| import math |
| import entity |
| import matrix |
|
|
| WALKING_SPEED = 4.317 |
| SPRINTING_SPEED = 7 |
|
|
| class Player(entity.Entity): |
| def __init__(self, world, shader, width, height): |
| super().__init__(world) |
|
|
| self.view_width = width |
| self.view_height = height |
|
|
| |
|
|
| self.mv_matrix = matrix.Matrix() |
| self.p_matrix = matrix.Matrix() |
|
|
| |
|
|
| self.shader = shader |
| self.shader_matrix_location = self.shader.find_uniform(b"matrix") |
|
|
| |
|
|
| 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): |
| |
|
|
| 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() |
|
|
| |
|
|
| super().update(delta_time) |
| |
| def update_matrices(self): |
| |
|
|
| 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) |
|
|
| |
|
|
| 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]) |
|
|
| |
|
|
| mvp_matrix = self.p_matrix * self.mv_matrix |
| self.shader.uniform_matrix(self.shader_matrix_location, mvp_matrix) |