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author | IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com> | 2022-07-16 04:20:11 +0200 |
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committer | IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com> | 2022-07-16 04:20:11 +0200 |
commit | a8b66a60dca81a4e5d4ab995226b77ba29bc70c3 (patch) | |
tree | 60c2ba6826daf6ec60988330b3b5078c56a98c63 /rust/src/BasicDie.rs | |
parent | a46a91e183a272e012354a6f0263299448205acb (diff) | |
download | 2022-a8b66a60dca81a4e5d4ab995226b77ba29bc70c3.tar.gz 2022-a8b66a60dca81a4e5d4ab995226b77ba29bc70c3.tar.bz2 2022-a8b66a60dca81a4e5d4ab995226b77ba29bc70c3.zip |
basic camera movement
also events for other movements
Diffstat (limited to 'rust/src/BasicDie.rs')
-rw-r--r-- | rust/src/BasicDie.rs | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/rust/src/BasicDie.rs b/rust/src/BasicDie.rs new file mode 100644 index 0000000..7bc6d65 --- /dev/null +++ b/rust/src/BasicDie.rs @@ -0,0 +1,239 @@ +use std::borrow::Borrow; +use gdnative::api::*; +use gdnative::prelude::*; + +/// the input state for the player +enum InputState { + Default, + Shooting, + Moving +} + +/// the basic die used by the player +#[derive(NativeClass)] +#[inherit(RigidBody)] +#[register_with(Self::register_builder)] +pub struct BasicDie { + #[property(path="base/camera_offset")] + camera_offset: f32, + #[property(path="base/camera_clamp")] + camera_clamp: Vector2, + #[property(path="shooting/max_force")] + max_force: f32, + #[property(path="shooting/up_angle")] + up_angle: f32, + #[property(path="input/mouse_sensitivity")] + mouse_sensitivity: Vector2, + + input_state: InputState, + current_force: f32, + + action_shooting: String, + + node_camera_arm_horizontal: Option<Ref<Spatial>>, + node_camera_arm_vertical: Option<Ref<Spatial>>, +} + +#[methods] +impl BasicDie { + // Register the builder for methods, properties and/or signals. + fn register_builder(_builder: &ClassBuilder<Self>) { + godot_print!("BasicDie builder is registered!"); + } + + fn new(_owner: &RigidBody) -> Self { + BasicDie { + camera_offset: 0.0, + camera_clamp: Vector2 { x: 0.0, y: 0.0 }, + max_force: 0.0, + up_angle: 5.0, + mouse_sensitivity: Vector2 { x: 1.0, y: 1.0 }, + + input_state: InputState::Default, + current_force: 0.0, + + action_shooting: String::from("mouse_btn_left"), + + node_camera_arm_horizontal: None, + node_camera_arm_vertical: None, + } + } + + #[export] + unsafe fn _ready(&mut self, owner: &RigidBody) { + owner.set_physics_process(true); + + // look for the horizontal camera arm + match owner.get_node(NodePath::from_str("CameraArmHorizontal")) { + Some(node) => { + let save_node = node.assume_safe(); + match save_node.cast::<Spatial>() { + Some(casted) => { + let save_casted = casted.claim(); + self.node_camera_arm_horizontal = Some(save_casted)}, + _ => godot_warn!("Camera Arm was not of type 'Spatial'"), + } + }, + _ => godot_warn!("No child node called 'Camera found'") + } + + // look for the vertical camera arm + match self.node_camera_arm_horizontal { + Some(arm) => { + let save_arm = arm.assume_safe(); + match save_arm.get_node(NodePath::from_str("CameraArmVertical")) { + Some(node) => { + let save_node = node.assume_safe(); + match save_node.cast::<Spatial>() { + Some(casted) => { + let save_casted = casted.claim(); + self.node_camera_arm_vertical = Some(save_casted)}, + _ => godot_warn!("Camera Arm was not of type 'Spatial'"), + } + }, + _ => godot_warn!("No vertical arm found.") + } + }, + _ => godot_warn!("No horizontal arm to look for the vertical arm") + } + } + + #[export] + unsafe fn _physics_process(&mut self, owner: &RigidBody, delta: f64) { + + if matches!