
camera->AddScreenshake(0.05f);
ShowHitMarker(headshot);
if (targetRemoteId >= 0) {
// Another player: their machine owns their health, so tell it
NetHit hit;
hit.damage = damage;
if (lan && lan->IsActive()) lan->SendHit((uint8_t)targetRemoteId, hit);
std::cout << (headshot ? "HEADSHOT" : "BODY SHOT") << " - player " << targetRemoteId << "\n";
return;
}
npc->body->Health -= damage;
std::cout << (headshot ? "HEADSHOT" : "BODY SHOT") << " - NPC HP " << npc->body->Health << "\n";
if (npc->body->Health <= 0) {
npc->body->Health = maxHealth;
npc->body->t.TranslateTo(RandomSpawn());
npcBody->linearvelocity = glm::vec3(0.0f);
npcBody->WakeUp();
}
};
// ========================================================================
// Game loop
// ========================================================================
while (!glfwWindowShouldClose(window->handle))
{
frame++;
// Real frame time (clamped so a hitch can't tunnel through colliders), scaled so the game
// plays at the speed it had when it ran one 1/fps step per frame on a 144 Hz display.
// refDt is the step the movement constants were tuned at.
static double prevFrameTime = glfwGetTime();
const double frameNow = glfwGetTime();
const float deltatime = glm::clamp(float(frameNow - prevFrameTime), 0.001f, 1.0f / 60.0f) * (144.0f / float(fps));
prevFrameTime = frameNow;
const float refDt = 1.0f / float(fps);
const glm::vec3 camFront = camera->t.GetFrontVector();
const glm::vec3 camRight = camera->t.GetRightVector();
const float walkScale = 0.6f; // WASD speed relative to the original 3.9
const float movespeed = 3.0f * 1.3f * walkScale;
// --------------------------------------------------------------------
// Input � mouse
// --------------------------------------------------------------------
while (Mouse::Event buffer = mouse->Read()) {
if (buffer.GetType() == Mouse::Event::Type::Move) {
float xoffset = mouse->GetX() - mouse->GetLastX();
float yoffset = mouse->GetLastY() - mouse->GetY();
camera->ProcessMouseMovement(xoffset, yoffset);
}
else if (buffer.GetType() == Mouse::Event::Type::LPress) {
if (shootCooldown <= 0.0f) {
shootCooldown = shootCooldownTime;
Shoot();
}
}
else if (buffer.GetType() == Mouse::Event::Type::RPress) {
camera->lockedcursor = !camera->lockedcursor;
}
}
// --------------------------------------------------------------------
// Input � held movement
// --------------------------------------------------------------------
glm::vec3 inputVel = glm::vec3(0.0f);
if (keyboard->IsKeyDown('W')) inputVel += glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
if (keyboard->IsKeyDown('S')) inputVel -= glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
if (keyboard->IsKeyDown('A')) inputVel += glm::normalize(glm::vec3(camRight.x, 0.0f, camRight.z));
if (keyboard->IsKeyDown('D')) inputVel -= glm::normalize(glm::vec3(camRight.x, 0.0f, camRight.z));
if (glm::length(inputVel) > 0.0f)
inputVel = glm::normalize(inputVel) * movespeed;
// --------------------------------------------------------------------
// Input � keyboard events
// --------------------------------------------------------------------
while (Keyboard::Event buffer = keyboard->ReadKey()) {
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();
const glm::vec3 playerFront = glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
// Restart punch on high-priority animator
punchAnimator->m_CurrentTime = 0.0f;
punchAnimator->PlayAnimation();
debugcube->t.TranslateTo(playerPos + playerFront * 0.8f);
debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
debugcube->t.RotateToQuaternion(LookAt(-playerFront));
std::optional<TInTInfo> hit = TInT(debugcube->t, npc->body->t);
if (hit.has_value()) {
std::cout << "HIT NPC\n";
