diff options
-rw-r--r-- | client/player/controllable_player.gd | 36 | ||||
-rw-r--r-- | client/project.godot | 6 | ||||
-rw-r--r-- | server/src/customer/mod.rs | 8 | ||||
-rw-r--r-- | server/src/customer/movement.rs | 39 | ||||
-rw-r--r-- | server/src/customer/pathfinding.rs | 3 | ||||
-rw-r--r-- | server/src/game.rs | 38 | ||||
-rw-r--r-- | test-client/main.ts | 42 | ||||
-rw-r--r-- | test-client/movement.ts | 55 |
8 files changed, 145 insertions, 82 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd index 62b15c66..a2321fef 100644 --- a/client/player/controllable_player.gd +++ b/client/player/controllable_player.gd @@ -17,11 +17,16 @@ class_name ControllablePlayer extends Player - -const PLAYER_SPEED: float = 65.; +const PLAYER_FRICTION = 10 +const PLAYER_SPEED = 40 +const BOOST_FACTOR = 3 +const BOOST_DURATION = 0.3 +const BOOST_RESTORE = 0.5 var facing = Vector2(1, 0) var velocity_ = Vector2(0, 0) +var stamina = 0 +var boosting = false var target: Vector2i = Vector2i(0, 0) @@ -38,7 +43,8 @@ func _ready(): func _process(delta): var input = Input.get_vector("left", "right", "forward", "backwards") - input = input.rotated(-game.camera.angle_target) + var boost = Input.is_action_pressed("boost") + input = input.rotated( - game.camera.angle_target) position_anim = position_ rotation_anim = rotation_ if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"): @@ -49,23 +55,29 @@ func _process(delta): int(floor(position.z + cos(rotation.y))) ) interact() - update(delta, input) + update(delta, input, boost) super(delta) character.walking = input.length_squared() > 0.1 -func update(dt: float, input: Vector2): - var direction = input.limit_length(1.); +func update(dt: float, input: Vector2, boost: bool): + input = input.limit_length(1.); + if input.length() > 0.1: + self.facing = input + (self.facing - input) * exp( - dt * 10.); rotation_ = atan2(self.facing.x, self.facing.y); - if direction.length() > 0.1: - self.facing = direction + (self.facing - direction) * exp(-dt * 10.); - self.velocity_ += direction * dt * PLAYER_SPEED; + boost = boost and input.length() > 0.1 + boosting = boost and (boosting or stamina >= 1.0) and stamina > 0 + if boosting: stamina -= dt / BOOST_DURATION + else: stamina += dt / BOOST_RESTORE + stamina = max(min(stamina, 1.0), 0.0) + var speed = PLAYER_SPEED * (BOOST_FACTOR if boosting else 1) + self.velocity_ += input * dt * speed; self.position_ += self.velocity_ * dt; - self.velocity_ = self.velocity_ * exp(-dt * 15.); + self.velocity_ = self.velocity_ * exp( - dt * 15.); collide(dt); func collide(dt: float): - for xo in range(-1,2): - for yo in range(-1,2): + for xo in range( - 1, 2): + for yo in range( - 1, 2): var tile = Vector2i(xo, yo) + Vector2i(self.position_); if !game.get_tile_collision(tile): continue tile = Vector2(tile) diff --git a/client/project.godot b/client/project.godot index bb2b6896..679bd9e0 100644 --- a/client/project.godot +++ b/client/project.godot @@ -91,6 +91,12 @@ pause={ , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":true,"script":null) ] } +boost={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":false,"script":null) +] +} [internationalization] diff --git a/server/src/customer/mod.rs b/server/src/customer/mod.rs index e6f999e6..ba65a5e2 100644 --- a/server/src/customer/mod.rs +++ b/server/src/customer/mod.rs @@ -25,7 +25,7 @@ use crate::{ }; use anyhow::{anyhow, Result}; use fake::{faker, Fake}; -use glam::{IVec2, Vec2}; +use glam::IVec2; use log::debug; use movement::MovementBase; use pathfinding::{find_path, Path}; @@ -115,11 +115,7 @@ impl DemandState { self.customers.insert( id, Customer { - movement: MovementBase { - position: data.customer_spawn, - facing: Vec2::X, - vel: Vec2::ZERO, - }, + movement: MovementBase::new(data.customer_spawn), state: CustomerState::Entering { path, chair }, }, ); diff --git a/server/src/customer/movement.rs b/server/src/customer/movement.rs