(self.input_state, InputState::Moving) { + // TODO check if velocity reached a certain threshold and set the mode to default again + }; + } + + #[export] + unsafe fn _input(&mut self, owner: &RigidBody, event: Ref<InputEvent>) { + + self.general_input(event.borrow()); + + match self.input_state { + InputState::Default => self.default_input(event), + InputState::Shooting => self.shooting_input(event), + InputState::Moving => self.moving_input(event), + } + } + + /// this input method will always be called, regardless of the input state + unsafe fn general_input(&mut self, event: &Ref<InputEvent>) { + let save_event = event.assume_safe(); + + // get the input as mouse input + let mouse_event = save_event.cast::<InputEventMouseMotion>(); + match mouse_event { + Some(motion_event) => { + let x_mov = motion_event.relative().x * self.mouse_sensitivity.x; + self.rotate_cam_horizontal(x_mov); + }, + _ => {} + } + } + + /// this input method will be called when looking around, before taking a shot + unsafe fn default_input(&mut self, event: Ref<InputEvent>) { + let save_event = event.assume_safe(); + + godot_print!("default input"); + + // left mouse button was pressed => switch to shooting mode + if save_event.is_action_pressed(GodotString::from_str(&self.action_shooting), false, false) { + godot_print!("mouse_button, switching to shooting mode"); + self.input_state = InputState::Shooting; + return; + } + + // get the input as mouse input + let mouse_event = save_event.cast::<InputEventMouseMotion>(); + match mouse_event { + Some(motion_event) => { + let y_mov = -motion_event.relative().y * self.mouse_sensitivity.y; + self.rotate_cam_vertical(y_mov); + }, + _ => {} + }; + } + + /// this input method will be called when player is currently taking a shot + unsafe fn shooting_input(&mut self, event: Ref<InputEvent>) { + let save_event = event.assume_safe(); + + godot_print!("shooting input"); + + if save_event.is_action_released(GodotString::from_str(&self.action_shooting), false) { + self.input_state = InputState::Moving; + // TODO add force based on input and strength + return; + } + + // get the input as mouse input + let mouse_event = save_event.cast::<InputEventMouseMotion>(); + match mouse_event { + Some(motion_event) => { + let y_mov = motion_event.relative().y * self.mouse_sensitivity.y; + self.current_force = match self.current_force + y_mov { + x if x < 0.0 => 0.0, + x if x > self.max_force => self.max_force, + _ => self.current_force + y_mov + }; + + godot_print!("current force: {}", self.current_force); + }, + _ => {} + }; + } + + /// this input method will be called when player is moving + unsafe fn moving_input(&mut self, event: Ref<InputEvent>) { + let save_event = event.assume_safe(); + + godot_print!("moving input"); + + // get the input as mouse input + let mouse_event = save_event.cast::<InputEventMouseMotion>(); + match mouse_event { + Some(motion_event) => { + let y_mov = motion_event.relative().y * self.mouse_sensitivity.y; + self.rotate_cam_vertical(y_mov); + }, + _ => {} + }; + } + + unsafe fn rotate_cam_horizontal(&mut self, input: f32) { + // make sure the arm exists + match self.node_camera_arm_horizontal { + Some(arm) => { + // rotate the horizontal camera arm + let save_arm = arm.assume_safe(); + save_arm.rotate_object_local(Vector3 {x: 0.0, y: 1.0, z: 0.0}, input as f64) + }, + _ => godot_warn!("No horizontal camera arm assigned.") + } + } + + unsafe fn rotate_cam_vertical(&mut self, input: f32) { + // make sure the camera arm actually exists + match self.node_camera_arm_vertical { + Some(arm) => { + // check for the current rotation + let save_arm = arm.assume_safe(); + let current_rot = save_arm.rotation(); + godot_print!("current rotation: {} | {} | {} ", current_rot.x, current_rot.y, current_rot.z); + + // clamp the rotation + if current_rot.x + input > self.camera_clamp.x || current_rot.x + input <= self.camera_clamp.y { + return; + } + + // actually rotate if possible + let save_arm = arm.assume_safe(); + save_arm.rotate_object_local(Vector3 {x: 1.0, y: 0.0, z: 0.0}, input as f64) + }, + _ => godot_warn!("No vertical camera arm assigned") + } + } +} |