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authorLibravatar David <david003@gmx.net>2022-07-16 20:38:58 +0200
committerLibravatar David <david003@gmx.net>2022-07-16 20:38:58 +0200
commitd1bac1c41a75fdf901e1f7c5f604783f0685190a (patch)
tree6230dbb9c0526a5efe00f81971acb2697f87c6fb /rust
parent717a665a84dd9ca1b545d57976b87ba77bf11d80 (diff)
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make buffs work
Diffstat (limited to 'rust')
-rw-r--r--rust/src/basic_die.rs41
-rw-r--r--rust/src/buff_ball.rs91
-rw-r--r--rust/src/buff_bounce.rs52
-rw-r--r--rust/src/buff_extra.rs4
-rw-r--r--rust/src/buff_phase.rs27
5 files changed, 111 insertions, 104 deletions
diff --git a/rust/src/basic_die.rs b/rust/src/basic_die.rs
index 2a61197..dc425b4 100644
--- a/rust/src/basic_die.rs
+++ b/rust/src/basic_die.rs
@@ -1,6 +1,11 @@
use std::borrow::Borrow;
use gdnative::api::*;
use gdnative::prelude::*;
+use crate::buff_trait::Buff;
+use crate::buff_ball::BuffBall;
+use crate::buff_bounce::BuffBounce;
+use crate::buff_phase::BuffPhase;
+use crate::buff_extra::BuffExtra;
/// the input state for the player
enum InputState {
@@ -31,6 +36,10 @@ pub struct BasicDie {
mouse_sensitivity: Vector2,
#[property(path="input/shoot_sensitivity")]
shoot_sensitivity: f32,
+ #[property(path="input/current_buff_index")]
+ current_buff_index: i8,
+
+ all_buffs: [Option<Box<dyn Buff>>; 5],
input_state: InputState,
current_force: f32,
@@ -62,6 +71,8 @@ impl BasicDie {
stopping_min_ms: 1000,
mouse_sensitivity: Vector2 { x: 1.0, y: 1.0 },
shoot_sensitivity: 1.0,
+ current_buff_index: 0,
+ all_buffs: [None, None, None, None, None],
input_state: InputState::Default,
current_force: 0.0,
@@ -116,6 +127,23 @@ impl BasicDie {
self.node_die = search_node(&None, String::from("W8"));
+ 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.claim()
+ }
+ };
+
+ self.all_buffs = [
+ None,
+ Some(Box::new(BuffBall ::new(Box::new(die)))),
+ Some(Box::new(BuffBounce::new(Box::new(die)))),
+ Some(Box::new(BuffPhase ::new(Box::new(die)))),
+ Some(Box::new(BuffExtra ::new())),
+ ];
+
godot_print!("Player is ready");
}
@@ -148,6 +176,13 @@ impl BasicDie {
if current_vel <= self.stopping_velocity {
self.input_state = InputState::Default;
godot_print!("Die stopped moving at velocity {} after {} ms", current_vel, delta_ms);
+
+ //deactivate the old buff
+ match self.all_buffs[self.current_buff_index as usize] {
+ Some(ref mut buff) => buff.revert_buff(),
+ None => {}
+ }
+ //TODO: find out which side is up and update the current buff index accordingly
}
};
}
@@ -313,6 +348,12 @@ impl BasicDie {
}
};
+ // apply the current buff
+ match self.all_buffs[self.current_buff_index as usize] {
+ Some(ref mut buff) => buff.execute_buff(),
+ None => {}
+ }
+
// actually add the force
die.apply_impulse(die.transform().origin, impulse_dir);
diff --git a/rust/src/buff_ball.rs b/rust/src/buff_ball.rs
index 4b89dbb..219e675 100644
--- a/rust/src/buff_ball.rs
+++ b/rust/src/buff_ball.rs
@@ -2,71 +2,66 @@ use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
-struct BuffBall {
+pub struct BuffBall {
name: String,
description: String,
-
- die_body: Option<Ref<RigidBody>>,
- sphere_body: Option<Ref<RigidBody>>
+ collision_die: Ref<CollisionShape>,
+ collision_sphere: Ref<CollisionShape>,
+ mesh_die: Ref<MeshInstance>,
+ mesh_sphere: Ref<MeshInstance>,
}
impl BuffBall {
- fn new(die_body: Option<Ref<RigidBody>>, sphere_body: Option<Ref<RigidBody>>) -> Self {
+
+ pub fn new(die_body: Box<Ref<RigidBody>>) -> Self {
+
+ // find a collision shape
+ fn search<T: SubClass<Node>> (die_body: &Box<Ref<RigidBody>>, name: String) -> Option<Ref<T>> {
+ unsafe{
