better lighting
This commit is contained in:
parent
805a2713a3
commit
6ed4e17065
75 changed files with 6417 additions and 3667 deletions
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@ -1,8 +1,10 @@
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(local pxl8 (require :pxl8))
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(local effects (require :pxl8.effects))
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(local net (require :pxl8.net))
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(local shader (require :pxl8.shader))
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(local colormap (require :mod.colormap))
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(local entities (require :mod.entities))
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(local menu (require :mod.menu))
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(local palette (require :mod.palette))
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(local sky (require :mod.sky))
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@ -11,234 +13,96 @@
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(local bob-amount 4.0)
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(local bob-speed 8.0)
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(local cam-smoothing 0.25)
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(local ceiling-height 120)
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(local chunk-size 64)
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(local cursor-sensitivity 0.010)
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(local gravity -800)
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(local gravity 600)
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(local grid-size 64)
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(local ground-y 64)
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(local jump-force 175)
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(local jump-velocity 180)
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(local land-recovery-speed 20)
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(local land-squash-amount -4)
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(local max-pitch 1.5)
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(local move-speed 200)
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(local player-eye-height 64)
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(local player-height 72)
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(local player-radius 12)
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(local step-height 24)
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(local turn-speed 4.0)
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(local sim-tick-rate 60)
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(local sim-dt (/ 1.0 sim-tick-rate))
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(local history-size 128)
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(local correction-threshold 1.0)
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(var auto-run? false)
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(var auto-run-cancel-key nil)
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(var auto-run? false)
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(var bob-time 0)
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(var cam-pitch 0)
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(var cam-x 416)
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(var cam-y 64)
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(var cam-y 0)
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(var cam-yaw 0)
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(var cam-z 416)
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(var camera nil)
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(var ceiling-tex nil)
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(var fireball-mesh nil)
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(var floor-tex nil)
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(var fps-avg 0)
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(var fps-sample-count 0)
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(var grounded? true)
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(var grounded true)
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(var land-squash 0)
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(var last-dt 0.016)
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(var light-time 0)
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(var lights nil)
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(var materials-setup false)
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(var bsp-materials-setup false)
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(var network nil)
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(var portal-cooldown 0)
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(var real-time 0)
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(var smooth-cam-x 416)
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(var smooth-cam-z 416)
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(var velocity-y 0)
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(var vel-y 0)
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(var trim-tex nil)
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(var wall-tex nil)
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(var world nil)
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(local cursor-look? true)
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(local FIREBALL_COLOR 218)
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(local MOSS_COLOR 200)
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(local PLASTER_COLOR 16)
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(local STONE_FLOOR_START 37)
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(local STONE_WALL_START 2)
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(local MOSS_COLOR 200)
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(local WOOD_COLOR 88)
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(local trail-positions [])
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(local TRAIL_LENGTH 8)
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(fn find-floor [x y z in-bsp]
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(if (not world)
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0
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(if in-bsp
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0
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(let [start-y (math.max (+ y 64) 256)
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ray (world:ray x start-y z x (- y 1000) z)]
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(if ray.hit
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(+ ray.point.y 1)
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128)))))
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(fn create-fireball-mesh []
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(let [verts []
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indices []
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radius 5
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rings 4
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segments 6
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core-color (+ FIREBALL_COLOR 6)
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spike-color (+ FIREBALL_COLOR 2)]
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(fn find-ceiling [x y z max-height]
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(if (not world)
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nil
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(let [ray (world:ray x (+ y 1) z x (+ y max-height) z)]
