Ejemplo n.º 1
0
        /// <summary>
        /// Aktualisiert den Spieler (Bewegung, Interaktion)
        /// </summary>
        /// <param name="frameTime">Die aktuelle Zeit.</param>
        public void Update(GameTime frameTime)
        {
            #region Inputverarbeitung

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            #endregion

            #region Physik

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode);

            #endregion

            #region Playerbewegung

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;
            bool collision = false;
            int  loop      = 0;

            do
            {
                int minx = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.X - Player.Radius,
                                               Player.Position.BlockPosition.X - Player.Radius + move.X));
                int maxx = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.X + Player.Radius,
                                               Player.Position.BlockPosition.X + Player.Radius + move.X));
                int miny = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Y - Player.Radius,
                                               Player.Position.BlockPosition.Y - Player.Radius + move.Y));
                int maxy = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Y + Player.Radius,
                                               Player.Position.BlockPosition.Y + Player.Radius + move.Y));
                int minz = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Z,
                                               Player.Position.BlockPosition.Z + move.Z));
                int maxz = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Z + Player.Height,
                                               Player.Position.BlockPosition.Z + Player.Height + move.Z));

                // Relative PlayerBox
                BoundingBox playerBox = new BoundingBox(
                    new Vector3(
                        Player.Position.BlockPosition.X - Player.Radius,
                        Player.Position.BlockPosition.Y - Player.Radius,
                        Player.Position.BlockPosition.Z),
                    new Vector3(
                        Player.Position.BlockPosition.X + Player.Radius,
                        Player.Position.BlockPosition.Y + Player.Radius,
                        Player.Position.BlockPosition.Z + Player.Height));

                collision = false;
                float min     = 1f;
                Axis  minAxis = Axis.None;

                for (int z = minz; z <= maxz; z++)
                {
                    for (int y = miny; y <= maxy; y++)
                    {
                        for (int x = minx; x <= maxx; x++)
                        {
                            Index3 pos      = new Index3(x, y, z);
                            Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                            ushort block    = localChunkCache.GetBlock(blockPos);
                            if (block == 0)
                            {
                                continue;
                            }

                            Axis?            localAxis;
                            IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block);
                            float?           moveFactor      = Block.Intersect(
                                blockDefinition.GetCollisionBoxes(localChunkCache, blockPos.X, blockPos.Y, blockPos.Z),
                                pos, playerBox, move, out localAxis);

                            if (moveFactor.HasValue && moveFactor.Value < min)
                            {
                                collision = true;
                                min       = moveFactor.Value;
                                minAxis   = localAxis.Value;
                            }
                        }
                    }
                }

                Player.Position += (move * min);
                move            *= (1f - min);
                switch (minAxis)
                {
                case Axis.X:
                    Player.Velocity *= new Vector3(0, 1, 1);
                    Player.Position += new Vector3(move.X > 0 ? -Gap : Gap, 0, 0);
                    move.X           = 0f;
                    break;

                case Axis.Y:
                    Player.Velocity *= new Vector3(1, 0, 1);
                    Player.Position += new Vector3(0, move.Y > 0 ? -Gap : Gap, 0);
                    move.Y           = 0f;
                    break;

                case Axis.Z:
                    Player.OnGround  = true;
                    Player.Velocity *= new Vector3(1, 1, 0);
                    Player.Position += new Vector3(0, 0, move.Z > 0 ? -Gap : Gap);
                    move.Z           = 0f;
                    break;
                }

                // Koordinate normalisieren (Rundwelt)
                Coordinate position = Player.Position;
                position.NormalizeChunkIndexXY(planet.Size);

                //Beam me up
                KeyboardState ks = Keyboard.GetState();
                if (ks.IsKeyDown(Keys.P))
                {
                    position = position + new Vector3(0, 0, 10);
                }

                Player.Position = position;

                loop++;
            }while (collision && loop < 3);



            if (Player.Position.ChunkIndex != _oldIndex)
            {
                _oldIndex  = Player.Position.ChunkIndex;
                ReadyState = false;
                localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) =>
                {
                    ReadyState = success;
                });
            }

            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value);
                localChunkCache.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault();

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null || slot.Amount >= blockDefinition.StackLimit)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);
                    }
                    slot.Amount++;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;
                        localChunkCache.SetBlock(lastApply.Value + add, DefinitionManager.Instance.GetBlockDefinitionIndex(definition));

                        ActiveTool.Amount--;
                        if (ActiveTool.Amount <= 0)
                        {
                            Player.Inventory.Remove(ActiveTool);
                            ActiveTool = null;
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Aktualisiert den Spieler (Bewegung, Interaktion)
        /// </summary>
        /// <param name="frameTime">Die aktuelle Zeit.</param>
        public void Update(GameTime frameTime)
        {
            #region Inputverarbeitung

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            #endregion

            #region Physik

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode);

            #endregion

            #region Playerbewegung /Kollision

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;

            //Blocks finden die eine Kollision verursachen könnten
            int minx = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.X - Player.Radius,
                                           Player.Position.BlockPosition.X - Player.Radius + move.X));
            int maxx = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.X + Player.Radius,
                                             Player.Position.BlockPosition.X + Player.Radius + move.X));
            int miny = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.Y - Player.Radius,
                                           Player.Position.BlockPosition.Y - Player.Radius + move.Y));
            int maxy = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.Y + Player.Radius,
                                             Player.Position.BlockPosition.Y + Player.Radius + move.Y));
            int minz = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.Z,
                                           Player.Position.BlockPosition.Z + move.Z));
            int maxz = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.Z + Player.Height,
                                             Player.Position.BlockPosition.Z + Player.Height + move.Z));

