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-rw-r--r--client/player/controllable_player.gd36
-rw-r--r--client/project.godot6
-rw-r--r--server/src/customer/mod.rs8
-rw-r--r--server/src/customer/movement.rs39
-rw-r--r--server/src/customer/pathfinding.rs3
-rw-r--r--server/src/game.rs38
-rw-r--r--test-client/main.ts42
-rw-r--r--test-client/movement.ts55
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 44ce1566..6c5d29f0 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