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(if ray.hit
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(- ray.point.y 1)
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nil))))
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;; top pole
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(table.insert verts {:x 0 :y radius :z 0 :nx 0 :ny 1 :nz 0 :color core-color :light 255})
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(fn preload []
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(when (not network)
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(set network (net.get))
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(when network
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(network:spawn cam-x cam-y cam-z cam-yaw cam-pitch)))
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(when (not world)
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(set world (pxl8.get_world))
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(when world
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(world:init_local_player cam-x cam-y cam-z))))
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;; sphere rings
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(for [ring 1 (- rings 1)]
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(let [phi (* (/ ring rings) math.pi)
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sin-phi (math.sin phi)
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cos-phi (math.cos phi)
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y (* radius cos-phi)
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ring-radius (* radius sin-phi)]
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(for [seg 0 (- segments 1)]
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(let [theta (* (/ seg segments) math.pi 2)
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x (* ring-radius (math.cos theta))
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z (* ring-radius (math.sin theta))
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nx (* sin-phi (math.cos theta))
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nz (* sin-phi (math.sin theta))]
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(table.insert verts {:x x :y y :z z :nx nx :ny cos-phi :nz nz :color core-color :light 255})))))
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(fn is-connected []
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(and network (network:connected)))
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;; bottom pole
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(let [bottom-idx (length verts)]
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(table.insert verts {:x 0 :y (- radius) :z 0 :nx 0 :ny -1 :nz 0 :color core-color :light 255})
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(fn is-ready []
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(if (not world)
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false
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(let [chunk (world:active_chunk)]
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(and chunk (chunk:ready)))))
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;; top cap triangles
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)]
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(table.insert indices 0)
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(table.insert indices (+ 1 next-seg))
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(table.insert indices (+ 1 seg))))
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;; middle quads
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(for [ring 0 (- rings 3)]
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)
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curr-row (+ 1 (* ring segments))
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next-row (+ 1 (* (+ ring 1) segments))]
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(table.insert indices (+ curr-row seg))
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(table.insert indices (+ curr-row next-seg))
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(table.insert indices (+ next-row seg))
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(table.insert indices (+ curr-row next-seg))
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(table.insert indices (+ next-row next-seg))
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(table.insert indices (+ next-row seg)))))
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;; bottom cap triangles
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(let [last-ring-start (+ 1 (* (- rings 2) segments))]
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)]
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(table.insert indices bottom-idx)
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(table.insert indices (+ last-ring-start seg))
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(table.insert indices (+ last-ring-start next-seg))))))
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;; add spikes - evenly distributed using golden ratio
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(let [num-spikes 12
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spike-len 8
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base-size 1.2
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golden-ratio (/ (+ 1 (math.sqrt 5)) 2)]
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(for [i 0 (- num-spikes 1)]
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(let [;; fibonacci sphere distribution
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y (- 1 (* (/ i (- num-spikes 1)) 2))
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r-at-y (math.sqrt (- 1 (* y y)))
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theta (* math.pi 2 i golden-ratio)
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nx (* r-at-y (math.cos theta))
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ny y
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nz (* r-at-y (math.sin theta))
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;; tangent vectors for base
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tx (if (> (math.abs ny) 0.9) 1 0)
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ty (if (> (math.abs ny) 0.9) 0 1)
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tz 0
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;; cross product for perpendicular
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px (- (* ty nz) (* tz ny))
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py (- (* tz nx) (* tx nz))
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pz (- (* tx ny) (* ty nx))
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pl (math.sqrt (+ (* px px) (* py py) (* pz pz)))
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px (/ px pl) py (/ py pl) pz (/ pz pl)
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;; second perpendicular
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qx (- (* ny pz) (* nz py))
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qy (- (* nz px) (* nx pz))
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qz (- (* nx py) (* ny px))
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;; base center inside sphere
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bx (* radius 0.8 nx)
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by (* radius 0.8 ny)
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bz (* radius 0.8 nz)
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;; spike tip
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sx (* (+ radius spike-len) nx)
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sy (* (+ radius spike-len) ny)
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sz (* (+ radius spike-len) nz)