+ match die_body.assume_safe().get_node(&name) {
+ None => {
+ godot_warn!("Could not find {}", name);
+ None
+ }
+ Some(node) => {
+ match node.assume_safe().cast::<T>() {
+ None => {
+ godot_warn!("{} is not a {}", name, std::any::type_name::<T>());
+ None
+ },
+ Some(cs) => Some(cs.claim())
+ }
+ }
+ }
+ }
+ }
+
BuffBall {
name: String::from("Ball"),
description: String::from("Roll the dice"),
-
- die_body,
- sphere_body
+ collision_die: search::<CollisionShape>(&die_body, String::from("CollisionShapeDie" )).unwrap(),
+ collision_sphere: search::<CollisionShape>(&die_body, String::from("CollisionShapeSphere")).unwrap(),
+ mesh_die: search::<MeshInstance>(&die_body, String::from("MeshDie" )).unwrap(),
+ mesh_sphere: search::<MeshInstance>(&die_body, String::from("MeshSphere")).unwrap(),
}
}
}
impl Buff for BuffBall {
unsafe fn execute_buff(&mut self) {
- // make sure the sphere rigid body exists
- match &self.sphere_body {
- Some(sphere) => {
- // make sure the dice rigid body exists
- match &self.die_body {
- Some(die) => {
- // get the safe references from the ref<>
- let save_sphere = sphere.assume_safe();
- let save_die = die.assume_safe();
-
- // set the properties of the rigid bodies
- save_die.set_process(false);
- save_sphere.set_process(true);
- save_sphere.show();
- },
- None => godot_warn!("Die body not assigned")
- }
- },
- None => godot_warn!("Sphere body not assigned")
- }
+ self.collision_die.assume_safe().set_disabled(true);
+ self.collision_sphere.assume_safe().set_disabled(false);
+ self.mesh_die.assume_safe().set_visible(false);
+ self.mesh_sphere.assume_safe().set_visible(true);
+ godot_print!("Ball activated");
}
unsafe fn revert_buff(&mut self) {
- // make sure the sphere rigid body exists
- match &self.sphere_body {
- Some(sphere) => {
- // make sure the dice rigid body exists
- match &self.die_body {
- Some(die) => {
- // get the safe references from the ref<>
- let save_sphere = sphere.assume_safe();
- let save_die = die.assume_safe();
-
- // set the properties of the rigid bodies
- save_die.set_process(true);
- save_sphere.set_process(false);
- save_sphere.hide();
- },
- None => godot_warn!("Die body not assigned")
- }
- },
- None => godot_warn!("Sphere body not assigned")
- }
+ self.collision_die.assume_safe().set_disabled(false);
+ self.collision_sphere.assume_safe().set_disabled(true);
+ self.mesh_sphere.assume_safe().set_visible(false);
+ self.mesh_die.assume_safe().set_visible(true);
+ godot_print!("Ball deactivated");
}
fn get_name(self) -> GodotString {
diff --git a/rust/src/buff_bounce.rs b/rust/src/buff_bounce.rs
index 179642d..cb9ded8 100644
--- a/rust/src/buff_bounce.rs
+++ b/rust/src/buff_bounce.rs
@@ -2,22 +2,21 @@ use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
-struct BuffBounce {
+pub struct BuffBounce {
name: String,
description: String,
- rigid_body: Option<Ref<RigidBody>>,
+ rigid_body: Box<Ref<RigidBody>>,
target_bounciness: f64,
previous_bounciness: f64
}
impl BuffBounce {
- fn new(rigid_body: Option<Ref<RigidBody>>) -> Self {
+ pub fn new(rigid_body: Box<Ref<RigidBody>>) -> Self {
BuffBounce {
name: String::from("Bounce"),
description: String::from("Let's the die bounce more than usual."),
rigid_body,
-
target_bounciness: 1.0,
previous_bounciness: 0.0
}
@@ -25,43 +24,30 @@ impl BuffBounce {
}
impl Buff for BuffBounce {
- unsafe fn execute_buff(&mut self) {
- // make sure the rigid body exists
- match &self.rigid_body {
- Some(body) => {
- let safe_body = body.assume_safe();
- // get the physics material
- match safe_body.physics_material_override() {
- Some(mat) => {
- let save_mat = mat.assume_safe();
