diff options
Diffstat (limited to '')
-rw-r--r-- | rust/src/basic_die.rs | 85 | ||||
-rw-r--r-- | rust/src/buff_ball.rs | 91 | ||||
-rw-r--r-- | rust/src/buff_bounce.rs | 52 | ||||
-rw-r--r-- | rust/src/buff_extra.rs | 4 | ||||
-rw-r--r-- | rust/src/buff_phase.rs | 27 | ||||
-rw-r--r-- | rust/src/goal_trigger.rs | 30 | ||||
-rw-r--r-- | rust/src/lib.rs | 12 |
7 files changed, 195 insertions, 106 deletions
diff --git a/rust/src/basic_die.rs b/rust/src/basic_die.rs index 2a61197..304df90 100644 --- a/rust/src/basic_die.rs +++ b/rust/src/basic_die.rs @@ -1,6 +1,12 @@ use std::borrow::Borrow; use gdnative::api::*; use gdnative::prelude::*; +use gdnative::core_types::VariantArray; +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 { @@ -8,9 +14,10 @@ enum InputState { Shooting, Moving } - + type SpatialRef = Option<Ref<Spatial>>; +type NodeRef = Option<Ref<Node>>; /// the basic die used by the player #[derive(NativeClass)] @@ -31,6 +38,10 @@ pub struct BasicDie { mouse_sensitivity: Vector2, #[property(path="input/shoot_sensitivity")] shoot_sensitivity: f32, + #[property(path="input/current_buff_index")] + current_buff_index: i32, + + all_buffs: [Option<Box<dyn Buff>>; 5], input_state: InputState, current_force: f32, @@ -44,6 +55,7 @@ pub struct BasicDie { node_camera_arm_horizontal: SpatialRef, node_camera_arm_vertical: SpatialRef, node_camera: SpatialRef, + node_loader: NodeRef, } #[methods] @@ -62,6 +74,8 @@ 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, @@ -75,6 +89,7 @@ impl BasicDie { node_camera_arm_horizontal: None, node_camera_arm_vertical: None, node_camera: None, + node_loader: None, } } @@ -109,13 +124,35 @@ impl BasicDie { 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")); + // look for the level loader in the hierarchy + self.node_loader = owner.get_node("/root/Game/LevelLoader"); + 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); + godot_print!("{:?}", self.node_loader); 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!("Current Buff: {}", self.current_buff_index); godot_print!("Player is ready"); } @@ -138,8 +175,16 @@ impl BasicDie { } } - // detect if the die stops moving let delta_ms = OS::godot_singleton().get_ticks_msec() - self.last_shot_time; + + // deactivate the Ball Buff after 5 seconds + if matches!(self.input_state, InputState::Moving) + && delta_ms > 5000 + && self.current_buff_index == 1 { + self.stop_die(_owner); + } + + // detect if the die stops moving if matches!(self.input_state, InputState::Moving) && (delta_ms > self.stopping_min_ms) { @@ -148,6 +193,8 @@ 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); + + self.stop_die(_owner); } }; } @@ -317,5 +364,39 @@ impl BasicDie { die.apply_impulse(die.transform().origin, impulse_dir); self.last_shot_time = OS::godot_singleton().get_ticks_msec(); + + // call the stuff in GDScript + match self.node_loader { + Some(loader) => { + let save_loader = loader.assume_safe(); + save_loader.call("add_stroke", &[]); + }, + None => godot_warn!("No node loader assigned"), + } + } + + unsafe fn stop_die(&mut self, owner: &Spatial) { + //deactivate the old buff + godot_print!("Current Buff: {}", self.current_buff_index); + match self.all_buffs[self.current_buff_index as usize] { + Some(ref mut buff) => buff.revert_buff(), + None => {} + } + + // get the facing direction of the die and determine the next buff based on that + match self.node_die { + Some(die) => { + let forward = die.assume_safe().global_transform().basis.c().normalized(); + godot_print!("forward: {} | {} | {}", forward.x, forward.y, forward.z); + }, + None => {} + } + + // apply the current buff + godot_print!("Current Buff: {}", self.current_buff_index); + match self.all_buffs[self.current_buff_index as usize] { + Some(ref mut buff) => buff.execute_buff(), + None => {} + } } } 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 { diff --git a/rust/src/goal_trigger.rs b/rust/src/goal_trigger.rs new file mode 100644 index 0000000..457eb7b --- /dev/null +++ b/rust/src/goal_trigger.rs @@ -0,0 +1,30 @@ +use gdnative::api::*; +use gdnative::prelude::*; +use gdnative::core_types::VariantArray; +use gdnative::object::*; + +/// The SpinningCube "class" +#[derive(NativeClass)] +#[inherit(Node)] +pub struct GoalTriggerZone { + level_loader: Option<Ref<Node>>, +} + +#[methods] +impl GoalTriggerZone { + fn new(_owner: &Node) -> Self { + GoalTriggerZone { + level_loader: None, + } + } + + #[export] + unsafe fn _ready(&mut self, owner: &Node) { + // TODO get loader + } + + #[export] + fn overlap(&mut self, owner: &Node) { + godot_print!("OVERLAPPED"); + } +} diff --git a/rust/src/lib.rs b/rust/src/lib.rs index f683d35..c8afc06 100644 --- a/rust/src/lib.rs +++ b/rust/src/lib.rs @@ -3,12 +3,24 @@ mod buff_phase; mod buff_trait; mod buff_ball; mod buff_extra; +<<<<<<< HEAD +pub mod goal_trigger; +mod test; +======= +>>>>>>> menu mod basic_die; use gdnative::prelude::{godot_init, InitHandle}; // Function that registers all exposed classes to Godot fn init(handle: InitHandle) { +<<<<<<< HEAD + handle.add_class::<game::Game>(); + handle.add_class::<spinning_cube::SpinningCube>(); + handle.add_class::<goal_trigger::GoalTriggerZone>(); + handle.add_class::<test::SpinningCubeReverse>(); +======= +>>>>>>> menu handle.add_class::<basic_die::BasicDie>(); } |