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base-idx (length verts)]
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;; 4 base vertices forming a square
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(table.insert verts {:x (+ bx (* base-size px) (* base-size qx))
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:y (+ by (* base-size py) (* base-size qy))
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:z (+ bz (* base-size pz) (* base-size qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* base-size px) (* (- base-size) qx))
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:y (+ by (* base-size py) (* (- base-size) qy))
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:z (+ bz (* base-size pz) (* (- base-size) qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* (- base-size) px) (* (- base-size) qx))
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:y (+ by (* (- base-size) py) (* (- base-size) qy))
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:z (+ bz (* (- base-size) pz) (* (- base-size) qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* (- base-size) px) (* base-size qx))
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:y (+ by (* (- base-size) py) (* base-size qy))
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:z (+ bz (* (- base-size) pz) (* base-size qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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;; spike tip
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(table.insert verts {:x sx :y sy :z sz :nx nx :ny ny :nz nz :color spike-color :light 255})
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;; 4 triangular faces of pyramid
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(table.insert indices base-idx)
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(table.insert indices (+ base-idx 1))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 1))
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(table.insert indices (+ base-idx 2))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 2))
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(table.insert indices (+ base-idx 3))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 3))
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(table.insert indices base-idx)
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(table.insert indices (+ base-idx 4)))))
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(set fireball-mesh (pxl8.create_mesh verts indices))))
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(var client-tick 0)
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(var last-processed-tick 0)
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(var time-accumulator 0)
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(var position-history {})
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(var pending-inputs {})
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(fn history-idx [tick]
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(+ 1 (% tick history-size)))
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(fn store-position [tick x z yaw]
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(tset position-history (history-idx tick) {:tick tick :x x :z z :yaw yaw}))
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(fn get-position [tick]
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(let [entry (. position-history (history-idx tick))]
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(when (and entry (= entry.tick tick))
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entry)))
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(fn store-pending-input [tick input]
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(tset pending-inputs (history-idx tick) {:tick tick :input input}))
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(fn get-pending-input [tick]
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(let [entry (. pending-inputs (history-idx tick))]
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(when (and entry (= entry.tick tick))
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entry.input)))
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(fn apply-movement [x z yaw input]
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(var new-x x)
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(var new-z z)
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(let [move-forward (or input.move_y 0)
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move-right (or input.move_x 0)]
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(when (or (not= move-forward 0) (not= move-right 0))
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(let [forward-x (- (math.sin yaw))
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forward-z (- (math.cos yaw))
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right-x (math.cos yaw)
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right-z (- (math.sin yaw))
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len (math.sqrt (+ (* move-forward move-forward) (* move-right move-right)))
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norm-forward (/ move-forward len)
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norm-right (/ move-right len)
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move-delta (* move-speed sim-dt)]
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(set new-x (+ new-x (* move-delta (+ (* forward-x norm-forward) (* right-x norm-right)))))
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(set new-z (+ new-z (* move-delta (+ (* forward-z norm-forward) (* right-z norm-right))))))))
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(values new-x new-z))
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(fn init []
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(pxl8.set_relative_mouse_mode true)
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(pxl8.set_palette palette 256)
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@ -248,7 +112,9 @@
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r 0xFF
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g (math.floor (+ 0x60 (* t (- 0xE0 0x60))))
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b (math.floor (+ 0x10 (* t (- 0x80 0x10))))]
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(pxl8.set_palette_rgb (+ FIREBALL_COLOR i) r g b)))
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(pxl8.set_palette_rgb (+ entities.FIREBALL_COLOR i) r g b)))
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(pxl8.set_palette_rgb (- entities.FIREBALL_COLOR 1) 0xFF 0x20 0x10)
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(sky.reset-gradient)
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(sky.update-gradient 1 2 6 6 10 18)
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(pxl8.update_palette_deps)
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@ -256,49 +122,38 @@
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(set camera (pxl8.create_camera_3d)))
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(when (not lights)
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(set lights (pxl8.create_lights)))
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(when (not fireball-mesh)
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(create-fireball-mesh))
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(entities.init textures)
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(sky.generate-stars 12345)
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(when (not network)
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(set network (net.get))
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(when network
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(network:spawn cam-x cam-y cam-z cam-yaw cam-pitch)))