index 3fcf37aa..a189ddce 100644 --- a/server/src/customer/movement.rs +++ b/server/src/customer/movement.rs @@ -20,25 +20,54 @@ use glam::{IVec2, Vec2}; use std::collections::HashSet; const PLAYER_SIZE: f32 = 0.4; -const PLAYER_SPEED: f32 = 65.; -pub const PLAYER_SPEED_LIMIT: f32 = f32::INFINITY; // 10.; +const PLAYER_FRICTION: f32 = 10.0; +const PLAYER_SPEED: f32 = 40.0; +const BOOST_FACTOR: f32 = 3.0; +const BOOST_DURATION: f32 = 0.3; +const BOOST_RESTORE: f32 = 0.5; pub struct MovementBase { pub position: Vec2, pub facing: Vec2, pub vel: Vec2, + pub boosting: bool, + pub stamina: f32, } impl MovementBase { - pub fn update(&mut self, map: &HashSet<IVec2>, direction: Vec2, dt: f32) -> PacketS { + pub fn new(position: Vec2) -> Self { + Self { + position, + facing: Vec2::X, + vel: Vec2::ZERO, + boosting: false, + stamina: 0., + } + } + pub fn update( + &mut self, + map: &HashSet<IVec2>, + direction: Vec2, + mut boost: bool, + dt: f32, + ) -> PacketS { let direction = direction.clamp_length_max(1.); if direction.length() > 0.1 { self.facing = direction + (self.facing - direction) * (-dt * 10.).exp(); } let rot = self.facing.x.atan2(self.facing.y); - self.vel += direction * dt * PLAYER_SPEED; + boost &= direction.length() > 0.1; + self.boosting = boost && (self.boosting || self.stamina >= 1.) && self.stamina > 0.; + self.stamina += if self.boosting { + -dt / BOOST_DURATION + } else { + dt / BOOST_RESTORE + }; + self.stamina = self.stamina.max(0.).min(1.); + let speed = PLAYER_SPEED * if self.boosting { BOOST_FACTOR } else { 1. }; + self.vel += direction * dt * speed; self.position += self.vel * dt; - self.vel = self.vel * (-dt * 15.).exp(); + self.vel = self.vel * (-dt * PLAYER_FRICTION).exp(); collide_player(self, map); PacketS::Position { diff --git a/server/src/customer/pathfinding.rs b/server/src/customer/pathfinding.rs index 5056975e..73999e0c 100644 --- a/server/src/customer/pathfinding.rs +++ b/server/src/customer/pathfinding.rs @@ -41,10 +41,11 @@ impl Path { player.update( &walkable, (next - player.position).normalize_or_zero() * 0.5, + false, dt, ) } else { - player.update(&walkable, Vec2::ZERO, dt) + player.update(&walkable, Vec2::ZERO, false, dt) } } pub fn is_done(&self) -> bool { diff --git a/server/src/game.rs b/server/src/game.rs index 595816e1..20f479c7 100644 --- a/server/src/game.rs +++ b/server/src/game.rs @@ -16,7 +16,7 @@ */ use crate::{ - customer::{movement::PLAYER_SPEED_LIMIT, DemandState}, + customer::DemandState, data::Gamedata, interaction::{interact, tick_tile, InteractEffect, TickEffect}, protocol::{ItemIndex, Message, PacketC, PacketS, PlayerID, RecipeIndex, TileIndex}, @@ -244,29 +244,29 @@ impl Game { .get_mut(&player) .ok_or(anyhow!("player does not exist"))?; - let dt = player.last_position_ts.elapsed().as_secs_f32(); - let dist = pos.distance(player.position); - let speed = dist / dt; - let interact_dist = player - .interacting - .map(|p| (p.as_vec2() + Vec2::splat(0.5)).distance(player.position)) - .unwrap_or_default(); - let movement_ok = speed < PLAYER_SPEED_LIMIT && dist < 1. && interact_dist < 2.; - if movement_ok { - player.position = pos; - player.last_position_ts = Instant::now(); - } + // let dt = player.last_position_ts.elapsed().as_secs_f32(); + // let dist = pos.distance(player.position); + // let speed = dist / dt; + // let interact_dist = player + // .interacting + // .map(|p| (p.as_vec2() + Vec2::splat(0.5)).distance(player.position)) + // .unwrap_or_default(); + // let movement_ok = speed < PLAYER_SPEED_LIMIT && dist < 1. && interact_dist < 2.; + // if movement_ok { + player.position = pos; + player.last_position_ts = Instant::now(); + // } self.packet_out.push_back(PacketC::Position { player: pid, pos: player.position, rot, }); - if !movement_ok { - bail!( - "{:?} moved to quickly. speed={speed:.02} dist={dist:.02}", - player.name - ) - } + // if !movement_ok { + // bail!