skullball/rust/src/player.rs

155 lines
4.1 KiB
Rust

use std::f32::consts::PI;
use godot::{
classes::{
Camera3D, CharacterBody3D, ICharacterBody3D, Input, InputEvent, InputEventMouseMotion,
input::MouseMode,
},
obj::WithBaseField,
prelude::*,
};
use crate::ui::cli::CommandLinePanel;
pub trait Player: ICharacterBody3D + WithBaseField {
fn get_y_speed(&self) -> f32;
fn set_y_speed(&mut self, speed: f32);
fn get_movement_dir(&self) -> Vector3;
fn get_move_speed(&self) -> f32;
}
pub trait PlayerMovement {
fn player_update(&mut self, delta: f64);
fn jump(&mut self);
}
impl<T: Player + WithBaseField> PlayerMovement for T {
fn player_update(&mut self, delta: f64) {
self.set_y_speed(self.get_y_speed() - 9.8 * delta as f32);
if self.base().is_on_floor() && self.get_y_speed() < 0. {
self.set_y_speed(0.);
}
let speed = Vector3::UP * self.get_y_speed()
+ self
.get_movement_dir()
.try_normalized()
.unwrap_or_default()
.rotated(Vector3::UP, self.base().get_rotation().y)
* self.get_move_speed();
self.base_mut().set_velocity(speed);
self.base_mut().move_and_slide();
}
fn jump(&mut self) {
self.set_y_speed(5.);
}
}
#[derive(GodotClass)]
#[class(base=CharacterBody3D, init)]
pub struct LocalPlayer {
#[export]
look_sensitivity: f32,
#[export]
camera: Option<Gd<Camera3D>>,
#[export]
move_speed: f32,
movement_dir: Vector3,
y_speed: f32,
locked: bool,
base: Base<CharacterBody3D>,
}
impl Player for LocalPlayer {
fn get_y_speed(&self) -> f32 {
self.y_speed
}
fn set_y_speed(&mut self, speed: f32) {
self.y_speed = speed;
}
fn get_movement_dir(&self) -> Vector3 {
self.movement_dir
}
fn get_move_speed(&self) -> f32 {
self.move_speed
}
}
#[godot_api]
impl ICharacterBody3D for LocalPlayer {
fn ready(&mut self) {
if !CommandLinePanel::singleton().bind().opened {
self.set_lock(true);
}
CommandLinePanel::singleton()
.signals()
.on_open()
.connect_other(self, |s| s.set_lock(false));
CommandLinePanel::singleton()
.signals()
.on_close()
.connect_other(self, |s| {
s.set_lock(true);
});
}
fn process(&mut self, delta: f64) {
let input_direction = if self.locked {
let input = Input::singleton();
if self.base().is_on_floor() && input.is_action_just_pressed("jump") {
self.jump();
}
Vector3::RIGHT * input.is_action_pressed("right") as u32 as f32
- Vector3::RIGHT * input.is_action_pressed("left") as u32 as f32
+ Vector3::FORWARD * input.is_action_pressed("forward") as u32 as f32
- Vector3::FORWARD * input.is_action_pressed("backward") as u32 as f32
} else {
Vector3::ZERO
};
self.movement_dir = input_direction;
self.player_update(delta);
}
fn input(&mut self, event: Gd<InputEvent>) {
if self.locked {
if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
if let Some(camera) = self.camera.as_mut() {
let curr_rotation = camera.get_rotation();
let x_rot =
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
camera.set_rotation(Vector3::RIGHT * x_rot);
}
let y_rot = -x * self.look_sensitivity;
self.base_mut().rotate_y(y_rot);
}
}
}
}
impl LocalPlayer {
fn set_lock(&mut self, locked: bool) {
self.locked = locked;
if self.locked {
Input::singleton().set_mouse_mode(MouseMode::CAPTURED);
} else {
Input::singleton().set_mouse_mode(MouseMode::VISIBLE);
}
}
}