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(preload)
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(when (not world)
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(set world (pxl8.get_world)))
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(when (not floor-tex)
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(set floor-tex (textures.mossy-cobblestone 44444 STONE_FLOOR_START MOSS_COLOR)))
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(when (not wall-tex)
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(set wall-tex (textures.ashlar-wall 55555 STONE_WALL_START MOSS_COLOR)))
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(when (not ceiling-tex)
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(set ceiling-tex (pxl8.create_texture [0] 1 1)))
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(set ceiling-tex (textures.plaster-wall 66666 PLASTER_COLOR)))
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(when (not floor-tex)
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(set floor-tex (textures.wood-planks 44444 WOOD_COLOR)))
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(when (not trim-tex)
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(set trim-tex (textures.wood-trim 77777 WOOD_COLOR)))
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(when (not wall-tex)
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(set wall-tex (textures.cobble-timber 55555 STONE_WALL_START MOSS_COLOR WOOD_COLOR)))
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)
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(fn setup-materials []
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(when (and world (not materials-setup))
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(when (and world (not bsp-materials-setup) ceiling-tex floor-tex trim-tex wall-tex)
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(let [chunk (world:active_chunk)]
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(when (and chunk (chunk:ready))
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(let [bsp (chunk:bsp)]
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(when bsp
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(let [floor-mat (pxl8.create_material {:texture floor-tex :lighting true})
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wall-mat (pxl8.create_material {:texture wall-tex :lighting true})
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ceiling-mat (pxl8.create_material {:texture ceiling-tex})]
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(let [ceiling-mat (pxl8.create_material {:texture ceiling-tex})
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floor-mat (pxl8.create_material {:texture floor-tex :lighting true})
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trim-mat (pxl8.create_material {:texture trim-tex :lighting true})
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wall-mat (pxl8.create_material {:texture wall-tex :lighting true})]
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(bsp:set_material 0 floor-mat)
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(bsp:set_material 1 wall-mat)
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(bsp:set_material 2 ceiling-mat)
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(for [i 0 (- (bsp:face_count) 1)]
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(let [n (bsp:face_normal i)]
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(bsp:face_set_material i
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(if (> n.y 0.7) 0
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(< n.y -0.7) 2
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1))))
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(set materials-setup true))))))))
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(world:set_bsp_material 0 floor-mat)
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(world:set_bsp_material 1 wall-mat)
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(world:set_bsp_material 2 ceiling-mat)
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(world:set_bsp_material 3 trim-mat)
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(set bsp-materials-setup true))))))
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(fn sample-input []
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(var move-forward 0)
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@ -329,26 +184,6 @@
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:look_dx (pxl8.mouse_dx)
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:look_dy (pxl8.mouse_dy)})
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(fn reconcile [server-tick server-x server-z]
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(let [predicted (get-position server-tick)]
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(when predicted
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(let [dx (- predicted.x server-x)
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dz (- predicted.z server-z)
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error (math.sqrt (+ (* dx dx) (* dz dz)))]
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(when (> error correction-threshold)
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(set cam-x server-x)
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(set cam-z server-z)
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(for [t (+ server-tick 1) client-tick]
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(let [input (get-pending-input t)
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hist (get-position t)]
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(when (and input hist)
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(let [(new-x new-z) (apply-movement cam-x cam-z hist.yaw input)
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(resolved-x _ resolved-z) (world:resolve_collision cam-x cam-y cam-z new-x cam-y new-z 5)]
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(set cam-x resolved-x)
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(set cam-z resolved-z)
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(store-position t cam-x cam-z hist.yaw))))))))))
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(fn update [dt]
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(set last-dt dt)
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(let [fps (pxl8.get_fps)]
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@ -361,87 +196,111 @@
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(setup-materials)
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(let [chunk (world:active_chunk)]
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(when (and chunk (chunk:ready))
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(when (> portal-cooldown 0)
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(set portal-cooldown (- portal-cooldown dt)))
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(when (and network (<= portal-cooldown 0))
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(let [chunk (world:active_chunk)
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in-bsp (not= chunk nil)
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(door-x door-z) (entities.get-door-position)
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door-radius (entities.get-door-radius)
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dist-to-door (math.sqrt (+ (* (- cam-x door-x) (- cam-x door-x))
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(* (- cam-z door-z) (- cam-z door-z))))]
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(when (< dist-to-door door-radius)
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(if in-bsp
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(do
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(pxl8.info "Exiting through door...")