( + // "{:?} moved to quickly. speed={speed:.02} dist={dist:.02}", + // player.name + // ) + // } } PacketS::Collide { player, force } => { self.packet_out diff --git a/test-client/main.ts b/test-client/main.ts index 42c1a3e0..831513fc 100644 --- a/test-client/main.ts +++ b/test-client/main.ts @@ -17,7 +17,7 @@ */ /// <reference lib="dom" /> -import { player_movement_update } from "./movement.ts"; +import { MovementBase, update_movement } from "./movement.ts"; import { Gamedata, ItemIndex, Message, PacketC, PacketS, PlayerID, TileIndex } from "./protocol.ts"; import { V2, add_v2, lerp_exp_v2_mut, normalize, lerp_exp, sub_v2, length } from "./util.ts"; import { draw_ingame, draw_wait } from "./visual.ts"; @@ -62,18 +62,14 @@ export interface ItemData { progress_warn?: boolean remove_anim?: number } -export interface PlayerData { - x: number, - y: number, +export interface PlayerData extends MovementBase { name: string, - rot: number, item?: ItemData, - facing: V2, character: number, anim_position: V2, - vel: V2, message?: MessageData, } + export interface TileData { x: number y: number @@ -112,14 +108,18 @@ function packet(p: PacketC) { break; case "add_player": { players.set(p.id, { - x: p.position[0], - y: p.position[1], + position: { + x: p.position[0], + y: p.position[1], + }, character: p.character, name: p.name, rot: 0, anim_position: { x: 0, y: 1 }, facing: { x: 0, y: 1 }, vel: { x: 0, y: 0 }, + stamina: 0, + boosting: false, }) break; } @@ -129,10 +129,10 @@ function packet(p: PacketC) { case "position": { const pl = players.get(p.player)! const pos = { x: p.pos[0], y: p.pos[1] } - const dist = length(sub_v2(pl, pos)); + const dist = length(sub_v2(pl.position, pos)); if (p.player == my_id && dist < 3) return; // we know better where we are - pl.x = pos.x - pl.y = pos.y + pl.position.x = pos.x + pl.position.y = pos.y pl.rot = p.rot break; } @@ -140,7 +140,7 @@ function packet(p: PacketC) { const player = players.get(p.player)! const tile = tiles.get(p.tile.toString())! player.item = tile.item; - player.item!.tracking = player + player.item!.tracking = player.position tile.item = undefined break; } @@ -163,7 +163,7 @@ function packet(p: PacketC) { const player = players.get(p.player)! if (player.item !== undefined && player.item !== null) items_removed.add(player.item) player.item = undefined - if (p.item !== undefined && p.item !== null) player.item = { kind: p.item, x: player.x + 0.5, y: player.y + 0.5 } + if (p.item !== undefined && p.item !== null) player.item = { kind: p.item, x: player.position.x + 0.5, y: player.position.y + 0.5 } break; } case "set_active": { @@ -234,8 +234,8 @@ export function get_interact_target(): V2 | undefined { const me = players.get(my_id) if (!me) return return { - x: Math.floor(me.x + Math.sin(me.rot)), - y: Math.floor(me.y + Math.cos(me.rot)) + x: Math.floor(me.position.x + Math.sin(me.rot)), + y: Math.floor(me.position.y + Math.cos(me.rot)) } } @@ -248,7 +248,7 @@ function set_interact(edge: boolean) { function tick_update() { const p = players.get(my_id) if (!p) return - send({ type: "position", pos: [p.x, p.y], rot: p.rot }) + send({ type: "position", pos: [p.position.x, p.position.y], rot: p.rot }) } function frame_update(dt: number) { @@ -260,14 +260,14 @@ function frame_update(dt: number) { y: (+keys_down.has("KeyS") - +keys_down.has("KeyW")) }) if (interacting) input.x *= 0, input.y *= 0 - player_movement_update(p, dt, input) + update_movement(p, dt, input, keys_down.has("KeyN")) const update_item = (item: ItemData) => { if (item.tracking) lerp_exp_v2_mut(item, item.tracking, dt * 10.) } for (const [pid, player] of players) { - if (pid == my_id) player.anim_position.x = player.x, player.anim_position.y = player.y - else lerp_exp_v2_mut(player.anim_position, player, dt * 15) + if (pid == my_id) player.anim_position.x = player.position.x, player.anim_position.y = player.position.y + else lerp_exp_v2_mut(player.anim_position, player.position, dt * 15) if (player.item !