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author | David <david003@gmx.net> | 2022-07-16 11:42:39 +0200 |
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committer | David <david003@gmx.net> | 2022-07-16 11:42:39 +0200 |
commit | 5678a04042b7b2ea52a927101cf66064535dc272 (patch) | |
tree | 8d2cb1625452f0ad3f4ca53bbe523e1b5562a9cb /rust/src/basic_die.rs | |
parent | bc0a59f2955b1e8bfd0870860d33c04205e6389e (diff) | |
download | 2022-5678a04042b7b2ea52a927101cf66064535dc272.tar.gz 2022-5678a04042b7b2ea52a927101cf66064535dc272.tar.bz2 2022-5678a04042b7b2ea52a927101cf66064535dc272.zip |
add separate shooting intensity
Diffstat (limited to 'rust/src/basic_die.rs')
-rw-r--r-- | rust/src/basic_die.rs | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/rust/src/basic_die.rs b/rust/src/basic_die.rs new file mode 100644 index 0000000..9dab3ce --- /dev/null +++ b/rust/src/basic_die.rs @@ -0,0 +1,331 @@ +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="camera/camera_clamp")] + camera_clamp: Vector2, + #[property(path="shooting/max_force")] + max_force: f32, + #[property(path="shooting/up_angle")] + up_angle: f32, + #[property(path="shooting/stopping_velocity")] + stopping_velocity: f32, + #[property(path="input/camera_mouse_sensitivity")] + mouse_sensitivity: Vector2, + #[property(path="input/shoot_sensitivity")] + shoot_sensitivity: f32, + + input_state: InputState, + current_force: f32, + + action_shooting: String, + + node_camera_arm_horizontal: Option<Ref<Spatial>>, + node_camera_arm_vertical: Option<Ref<Spatial>>, + node_camera: 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_clamp: Vector2 { x: 0.0, y: 0.0 }, + max_force: 0.0, + up_angle: 5.0, + stopping_velocity: 0.0, + mouse_sensitivity: Vector2 { x: 1.0, y: 1.0 }, + shoot_sensitivity: 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, + node_camera: None, + } + } + + #[export] + unsafe fn _ready(&mut self, owner: &RigidBody) { + owner.set_physics_process(true); + + // 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") + } + + // look for the camera + match self.node_camera_arm_vertical { + Some(arm) => { + let save_arm = arm.assume_safe(); + match save_arm.get_node(NodePath::from_str("Camera")) { + Some(node) => { + let save_node = node.assume_safe(); + match save_node.cast::<Spatial>() { + Some(casted) => { + let save_casted = casted.claim(); + self.node_camera = Some(save_casted)}, + _ => godot_warn!("Camera was not of type 'Spatial'"), + } + }, + _ => godot_warn!("No camera found.") + } + }, + _ => godot_warn!("No vertical arm to look for the camera") + } + } + + #[export] + unsafe fn _physics_process(&mut self, owner: &RigidBody, _delta: f64) { + + // detect if the die stops moving + if matches!(self.input_state, InputState::Moving) { + // get the current velocity + let current_vel = owner.linear_velocity().length(); + + godot_print!("current velocity: {}", current_vel); + + // check if the velocity is less than the threshold and change input state in that case + if current_vel <= self.stopping_velocity { + self.input_state = InputState::Default; + } + }; + } + + #[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(owner, event), + InputState::Moving => self.moving_input(event), + } + + // 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 horizontal arm 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") + } + + // look for the camera + match self.node_camera_arm_vertical { + Some(arm) => { + let save_arm = arm.assume_safe(); + match save_arm.get_node(NodePath::from_str("Camera")) { + Some(node) => { + let save_node = node.assume_safe(); + match save_node.cast::<Spatial>() { + Some(casted) => { + let save_casted = casted.claim(); + self.node_camera = Some(save_casted)}, + _ => godot_warn!("Camera was not of type 'Spatial'"), + } + }, + _ => godot_warn!("No camera found.") + } + }, + _ => godot_warn!("No vertical arm to look for the camera") + } + } + + /// 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(); + + // rotate camera horizontally + let mouse_event = save_event.cast::<InputEventMouseMotion>(); // get the input as mouse input + 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(); + + // 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; + } + + // rotate camera vertically + let mouse_event = save_event.cast::<InputEventMouseMotion>(); // get the input as mouse input + 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, owner: &RigidBody, event: Ref<InputEvent>) { + let save_event = event.assume_safe(); + + // mouse released, shoot + if save_event.is_action_released(GodotString::from_str(&self.action_shooting), false) { + self.input_state = InputState::Moving; + self.shoot(owner); + return; + } + + // charge shot with vertical mouse movement + let mouse_event = save_event.cast::<InputEventMouseMotion>(); // get the input as mouse input + 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, + x => x + }; + + 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(); + + // rotate camera vertically + let mouse_event = save_event.cast::<InputEventMouseMotion>(); // get the input as mouse input + 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(); + + // 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") + } + } + + unsafe fn shoot(&mut self, owner: &RigidBody) { + // make sure the camera actually exists + match self.node_camera { + Some(cam) => { + // get the base position of the node + let base_pos = owner.transform().origin; + + // get the save reference + let save_cam = cam.assume_safe(); + + // get the forward vector of the camera setting the up angle to the defined value in the editor + let mut forward_vector = save_cam.global_transform().basis.c(); + forward_vector.y = self.up_angle; + + // calculate the impulse force + let impulse = forward_vector.normalized() * self.current_force; + + // actually add the force + owner.apply_impulse(base_pos, impulse); + }, + None => godot_warn!("No camera assigned!"), + } + } +} |