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authorLibravatar David <david003@gmx.net>2022-07-16 16:22:48 +0200
committerLibravatar David <david003@gmx.net>2022-07-16 16:22:48 +0200
commit717a665a84dd9ca1b545d57976b87ba77bf11d80 (patch)
tree941c629e71061e7c240b09df41c651ffafc8188a /rust/src/basic_die.rs
parent36db665defbfc1394691ecc25d750e3c7583bbe3 (diff)
parentbdf6f0328e870c308299f37155b9e89d91a2859c (diff)
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Merge branch 'player'
Diffstat (limited to 'rust/src/basic_die.rs')
-rw-r--r--rust/src/basic_die.rs321
1 files changed, 321 insertions, 0 deletions
diff --git a/rust/src/basic_die.rs b/rust/src/basic_die.rs
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+++ b/rust/src/basic_die.rs
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+use std::borrow::Borrow;
+use gdnative::api::*;
+use gdnative::prelude::*;
+
+/// the input state for the player
+enum InputState {
+ Default,
+ Shooting,
+ Moving
+}
+
+
+type SpatialRef = Option<Ref<Spatial>>;
+
+/// the basic die used by the player
+#[derive(NativeClass)]
+#[inherit(Spatial)]
+#[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="shooting/stopping_min_milliseconds")]
+ stopping_min_ms: i64,
+ #[property(path="input/camera_mouse_sensitivity")]
+ mouse_sensitivity: Vector2,
+ #[property(path="input/shoot_sensitivity")]
+ shoot_sensitivity: f32,
+
+ input_state: InputState,
+ current_force: f32,
+ last_shot_time: i64,
+
+ action_shooting: String,
+
+ node_die: SpatialRef,
+
+ node_camera_root: SpatialRef,
+ node_camera_arm_horizontal: SpatialRef,
+ node_camera_arm_vertical: SpatialRef,
+ node_camera: SpatialRef,
+}
+
+#[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: &Spatial) -> Self {
+ BasicDie {
+ camera_clamp: Vector2 { x: 0.0, y: 0.0 },
+ max_force: 0.0,
+ up_angle: 5.0,
+ stopping_velocity: 0.0,
+ stopping_min_ms: 1000,
+ mouse_sensitivity: Vector2 { x: 1.0, y: 1.0 },
+ shoot_sensitivity: 1.0,
+
+ input_state: InputState::Default,
+ current_force: 0.0,
+ last_shot_time: 0,
+
+ action_shooting: String::from("mouse_btn_left"),
+
+ node_die: None,
+
+ node_camera_root: None,
+ node_camera_arm_horizontal: None,
+ node_camera_arm_vertical: None,
+ node_camera: None,
+ }
+ }
+
+ #[export]
+ unsafe fn _ready(&mut self, owner: &Spatial) {
+
+ Input::godot_singleton().set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
+ owner.set_physics_process(true);
+
+ self.last_shot_time = OS::godot_singleton().get_ticks_msec();
+
+ let search_node = | parent: &SpatialRef, name: String | {
+ let parent_node = match parent {
+ Some(node) => node.assume_safe().as_ref(),
+ None => owner
+ };
+ match parent_node.get_node(NodePath::from_str(&name)) {
+ None => { godot_warn!("Could not find {}.", name); None },
+ Some(node) => {
+ let save_node = node.assume_safe();
+ match save_node.cast::<Spatial>() {
+ None => { godot_warn!("{} was not of type 'Spatial'.", name); None },
+ Some(casted) => Some(casted.claim())
+ }
+ }
+ }
+ };
+
+ // look for the camera and arm nodes
+ self.node_camera_root = search_node(&None, String::from("Camera"));
+ self.node_camera_arm_horizontal = search_node(&self.node_camera_root, String::from("CameraArmHorizontal"));
+ self.node_camera_arm_vertical = search_node(&self.node_camera_arm_horizontal, String::from("CameraArmVertical"));
+ self.node_camera = search_node(&self.node_camera_arm_vertical, String::from("Camera"));
+
+ godot_print!("{:?}", self.node_camera_root);
+ godot_print!("{:?}", self.node_camera_arm_horizontal);
+ godot_print!("{:?}", self.node_camera_arm_vertical);
+ godot_print!("{:?}", self.node_camera);
+
+ self.node_die = search_node(&None, String::from("W8"));
+
+ godot_print!("Player is ready");
+ }
+
+ #[export]
+ unsafe fn _physics_process(&mut self, _owner: &Spatial, _delta: f64) {
+
+ let die = match self.node_die {
+ None => { godot_warn!("No W8 assigned."); return; },
+ Some(node) => match node.assume_safe().cast::<RigidBody>() {
+ None => { godot_warn!("W8 is not a RigidBody."); return; },
+ Some(rb) => rb
+ }
+ };
+
+ // let the cam follow the die
+ match self.node_camera_root {
+ None => { godot_warn!("No W8 assigned."); },
+ Some(cam) => {
+ cam.assume_safe().set_translation(die.translation());
+ }
+ }
+
+ // detect if the die stops moving
+ let delta_ms = OS::godot_singleton().get_ticks_msec() - self.last_shot_time;
+ if matches!(self.input_state, InputState::Moving)
+ && (delta_ms > self.stopping_min_ms) {
+
+ // check if the velocity is less than the threshold and change input state in that case
+ let current_vel = die.linear_velocity().length();
+ if current_vel <= self.stopping_velocity {
+ self.input_state = InputState::Default;
+ godot_print!("Die stopped moving at velocity {} after {} ms", current_vel, delta_ms);
+ }
+ };
+ }
+
+ #[export]
+ unsafe fn _input(&mut self, _owner: &Spatial, 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();
+
+ // 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);
+ },
+ _ => {}
+ }
+
+ let key_event = save_event.cast::<InputEventKey>();
+ match key_event {
+ Some(key_event) => {
+ if key_event.scancode() == GlobalConstants::KEY_ESCAPE {
+ Input::godot_singleton().set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
+ }
+ },
+ _ => {}
+ }
+ }
+
+ /// 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, 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();
+ self.current_force = 0.0;
+ 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.shoot_sensitivity;
+ 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) {
+
+ // make sure the camera actually exists
+ let impulse_dir = match self.node_camera {
+ None => { godot_warn!("No camera assigned!"); return; },
+ Some(cam) => {
+ // get the forward vector of the camera setting the up angle to the defined value in the editor
+ let mut forward_vector = -cam.assume_safe().global_transform().basis.c().normalized();
+ forward_vector.y = self.up_angle;
+
+ // calculate the impulse force
+ forward_vector.normalized() * self.current_force
+ }
+ };
+
+ // get the die
+ let die = match self.node_die {
+ None => { godot_warn!("No W8 assigned."); return; },
+ Some(node) =>
+ match node.assume_safe().cast::<RigidBody>() {
+ None => { godot_warn!("W8 is not a RigidBody."); return; },
+ Some(rb) => rb
+ }
+ };
+
+ // actually add the force
+ die.apply_impulse(die.transform().origin, impulse_dir);
+
+ self.last_shot_time = OS::godot_singleton().get_ticks_msec();
+ }
+}