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(let [exit-x (+ door-x 50)
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exit-z door-z
|
||||
exit-y 200]
|
||||
(network:exit_chunk exit-x exit-y exit-z)
|
||||
(set cam-x exit-x)
|
||||
(set cam-z exit-z)
|
||||
(set cam-y exit-y))
|
||||
(set vel-y 0)
|
||||
(set grounded false)
|
||||
(set smooth-cam-x cam-x)
|
||||
(set smooth-cam-z cam-z)
|
||||
(set bsp-materials-setup false)
|
||||
(set portal-cooldown 2.0))
|
||||
(do
|
||||
(pxl8.info "Entering through door...")
|
||||
(network:enter_chunk 1)
|
||||
(set cam-x 416)
|
||||
(set cam-z 416)
|
||||
(set cam-y 0)
|
||||
(set vel-y 0)
|
||||
(set grounded true)
|
||||
(set smooth-cam-x 416)
|
||||
(set smooth-cam-z 416)
|
||||
(set portal-cooldown 2.0))))))
|
||||
|
||||
(let [chunk (world:active_chunk)
|
||||
chunk-id (if network (network:chunk_id) -1)
|
||||
expecting-bsp (> chunk-id 0)
|
||||
voxel-space (and (not chunk) (= chunk-id 0))
|
||||
ready (or voxel-space (and chunk (chunk:ready)))]
|
||||
(when ready
|
||||
(let [input (sample-input)
|
||||
grid-max (* grid-size chunk-size)
|
||||
grid-max (if voxel-space 100000 (* grid-size chunk-size))
|
||||
movement-yaw cam-yaw]
|
||||
|
||||
(set time-accumulator (+ time-accumulator dt))
|
||||
(let [player (world:local_player)]
|
||||
(when player
|
||||
(set cam-x player.pos.x)
|
||||
(set cam-y player.pos.y)
|
||||
(set cam-z player.pos.z)
|
||||
(set cam-yaw player.yaw)
|
||||
(set cam-pitch player.pitch)))
|
||||
|
||||
(while (>= time-accumulator sim-dt)
|
||||
(set time-accumulator (- time-accumulator sim-dt))
|
||||
(set client-tick (+ client-tick 1))
|
||||
|
||||
(store-pending-input client-tick input)
|
||||
|
||||
(let [(new-x new-z) (apply-movement cam-x cam-z movement-yaw input)]
|
||||
(when (and (>= new-x 0) (<= new-x grid-max)
|
||||
(>= new-z 0) (<= new-z grid-max))
|
||||
(let [(resolved-x _ resolved-z) (world:resolve_collision cam-x cam-y cam-z new-x cam-y new-z 5)]
|
||||
(set cam-x resolved-x)
|
||||
(set cam-z resolved-z)))
|
||||
|
||||
(store-position client-tick cam-x cam-z movement-yaw)))
|
||||
|
||||
(when cursor-look?
|
||||
(set cam-yaw (- cam-yaw (* input.look_dx cursor-sensitivity)))
|
||||
(set cam-pitch (math.max (- max-pitch)
|
||||
(math.min max-pitch
|
||||
(- cam-pitch (* input.look_dy cursor-sensitivity))))))
|
||||
|
||||
(when (and (not cursor-look?) (pxl8.key_down "up"))
|
||||
(set cam-pitch (math.min max-pitch (+ cam-pitch (* turn-speed dt)))))
|
||||
(when (and (not cursor-look?) (pxl8.key_down "down"))
|
||||
(set cam-pitch (math.max (- max-pitch) (- cam-pitch (* turn-speed dt)))))
|
||||
(when (and (not cursor-look?) (pxl8.key_down "left"))
|
||||
(set cam-yaw (- cam-yaw (* turn-speed dt))))
|
||||
(when (and (not cursor-look?) (pxl8.key_down "right"))
|
||||
(set cam-yaw (+ cam-yaw (* turn-speed dt))))
|
||||
|
||||
(when network
|
||||