npcBody->WakeUp();
npcBody->linearvelocity += playerFront * 5.0f + glm::vec3(0.0f, 3.0f, 0.0f);
camera->AddScreenshake(0.15f); // landing a punch feels impactful
ShowHitMarker(false);
npc->body->Health -= punchDamage;
std::cout << "PUNCH - NPC HP " << npc->body->Health << "\n";
if (npc->body->Health <= 0) {
npc->body->Health = maxHealth;
npc->body->t.TranslateTo(RandomSpawn());
npcBody->linearvelocity = glm::vec3(0.0f);
npcBody->WakeUp();
}
}
else {
std::cout << "MISSED\n";
}
// Punch LAN players too: their machine applies the damage and knockback
for (auto& kv : remotes) {
if (!TInT(debugcube->t, kv.second.character->body->t).has_value()) continue;
NetHit ph;
ph.damage = punchDamage;
ph.knockback = playerFront * 5.0f + glm::vec3(0.0f, 3.0f, 0.0f);
if (lan && lan->IsActive()) lan->SendHit((uint8_t)kv.first, ph);
camera->AddScreenshake(0.15f);
ShowHitMarker(false);
std::cout << "PUNCH - player " << kv.first << "\n";
}
}
if (buffer.GetCode() == GLFW_KEY_LEFT_SHIFT && buffer.IsPress() && !sliding && dashCooldown <= 0.0f) {
dashCooldown = dashCooldownTime;
glm::vec3 dashDir = glm::length(inputVel) > 0.0f
? glm::normalize(inputVel)
: glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
characterBody->linearvelocity.x += dashDir.x * 18.0f;
characterBody->linearvelocity.z += dashDir.z * 18.0f;
camera->AddScreenshake(0.04f);
}
if (buffer.GetCode() == GLFW_KEY_LEFT_CONTROL && buffer.IsPress() && !sliding && slideCooldown <= 0.0f && IsGrounded()) {
const glm::vec3 horizVel(characterBody->linearvelocity.x, 0.0f, characterBody->linearvelocity.z);
if (glm::length(inputVel) > 0.0f || glm::length(horizVel) > 1.0f) {
slideDir = glm::length(inputVel) > 0.0f ? glm::normalize(inputVel) : glm::normalize(horizVel);
sliding = true;
slideTime = 0.0f;
slideCooldown = slideDuration + slideCooldownTime;
// Lie down feet-first: tilt the model's up axis to point back along the slide.
// Hitbox is the same box, rotated with it; drop it so the feet stay on the floor.
const glm::vec3 tiltAxis = glm::normalize(glm::cross(slideDir, glm::vec3(0.0f, 1.0f, 0.0f)));
testcharacter->body->t.RotateToQuaternion(
glm::angleAxis(glm::radians(90.0f), tiltAxis) * LookAt(-slideDir));
glm::vec3 pos = testcharacter->body->t.GetTranslation();
pos.y -= slideDropY;
testcharacter->body->t.TranslateTo(pos);
camera->AddScreenshake(0.06f);
}
}
if (buffer.GetCode() == 'R' && buffer.IsPress() && !sliding && grappleCooldown <= 0.0f) {
// Short-range grapple: aim with the camera, latch onto a surface within range
Ray ray;
ray.origin = camera->t.GetTranslation();
ray.direction = glm::normalize(camFront);
float bestDist = grappleRange;
glm::vec3 bestPoint(0.0f);
bool found = false;
for (p* obj : physicsengine->GetObjects()) {
if (obj->pointer == testcharacter->body || obj->pointer == npc->body) continue;
if (!obj->collision) continue;
auto hit = IsRayInT(ray, obj->pointer->t);
if (!hit.has_value()) continue;
const float d = glm::distance(ray.origin, hit.value());
if (d < bestDist) { bestDist = d; bestPoint = hit.value(); found = true; }
}
if (found) {
characterBody->linearvelocity = glm::normalize(bestPoint - ray.origin) * grappleSpeed;
characterBody->WakeUp();
grappleCooldown = grappleCooldownTime;
camera->AddScreenshake(0.1f);
}
}
if (buffer.GetCode() == 'Q' && buffer.IsPress() && !shockActive && shockCooldown <= 0.0f) {
const glm::vec3 front = glm::normalize(camFront);
shockMesh->t.TranslateTo(camera->t.GetTranslation() + front * 0.6f);
shockVel = front * shockSpeed;
shockActive = true;
shockAge = 0.0f;
shockCooldown = shockCooldownTime;
camera->AddScreenshake(0.05f);
}
if (buffer.GetCode() == 'G' && buffer.IsPress()) {
camera->AddScreenshake(0.2f);
}
if (buffer.GetCode() == GLFW_KEY_SPACE && buffer.IsPress()) {
