Don't always spin the camera
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parent
8b8bc3c853
commit
8476f992e1
24
src/main.rs
24
src/main.rs
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@ -92,7 +92,13 @@ impl Game {
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});
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}
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pub fn tick(&mut self) {
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pub fn tick(&mut self, delta: f64) {
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if !self.server.is_connected() {
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self.renderer.camera.yaw += 0.005 * delta;
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if self.renderer.camera.yaw > ::std::f64::consts::PI * 2.0 {
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self.renderer.camera.yaw = 0.0;
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}
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}
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let mut clear_reply = false;
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if let Some(ref recv) = self.connect_reply {
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if let Ok(server) = recv.try_recv() {
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@ -188,6 +194,9 @@ fn main() {
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chunk_builder: chunk_builder::ChunkBuilder::new(textures),
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connect_reply: None,
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};
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game.renderer.camera.pos.x = 0.5;
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game.renderer.camera.pos.z = 0.5;
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game.renderer.camera.pos.y = 15.0;
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while !game.should_close {
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{
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@ -200,17 +209,8 @@ fn main() {
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let delta = (diff.num_nanoseconds().unwrap() as f64) / frame_time;
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let (width, height) = window.get_inner_size_pixels().unwrap();
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// TODO: TEMP
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game.renderer.camera.pos.x = 0.5;
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game.renderer.camera.pos.z = 0.5;
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game.renderer.camera.pos.y = 15.0;
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game.renderer.camera.yaw += 0.005 * delta;
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if game.renderer.camera.yaw > ::std::f64::consts::PI * 2.0 {
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game.renderer.camera.yaw = 0.0;
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}
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game.tick();
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game.server.tick();
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game.tick(delta);
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game.server.tick(delta);
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game.chunk_builder.tick(&mut game.server.world, &mut game.renderer);
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@ -17,6 +17,7 @@ use world;
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use world::block::{self, BlockSet};
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use rand::{self, Rng};
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use std::sync::{Arc, RwLock, Mutex};
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use std::thread;
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use resources;
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use openssl;
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use console;
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@ -131,7 +132,11 @@ impl Server {
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}
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}
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pub fn tick(&mut self) {
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pub fn is_connected(&self) -> bool {
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self.conn.is_some()
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}
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pub fn tick(&mut self, delta: f64) {
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let version = self.resources.read().unwrap().version();
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if version != self.version {
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self.version = version;
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