== undefined && player.item !== null) update_item(player.item) if (player.message) player.message.anim_size = lerp_exp(player.message.anim_size, 1, dt * 3) } @@ -284,7 +284,7 @@ function frame_update(dt: number) { } remove.forEach(i => items_removed.delete(i)) - lerp_exp_v2_mut(camera, p, dt * 10.) + lerp_exp_v2_mut(camera, p.position, dt * 10.) const it = get_interact_target() ?? { x: 0, y: 0 }; const possible = data.tile_interact[tiles.get([it.x, it.y].toString())?.kind ?? 0] ?? false diff --git a/test-client/movement.ts b/test-client/movement.ts index 38f4b47b..933b6af5 100644 --- a/test-client/movement.ts +++ b/test-client/movement.ts @@ -16,43 +16,62 @@ */ import { data } from "./main.ts"; -import { tiles, players, PlayerData } from "./main.ts"; +import { tiles, players } from "./main.ts"; import { V2, normalize, length, sub_v2, lerp_exp_v2_mut } from "./util.ts"; -export const PLAYER_SIZE = 0.4; -export const PLAYER_SPEED = 65; +export const PLAYER_SIZE = 0.4 +export const PLAYER_FRICTION = 10 +export const PLAYER_SPEED = 40 +export const BOOST_FACTOR = 3 +export const BOOST_DURATION = 0.3 +export const BOOST_RESTORE = 0.5 -export function player_movement_update(p: PlayerData, dt: number, input: V2) { +export interface MovementBase { + position: V2, + vel: V2, + facing: V2, + rot: number, + boosting: boolean, + stamina: number +} + +export function update_movement(p: MovementBase, dt: number, input: V2, boost: boolean) { if (length(input) > 0.1) lerp_exp_v2_mut(p.facing, input, dt * 10.) p.rot = Math.atan2(p.facing.x, p.facing.y) - p.vel.x += input.x * dt * PLAYER_SPEED - p.vel.y += input.y * dt * PLAYER_SPEED - p.x += p.vel.x * dt - p.y += p.vel.y * dt + boost &&= length(input) > 0.1 + p.boosting = boost && (p.boosting || p.stamina >= 1) && p.stamina > 0 + if (p.boosting) p.stamina -= dt / BOOST_DURATION + else p.stamina += dt / BOOST_RESTORE + p.stamina = Math.max(Math.min(p.stamina, 1), 0) + const speed = PLAYER_SPEED * (p.boosting ? BOOST_FACTOR : 1) + p.vel.x += input.x * dt * speed + p.vel.y += input.y * dt * speed + p.position.x += p.vel.x * dt + p.position.y += p.vel.y * dt collide_player(p, dt) - lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 15.) + lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * PLAYER_FRICTION) } -function collide_player(p: PlayerData, dt: number) { +function collide_player(p: MovementBase, dt: number) { for (let xo = -1; xo <= 1; xo++) { for (let yo = -1; yo <= 1; yo++) { - const x = Math.floor(p.x) + xo - const y = Math.floor(p.y) + yo + const x = Math.floor(p.position.x) + xo + const y = Math.floor(p.position.y) + yo const tile = tiles.get([x, y].toString()) if (tile && !data.tile_collide[tile.kind]) continue - const d = aabb_point_distance(x, y, x + 1, y + 1, p.x, p.y) + const d = aabb_point_distance(x, y, x + 1, y + 1, p.position.x, p.position.y) if (d > PLAYER_SIZE) continue const h = 0.01 - const d_sample_x = aabb_point_distance(x, y, x + 1, y + 1, p.x + h, p.y) - const d_sample_y = aabb_point_distance(x, y, x + 1, y + 1, p.x, p.y + h) + const d_sample_x = aabb_point_distance(x, y, x + 1, y + 1, p.position.x + h, p.position.y) + const d_sample_y = aabb_point_distance(x, y, x + 1, y + 1, p.position.x, p.position.y + h) const grad_x = (d_sample_x - d) / h const grad_y = (d_sample_y - d) / h - p.x += (PLAYER_SIZE - d) * grad_x - p.y += (PLAYER_SIZE - d) * grad_y + p.position.x += (PLAYER_SIZE - d) * grad_x + p.position.y += (PLAYER_SIZE - d) * grad_y const vdotn = (grad_x * p.vel.x) + (grad_y * p.vel.y) p.vel.x -= grad_x * vdotn @@ -61,7 +80,7 @@ function collide_player(p: PlayerData, dt: number) { } for (const [_, player] of players) { - const diff = sub_v2(p, player) + const diff = sub_v2(p.position, player.position) const d = length(diff) if (d < 0.01) continue if (d >= PLAYER_SIZE * 2) continue |