if (!sliding && IsGrounded())
characterBody->linearvelocity.y = 11.0f;
}
}
// --------------------------------------------------------------------
// Input � held keys
// --------------------------------------------------------------------
if (keyboard->IsKeyDown(GLFW_KEY_ESCAPE))
glfwSetWindowShouldClose(window->handle, 1);
// Movement + damping
grappleCooldown = std::max(grappleCooldown - deltatime, 0.0f);
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);
if (sliding) {
// Direction is locked; speed eases from boost x down to 1x (quadratic: drops fastest early)
slideTime += deltatime;
const float u = glm::clamp(slideTime / slideFalloffTime, 0.0f, 1.0f);
const float speed = (groundTopSpeed / walkScale) * (1.0f + (slideBoost - 1.0f) * (1.0f - u) * (1.0f - u));
characterBody->linearvelocity.x = slideDir.x * speed;
characterBody->linearvelocity.z = slideDir.z * speed;
if (slideTime >= slideDuration) {
sliding = false;
glm::vec3 pos = testcharacter->body->t.GetTranslation();
pos.y += slideDropY + 0.02f; // stand back up (rotation is reset below)
testcharacter->body->t.TranslateTo(pos);
}
}
else if (IsGrounded()) {
// Drag and acceleration rescaled so the top speed is the same at any frame rate
const float dampStep = std::pow(damp, deltatime / refDt);
const float accelScale = refDt * damp * (1.0f - dampStep) / (deltatime * dampStep * (1.0f - damp));
characterBody->linearvelocity.x *= dampStep;
characterBody->linearvelocity.z *= dampStep;
characterBody->linearvelocity.x += inputVel.x * accel * deltatime * accelScale;
characterBody->linearvelocity.z += inputVel.z * accel * deltatime * accelScale;
}
else if (glm::length(inputVel) > 0.0f) {
// Air: no ground drag so momentum (grapple, dash) carries. Input only adds
// speed along the wish direction up to movespeed, at airControl of ground accel.
const glm::vec3 wishDir = glm::normalize(inputVel);
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 * (shockedTime > 0.0f ? shockedAirControl : airControl) * movespeed * deltatime);
characterBody->linearvelocity.x += wishDir.x * add;
characterBody->linearvelocity.z += wishDir.z * add;
}
// --------------------------------------------------------------------
// Scene updates
// --------------------------------------------------------------------
{
const glm::vec3 playerPos = testcharacter->body->t.GetTranslation();
const glm::vec3 playerFront = glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
debugcube->t.TranslateTo(playerPos + playerFront * 0.8f);
debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
debugcube->t.RotateToQuaternion(LookAt(-playerFront));
}
// 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;
const glm::vec3 from = shockMesh->t.GetTranslation();
const glm::vec3 step = shockVel * deltatime;
const float stepLen = glm::length(step);
Ray ray;
ray.origin = from;
ray.direction = step / stepLen;
float bestDist = stepLen;
glm::vec3 bestPoint(0.0f);
bool found = false;
for (p* obj : physicsengine->GetObjects()) {
if (obj == characterBody || !obj->collision) continue;
auto hit = IsRayInT(ray, obj->pointer->t);
if (!hit.has_value()) continue;
const float d = glm::distance(from, hit.value());
if (d <= bestDist) { bestDist = d; bestPoint = hit.value(); found = true; }
}
if (found) Explode(bestPoint, false, shockRadius, shockPower);
else if (shockAge >= shockLifetime) {
shockActive = false;
shockMesh->t.TranslateTo(hiddenPos);
}
else shockMesh->t.TranslateTo(from + step);
}
if (blastTime > 0.0f) {
blastTime -= deltatime;
if (blastTime <= 0.0f) {
blastMesh->t.TranslateTo(hiddenPos);
}
else {
// Expand to the full blast radius over its lifetime
const float u = 1.0f - blastTime / blastShowTime;