- self.previous_bounciness = save_mat.bounce();
- save_mat.set_bounce(self.target_bounciness);
- },
- None => godot_warn!("Physics material was not found")
- }
+ unsafe fn execute_buff(&mut self) {
+ // get the physics material
+ match self.rigid_body.assume_safe().physics_material_override() {
+ Some(mat) => {
+ let save_mat = mat.assume_safe();
+ self.previous_bounciness = save_mat.bounce();
+ save_mat.set_bounce(self.target_bounciness);
},
- None => godot_warn!("No rigid body initialized to apply properties to")
+ None => godot_warn!("Physics material was not found")
}
+ godot_print!("Bounce activated");
}
unsafe fn revert_buff(&mut self) {
- // make sure the rigid body exists
- match &self.rigid_body {
- Some(body) => {
- let safe_body = body.assume_safe();
-
- // get the physics material
- match safe_body.physics_material_override() {
- Some(mat) => {
- let save_mat = mat.assume_safe();
- save_mat.set_bounce(self.previous_bounciness);
- },
- None => godot_warn!("Physics material was not found")
- }
+ // get the physics material
+ match self.rigid_body.assume_safe().physics_material_override() {
+ Some(mat) => {
+ let save_mat = mat.assume_safe();
+ save_mat.set_bounce(self.previous_bounciness);
},
- None => godot_warn!("No rigid body initialized to apply properties to")
+ None => godot_warn!("Physics material was not found")
}
+ godot_print!("Bounce deactivated");
}
fn get_name(self) -> GodotString {
diff --git a/rust/src/buff_extra.rs b/rust/src/buff_extra.rs
index 473cdde..a7b7902 100644
--- a/rust/src/buff_extra.rs
+++ b/rust/src/buff_extra.rs
@@ -2,13 +2,13 @@ use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
-struct BuffExtra {
+pub struct BuffExtra {
name: String,
description: String,
}
impl BuffExtra {
- fn new() -> Self {
+ pub fn new() -> Self {
BuffExtra {
name: String::from("Extra Stroke"),
description: String::from("One additional stroke that doesn't count"),
diff --git a/rust/src/buff_phase.rs b/rust/src/buff_phase.rs
index e64508e..f69fecc 100644
--- a/rust/src/buff_phase.rs
+++ b/rust/src/buff_phase.rs
@@ -2,16 +2,16 @@ use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
-struct BuffPhase {
+pub struct BuffPhase {
name: String,
description: String,
- rigid_body: Option<Ref<RigidBody>>,
+ rigid_body: Box<Ref<RigidBody>>,
wall_layer_bit: i64,
}
impl BuffPhase {
- fn new(rigid_body: Option<Ref<RigidBody>>) -> Self {
+ pub fn new(rigid_body: Box<Ref<RigidBody>>) -> Self {
// calculate the bit for the mask to enable/ disable collision detection
let mask_layer = 2;
let mask_bit = 2_i64.pow(mask_layer - 1);
@@ -20,7 +20,6 @@ impl BuffPhase {
name: String::from("Phase"),
description: String::from("Phases through thin fences"),
rigid_body,
-
wall_layer_bit: mask_bit,
}
}
@@ -28,26 +27,12 @@ impl BuffPhase {
impl Buff for BuffPhase {
unsafe fn execute_buff(&mut self) {
- match &self.rigid_body {
- Some(body) => {
- // actually disable the collision to the fences
- let save_body = body.assume_safe();
- save_body.set_collision_mask_bit(self.wall_layer_bit, false);
- },
- None => godot_warn!("Rigid body not found")
- }
+ // actually disable the collision to the fences
+ self.rigid_body.assume_safe().set_collision_mask_bit(self.wall_layer_bit, false);
}
unsafe fn revert_buff(& mut self) {
- // make sure the rigid body exists
- match &self.rigid_body {
- Some(body) => {
- // actually enable the collision again
- let save_body = body.assume_safe();
- save_body.set_collision_mask_bit(self.wall_layer_bit, false);
- },
- None => godot_warn!("Rigid body not found")
- }
+ self.rigid_body.assume_safe().set_collision_mask_bit(self.wall_layer_bit, false);
}
fn get_name(self) -> GodotString {