(let [(ok err) (pcall (fn []
|
||||
(network:send_input {:move_x input.move_x
|
||||
:move_y input.move_y
|
||||
:look_dx input.look_dx
|
||||
:look_dy input.look_dy
|
||||
:yaw movement-yaw
|
||||
:tick client-tick})
|
||||
(let [snapshot (network:snapshot)]
|
||||
(when (and snapshot (> snapshot.tick last-processed-tick))
|
||||
(set last-processed-tick snapshot.tick)
|
||||
(let [player-id (network:player_id)]
|
||||
(when (> player-id 0)
|
||||
(let [curr (network:entity_userdata player-id)]
|
||||
(when curr
|
||||
(let [srv-x (pxl8.unpack_f32_be curr 0)
|
||||
srv-z (pxl8.unpack_f32_be curr 8)]
|
||||
(reconcile snapshot.tick srv-x srv-z))))))))))]
|
||||
(when (not ok)
|
||||
(pxl8.error (.. "Network error: " err)))))
|
||||
(when (and voxel-space grounded)
|
||||
(let [floor-y (find-floor cam-x cam-y cam-z false)
|
||||
height-diff (- floor-y cam-y)]
|
||||
(if (and (>= height-diff (- step-height)) (<= height-diff step-height))
|
||||
(let [lerp-speed 0.3
|
||||
smooth-y (+ (* cam-y (- 1 lerp-speed)) (* floor-y lerp-speed))]
|
||||
(set cam-y smooth-y))
|
||||
(when (< height-diff (- step-height))
|
||||
(set grounded false)))))
|
||||
|
||||
(set smooth-cam-x (+ (* smooth-cam-x (- 1 cam-smoothing)) (* cam-x cam-smoothing)))
|
||||
(set smooth-cam-z (+ (* smooth-cam-z (- 1 cam-smoothing)) (* cam-z cam-smoothing)))
|
||||
|
||||
(when (and (pxl8.key_pressed "space") grounded?)
|
||||
(set velocity-y jump-force)
|
||||
(set grounded? false))
|
||||
(when (and (pxl8.key_pressed "space") grounded)
|
||||
(set vel-y jump-velocity)
|
||||
(set grounded false))
|
||||
|
||||
(set velocity-y (+ velocity-y (* gravity dt)))
|
||||
(set cam-y (+ cam-y (* velocity-y dt)))
|
||||
(when (or (not grounded) (not= vel-y 0))
|
||||
(set vel-y (- vel-y (* gravity dt)))
|
||||
|
||||
(when (<= cam-y ground-y)
|
||||
(when (not grounded?)
|
||||
(set land-squash land-squash-amount))
|
||||
(set cam-y ground-y)
|
||||
(set velocity-y 0)
|
||||
(set grounded? true))
|
||||
(if (> vel-y 0)
|
||||
(let [new-y (+ cam-y (* vel-y dt))
|
||||
head-y (+ new-y player-height)
|
||||
ceiling-y (if voxel-space
|
||||
(find-ceiling cam-x cam-y cam-z 200)
|
||||
ceiling-height)]
|
||||
(if (and ceiling-y (>= head-y ceiling-y))
|
||||
(do
|
||||
(set cam-y (- ceiling-y player-height))
|
||||
(set vel-y 0))
|
||||
(set cam-y new-y)))
|
||||
(let [new-y (+ cam-y (* vel-y dt))
|
||||
floor-y (find-floor cam-x cam-y cam-z (not voxel-space))]
|
||||
(if (<= new-y floor-y)
|
||||
(do
|
||||
(set cam-y floor-y)
|
||||
(set land-squash land-squash-amount)
|
||||
(set vel-y 0)
|
||||
(set grounded true))
|
||||
(do
|
||||
(set cam-y new-y)
|
||||
(set grounded false))))))
|
||||
|
||||
(when (< land-squash 0)
|
||||
(set land-squash (math.min 0 (+ land-squash (* land-recovery-speed dt)))))
|
||||
|
||||
(let [moving (or (not= input.move_x 0) (not= input.move_y 0))]
|
||||
(if (and moving grounded?)