blastMesh->t.ScaleTo(glm::vec3(0.5f + (shockRadius * 2.0f - 0.5f) * u));
}
}
rain->t.TranslateTo(camera->t.GetTranslation() + glm::vec3(0.0f, 20.0f, 0.0f));
for (int i = 0; i < 30; i++) rain->Emit();
if (!sliding) {
testcharacter->body->t.RotateToQuaternion(
LookAt(-glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z)))
);
}
// First person: camera at the eyes (eased down while sliding)
eyeOffset += ((sliding ? slideEyeOffset : standEyeOffset) - eyeOffset) * (1.0f - std::pow(0.7f, deltatime / refDt));
camera->t.TranslateTo(testcharacter->body->t.GetTranslation() + glm::vec3(0.0f, eyeOffset, 0.0f));
Sound* music = static_cast<Sound*>(mainf->GetFirstChildOfName("music"));
music->Update3DPosition(5.0f, 4.0f, 6.5f); // where the old floating cube was
soundsystem->SetListenerPosition(
camera->t.GetTranslation(),
camera->t.GetFrontVector(),
camera->t.GetUpVector()
);
// --------------------------------------------------------------------
// FPS counter
// --------------------------------------------------------------------
{
static double lastTime = glfwGetTime();
static int frameCount = 0;
static int measuredFps = 0;
static float accumulator = 0.0f;
double now = glfwGetTime();
accumulator += (float)(now - lastTime);
lastTime = now;
frameCount++;
if (accumulator >= 0.25f) {
measuredFps = (int)(frameCount / accumulator);
frameCount = 0;
accumulator = 0.0f;
}
fpsCounter->text = std::to_string(measuredFps) + " FPS";
}
hitMarkerTime = std::max(hitMarkerTime - deltatime, 0.0f);
for (Box* b : hitMarker) b->Opacity = hitMarkerTime / hitMarkerDuration;
// Damage flash: any HP loss restarts a short green fade-out
if (testcharacter->body->Health < lastPlayerHealth)
damageFlashTime = damageFlashDuration;
lastPlayerHealth = testcharacter->body->Health;
damageFlashTime = std::max(damageFlashTime - deltatime, 0.0f);
damageFlash->Opacity = 0.45f * (damageFlashTime / damageFlashDuration);
// Player respawn: at 0 HP or after falling off the map, teleport to a random spot
if (testcharacter->body->Health <= 0 || testcharacter->body->t.GetTranslation().y < -20.0f) {
testcharacter->body->Health = maxHealth;
testcharacter->body->t.TranslateTo(RandomSpawn());
characterBody->linearvelocity = glm::vec3(0.0f);
characterBody->WakeUp();
sliding = false;
}
hpText->text = std::to_string(std::max(testcharacter->body->Health, 0)) + "/100 HP";
grappleText->text = grappleCooldown > 0.0f
? "GRAPPLE " + std::to_string(grappleCooldown).substr(0, 3) + "s"
: "GRAPPLE READY";
grappleText->text += shockCooldown > 0.0f
? " | SHOCKWAVE " + std::to_string(shockCooldown).substr(0, 3) + "s"
: " | SHOCKWAVE READY (Q)";
// --------------------------------------------------------------------
// Step systems
// --------------------------------------------------------------------
camera->Step(deltatime);
rain->Step(deltatime);
testcharacter->Step(deltatime);
npc->Step(deltatime);
soundsystem->Update();
// Split into equal substeps of at most 1/120 s so jump arcs, falling and collisions
// come out the same whatever the frame rate
{
const int substeps = std::max(1, (int)std::ceil(deltatime * 120.0f));
const float subDt = deltatime / float(substeps);
for (int i = 0; i < substeps; i++) physicsengine->Step(subDt);
}
// --------------------------------------------------------------------
// 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();
mine.rotation = testcharacter->body->t.GetRotationQuaternion();
mine.sliding = sliding;
lan->Send(mine);
const double now = glfwGetTime();
std::vector<NetUpdate> updates;
std::vector<NetBlast> blasts;
std::vector<NetHit> 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);
// Solid for the local player, but moved only by the host's stream (like the floor, never simulated here)
