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1.95 kB
| import math | |
| import entity | |
| import matrix | |
| WALKING_SPEED = 4.317 | |
| SPRINTING_SPEED = 7 # faster than in Minecraft, feels better | |
| class Player(entity.Entity): | |
| def __init__(self, world, shader, width, height): | |
| super().__init__(world) | |
| self.view_width = width | |
| self.view_height = height | |
| # create matrices | |
| self.mv_matrix = matrix.Matrix() | |
| self.p_matrix = matrix.Matrix() | |
| # shaders | |
| self.shader = shader | |
| self.shader_matrix_location = self.shader.find_uniform(b"matrix") | |
| # camera variables | |
| self.eyelevel = self.height - 0.2 | |
| self.input = [0, 0, 0] | |
| self.target_speed = WALKING_SPEED | |
| self.speed = self.target_speed | |
| def update(self, delta_time): | |
| # process input | |
| if delta_time * 20 > 1: | |
| self.speed = self.target_speed | |
| else: | |
| self.speed += (self.target_speed - self.speed) * delta_time * 20 | |
| multiplier = self.speed * (1, 2)[self.flying] | |
| if self.flying and self.input[1]: | |
| self.accel[1] = self.input[1] * multiplier | |
| if self.input[0] or self.input[2]: | |
| angle = self.rotation[0] - math.atan2(self.input[2], self.input[0]) + math.tau / 4 | |
| self.accel[0] = math.cos(angle) * multiplier | |
| self.accel[2] = math.sin(angle) * multiplier | |
| if not self.flying and self.input[1] > 0: | |
| self.jump() | |
| # process physics & collisions &c | |
| super().update(delta_time) | |
| def update_matrices(self): | |
| # create projection matrix | |
| self.p_matrix.load_identity() | |
| self.p_matrix.perspective( | |
| 90 + 10 * (self.speed - WALKING_SPEED) / (SPRINTING_SPEED - WALKING_SPEED), | |
| float(self.view_width) / self.view_height, 0.1, 500) | |
| # create modelview matrix | |
| self.mv_matrix.load_identity() | |
| self.mv_matrix.rotate_2d(self.rotation[0] + math.tau / 4, self.rotation[1]) | |
| self.mv_matrix.translate(-self.position[0], -self.position[1] - self.eyelevel, -self.position[2]) | |
| # modelviewprojection matrix | |
| mvp_matrix = self.p_matrix * self.mv_matrix | |
| self.shader.uniform_matrix(self.shader_matrix_location, mvp_matrix) |