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-rwxr-xr-xlib/x86_64-unknown-linux-gnu/libcode_with_your_friends2022.sobin25714184 -> 28423064 bytes
-rw-r--r--rust/src/basic_die.rs197
2 files changed, 78 insertions, 119 deletions
diff --git a/lib/x86_64-unknown-linux-gnu/libcode_with_your_friends2022.so b/lib/x86_64-unknown-linux-gnu/libcode_with_your_friends2022.so
index 14b6058..d878485 100755
--- a/lib/x86_64-unknown-linux-gnu/libcode_with_your_friends2022.so
+++ b/lib/x86_64-unknown-linux-gnu/libcode_with_your_friends2022.so
Binary files differ
diff --git a/rust/src/basic_die.rs b/rust/src/basic_die.rs
index 9dab3ce..0b028b8 100644
--- a/rust/src/basic_die.rs
+++ b/rust/src/basic_die.rs
@@ -8,10 +8,13 @@ enum InputState {
Shooting,
Moving
}
+
+
+type SpatialRef = Option<Ref<Spatial>>;
/// the basic die used by the player
#[derive(NativeClass)]
-#[inherit(RigidBody)]
+#[inherit(Spatial)]
#[register_with(Self::register_builder)]
pub struct BasicDie {
#[property(path="camera/camera_clamp")]
@@ -32,9 +35,12 @@ pub struct BasicDie {
action_shooting: String,
- node_camera_arm_horizontal: Option<Ref<Spatial>>,
- node_camera_arm_vertical: Option<Ref<Spatial>>,
- node_camera: Option<Ref<Spatial>>,
+ node_die: SpatialRef,
+
+ node_camera_root: SpatialRef,
+ node_camera_arm_horizontal: SpatialRef,
+ node_camera_arm_vertical: SpatialRef,
+ node_camera: SpatialRef,
}
#[methods]
@@ -44,7 +50,7 @@ impl BasicDie {
godot_print!("BasicDie builder is registered!");
}
- fn new(_owner: &RigidBody) -> Self {
+ fn new(_owner: &Spatial) -> Self {
BasicDie {
camera_clamp: Vector2 { x: 0.0, y: 0.0 },
max_force: 0.0,
@@ -58,6 +64,9 @@ impl BasicDie {
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,
@@ -65,58 +74,57 @@ impl BasicDie {
}
#[export]
- unsafe fn _ready(&mut self, owner: &RigidBody) {
+ unsafe fn _ready(&mut self, owner: &Spatial) {
+ godot_print!("Player starting");
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.")
+ 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())
+ }
}
- },
- _ => 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")
- }
+ // 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: &RigidBody, _delta: f64) {
+ unsafe fn _physics_process(&mut self, _owner: &Spatial, _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();
-
+ let current_vel = match self.node_die {
+ None => { godot_warn!("No W8 assigned."); 0.0 },
+ Some(node) =>
+ match node.assume_safe().cast::<RigidBody>() {
+ None => { godot_warn!("W8 is not a RigidBody."); 0.0 },
+ Some(rb) => rb.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
@@ -127,69 +135,15 @@ impl BasicDie {
}
#[export]
- unsafe fn _input(&mut self, owner: &RigidBody, event: Ref<InputEvent>) {
+ 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(owner, event),
+ InputState::Shooting => self.shooting_input(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
@@ -230,13 +184,13 @@ impl BasicDie {
}
/// this input method will be called when player is currently taking a shot
- unsafe fn shooting_input(&mut self, owner: &RigidBody, event: Ref<InputEvent>) {
+ 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(owner);
+ self.shoot();
return;
}
@@ -305,27 +259,32 @@ impl BasicDie {
}
}
- unsafe fn shoot(&mut self, owner: &RigidBody) {
+ unsafe fn shoot(&mut self) {
+
// make sure the camera actually exists
- match self.node_camera {
+ let impulse_dir = match self.node_camera {
+ None => { godot_warn!("No camera assigned!"); return; },
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();
+ let mut forward_vector = cam.assume_safe().global_transform().basis.c();
forward_vector.y = self.up_angle;
// calculate the impulse force
- let impulse = forward_vector.normalized() * self.current_force;
+ forward_vector.normalized() * self.current_force
+ }
+ };
- // actually add the force
- owner.apply_impulse(base_pos, impulse);
- },
- None => godot_warn!("No camera assigned!"),
- }
+ // 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);
}
}