            //Beteiligte Flächen des Spielers
            var playerplanes = CollisionPlane.GetPlayerCollisionPlanes(Player).ToList();

            bool abort = false;

            for (int z = minz; z <= maxz && !abort; z++)
            {
                for (int y = miny; y <= maxy && !abort; y++)
                {
                    for (int x = minx; x <= maxx && !abort; x++)
                    {
                        move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

                        Index3 pos      = new Index3(x, y, z);
                        Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                        ushort block    = localChunkCache.GetBlock(blockPos);
                        if (block == 0)
                        {
                            continue;
                        }



                        var blockplane = CollisionPlane.GetBlockCollisionPlanes(pos, Player.Velocity).ToList();

                        var planes = from pp in playerplanes
                                     from bp in blockplane
                                     where CollisionPlane.Intersect(bp, pp)
                                     let distance = CollisionPlane.GetDistance(bp, pp)
                                                    where CollisionPlane.CheckDistance(distance, move)
                                                    select new { BlockPlane = bp, PlayerPlane = pp, Distance = distance };

                        foreach (var plane in planes)
                        {
                            var subvelocity = (plane.Distance / (float)frameTime.ElapsedGameTime.TotalSeconds);
                            var diff        = Player.Velocity - subvelocity;

                            float vx;
                            float vy;
                            float vz;

                            if (plane.BlockPlane.normal.X != 0 && (Player.Velocity.X > 0 && diff.X >= 0 && subvelocity.X >= 0 || Player.Velocity.X < 0 && diff.X <= 0 && subvelocity.X <= 0))
                            {
                                vx = subvelocity.X;
                            }
                            else
                            {
                                vx = Player.Velocity.X;
                            }

                            if (plane.BlockPlane.normal.Y != 0 && (Player.Velocity.Y > 0 && diff.Y >= 0 && subvelocity.Y >= 0 || Player.Velocity.Y < 0 && diff.Y <= 0 && subvelocity.Y <= 0))
                            {
                                vy = subvelocity.Y;
                            }
                            else
                            {
                                vy = Player.Velocity.Y;
                            }

                            if (plane.BlockPlane.normal.Z != 0 && (Player.Velocity.Z > 0 && diff.Z >= 0 && subvelocity.Z >= 0 || Player.Velocity.Z < 0 && diff.Z <= 0 && subvelocity.Z <= 0))
                            {
                                vz = subvelocity.Z;
                            }
                            else
                            {
                                vz = Player.Velocity.Z;
                            }

                            Player.Velocity = new Vector3(vx, vy, vz);

                            if (vx == 0 && vy == 0 && vz == 0)
                            {
                                abort = true;
                                break;
                            }
                        }
                    }
                }
            }

            // TODO: Was ist für den Fall Gravitation = 0 oder im Scheitelpunkt des Sprungs?
            Player.OnGround = Player.Velocity.Z == 0f;

            Coordinate position = Player.Position + Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;
            position.NormalizeChunkIndexXY(planet.Size);
            Player.Position = position;


            //Beam me up
            KeyboardState ks = Keyboard.GetState();
            if (ks.IsKeyDown(Keys.P))
            {
                Player.Position += new Vector3(0, 0, 10);
            }

            if (Player.Position.ChunkIndex != _oldIndex)
            {
                _oldIndex  = Player.Position.ChunkIndex;
                ReadyState = false;
                localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) =>
                {
                    ReadyState = success;
                });
            }



            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value);
                localChunkCache.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.FirstOrDefault(s => s.Definition == blockDefinition);

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);

                        for (int i = 0; i < Player.Tools.Length; i++)
                        {
                            if (Player.Tools[i] == null)
                            {
                                Player.Tools[i] = slot;
                                break;
                            }
                        }
                    }
                    slot.Amount += 125;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;

                        Index3 idx       = lastApply.Value + add;
                        var    boxes     = definition.GetCollisionBoxes(localChunkCache, idx.X, idx.Y, idx.Z);
                        float  gap       = 0.01f;
                        var    playerBox = new BoundingBox(
                            new Vector3(
                                Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X - Player.Radius + gap,
                                Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y - Player.Radius + gap,
                                Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + gap),
                            new Vector3(
                                Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X + Player.Radius - gap,
                                Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y + Player.Radius - gap,
                                Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + Player.Height - gap)
                            );

                        // Nicht in sich selbst reinbauen
                        bool intersects = false;
                        foreach (var box in boxes)
                        {
                            var newBox = new BoundingBox(idx + box.Min, idx + box.Max);
                            if (newBox.Min.X < playerBox.Max.X && newBox.Max.X > playerBox.Min.X &&
                                newBox.Min.Y < playerBox.Max.Y && newBox.Max.X > playerBox.Min.Y &&
                                newBox.Min.Z < playerBox.Max.Z && newBox.Max.X > playerBox.Min.Z)
                            {
                                intersects = true;
                            }
                        }

                        if (!intersects)
                        {
                            localChunkCache.SetBlock(idx, DefinitionManager.Instance.GetBlockDefinitionIndex(definition));

                            ActiveTool.Amount -= 125;
                            if (ActiveTool.Amount <= 0)
                            {
                                Player.Inventory.Remove(ActiveTool);
                                for (int i = 0; i < Player.Tools.Length; i++)
                                {
                                    if (Player.Tools[i] == ActiveTool)
                                    {
                                        Player.Tools[i] = null;
                                    }
                                }
                                ActiveTool = null;
                            }
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }