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)