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-rw-r--r--rust/src/basic_die.rs331
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diff --git a/rust/src/basic_die.rs 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
+}
+
+/// 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!"),
+ }
+ }
+}