p* cubeBody = new p(m);
cubeBody->velocity = false;
physicsengine->AddObject(cubeBody);
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);
physicsengine->RemoveObject(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)
for (const NetHit& h : hits) {
testcharacter->body->Health -= h.damage;
characterBody->linearvelocity += h.knockback;
characterBody->WakeUp();
camera->AddScreenshake(0.15f);
std::cout << "HIT by player " << (int)h.sender << " for " << h.damage
<< " - HP " << testcharacter->body->Health << "\n";
}
for (const NetUpdate& u : updates) {
auto it = remotes.find(u.id);
if (it == remotes.end()) {
// First packet from this player: spawn them exactly at their pose
RemotePlayer rp;
rp.character = SpawnRemote();
rp.character->body->t.TranslateTo(u.state.position);
rp.character->body->t.RotateToQuaternion(u.state.rotation);
it = remotes.emplace(u.id, rp).first;
}
else {
// Smooth over the 60 Hz updates
t& rt = it->second.character->body->t;
rt.TranslateTo(glm::mix(rt.GetTranslation(), u.state.position, 0.5f));
rt.RotateToQuaternion(glm::slerp(rt.GetRotationQuaternion(), u.state.rotation, 0.5f));
}
it->second.lastSeen = now;
}
// Drop players we haven't heard from in 2 s, animate the rest
for (auto it = remotes.begin(); it != remotes.end();) {
if (now - it->second.lastSeen > 2.0) {
rendersystem->RemoveRenderable(it->second.character);
delete it->second.character;
it = remotes.erase(it);
}
else {
it->second.character->Step(deltatime);
++it;
}
}
if (lan->GetMode() == Lan::Mode::Host)
netText->text = "LAN: hosting - " + std::to_string(lan->PeerCount() + 1) + "/"
+ std::to_string(Lan::MaxPlayers) + " players";
else
netText->text = lan->IsConnected() ? "LAN: connected - " + std::to_string(remotes.size() + 1) + " players"
: "LAN: joining...";
}
// --------------------------------------------------------------------
// Render
// --------------------------------------------------------------------
rendersystem->Render(*camera);
glfwPollEvents();
}
}
// ============================================================================
// GLFW callbacks
// ============================================================================
void framebuffer_size_callback(GLFWwindow* window, int w, int h)
{
if (w <= 0 || h <= 0) return; // minimised
// Everything pixel-based (viewport, projection aspect, GUI layout, scissor) reads these
::window->width = w;
::window->height = h;
glViewport(0, 0, w, h);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
// F11: toggle fullscreen on the primary monitor, restoring the old window rect on exit
if (key == GLFW_KEY_F11 && action == GLFW_PRESS) {
static int wx = 100, wy = 100, ww = 1920, wh = 1080;
if (glfwGetWindowMonitor(window)) {
glfwSetWindowMonitor(window, nullptr, wx, wy, ww, wh, 0);
}
else {
glfwGetWindowPos(window, &wx, &wy);
glfwGetWindowSize(window, &ww, &wh);
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
}
glfwSwapInterval(1);
}
if (action == GLFW_PRESS) keyboard->KeyDown(key);
else if (action == GLFW_RELEASE) keyboard->KeyUp(key);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
mouse->OnMouseMove(static_cast<float>(xposIn), static_cast<float>(yposIn));
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Cursor coordinates are in window units, which can differ from framebuffer pixels (DPI scaling)
int ww, wh;
glfwGetWindowSize(window, &ww, &wh);
glfwSetCursorPos(window, ww / 2.0, wh / 2.0);
mouse->OnMouseMove(ww / 2.0f, wh / 2.0f);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT) {
if (action == GLFW_PRESS) mouse->RightDown();
else mouse->RightUp();
}
else if (button == GLFW_MOUSE_BUTTON_LEFT) {
if (action == GLFW_PRESS) mouse->LeftDown();
else mouse->LeftUp();
}
}