|
||||
(if (and moving grounded)
|
||||
(set bob-time (+ bob-time (* dt bob-speed)))
|
||||
(let [target-phase (* (math.floor (/ bob-time math.pi)) math.pi)]
|
||||
(set bob-time (+ (* bob-time 0.8) (* target-phase 0.2))))))
|
||||
|
|
@ -458,13 +317,17 @@
|
|||
(when (not world)
|
||||
(pxl8.error "world is nil!"))
|
||||
|
||||
(let [chunk (when world (world:active_chunk))]
|
||||
(when (and world (or (not chunk) (not (chunk:ready))))
|
||||
(let [chunk (when world (world:active_chunk))
|
||||
expecting-bsp (and network (> (network:chunk_id) 0))
|
||||
voxel-space (and world (not chunk) (not expecting-bsp))
|
||||
ready (or voxel-space (and chunk (chunk:ready)))]
|
||||
|
||||
(when (and world (not ready))
|
||||
(pxl8.text "Waiting for world data..." 5 30 12))
|
||||
|
||||
(when (and camera world chunk (chunk:ready))
|
||||
(when (and camera world ready)
|
||||
(let [bob-offset (* (math.sin bob-time) bob-amount)
|
||||
eye-y (+ cam-y bob-offset land-squash)
|
||||
eye-y (+ cam-y player-eye-height bob-offset land-squash)
|
||||
forward-x (- (math.sin cam-yaw))
|
||||
forward-z (- (math.cos cam-yaw))
|
||||
target-x (+ smooth-cam-x forward-x)
|
||||
|
|
@ -490,7 +353,7 @@
|
|||
r2 (* 0.04 (math.sin (+ (* real-time 3.2) phase)))
|
||||
light-radius (* 150 (+ 0.95 r1 r2))]
|
||||
(lights:clear)
|
||||
(lights:add light-x light-y light-z 255 200 150 light-intensity light-radius)
|
||||
(lights:add light-x light-y light-z 0xFF8C32 light-intensity light-radius)
|
||||
(pxl8.begin_frame_3d camera lights {
|
||||
:ambient 30
|
||||
:fog_density 0.0
|
||||
|
|
@ -502,21 +365,22 @@
|
|||
(sky.render smooth-cam-x eye-y smooth-cam-z (menu.is-wireframe))
|
||||
(pxl8.clear_depth)
|
||||
|
||||
(when chunk
|
||||
(let [bsp (chunk:bsp)]
|
||||
(when bsp
|
||||
(bsp:set_wireframe (menu.is-wireframe)))))
|
||||
(world:set_wireframe (menu.is-wireframe))
|
||||
(world:render [smooth-cam-x eye-y smooth-cam-z])
|
||||
|
||||
(when fireball-mesh
|
||||
(let [wire (menu.is-wireframe)]
|
||||
(pxl8.draw_mesh fireball-mesh {:x light-x :y light-y :z light-z
|
||||
:passthrough true
|
||||
:wireframe wire
|
||||
:emissive 1.0})))
|
||||
(when chunk
|
||||
(entities.render-fireball light-x light-y light-z (menu.is-wireframe)))
|
||||
|
||||
(entities.render-door (menu.is-wireframe) (if voxel-space 128 0))
|
||||
|
||||
(pxl8.end_frame_3d))
|
||||
|
||||
;; TODO: shader needs to run at present time, not mid-frame
|
||||
;; (shader.begin_frame)
|
||||
;; (shader.run shader.presets.light_with_fog
|
||||
;; {:fog_r 6 :fog_g 6 :fog_b 12
|
||||
;; :fog_start 0.1 :fog_end 0.85})
|
||||
|
||||
(sky.render-stars smooth-cam-x eye-y smooth-cam-z 1.0 last-dt)
|
||||
|
||||
(let [cx (/ (pxl8.get_width) 2)
|
||||
|
|
@ -532,6 +396,9 @@
|
|||
(string.format "%.0f" cam-y) ","
|
||||
(string.format "%.0f" cam-z)) 5 15 text-color))))))
|
||||
|
||||
{:init init
|
||||
{:preload preload
|
||||
:is-connected is-connected
|
||||
:is-ready is-ready
|
||||
:init init
|
||||
:update update
|
||||
:frame frame}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue