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-rw-r--r--rust/src/basic_die.rs41
1 files changed, 41 insertions, 0 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);