/* Hurry Curry! - a game about cooking Copyright 2024 metamuffin This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License only. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . */ use crate::{ glam::{IVec2, Vec2}, PacketS, PlayerID, }; use std::collections::HashSet; const PLAYER_SIZE: f32 = 0.4; const PLAYER_FRICTION: f32 = 15.0; const PLAYER_SPEED: f32 = 55.0; const BOOST_FACTOR: f32 = 2.5; const BOOST_DURATION: f32 = 0.3; const BOOST_RESTORE: f32 = 0.5; pub struct MovementBase { pub input_direction: Vec2, pub input_boost: bool, pub position: Vec2, pub facing: Vec2, pub rotation: f32, pub velocity: Vec2, pub boosting: bool, pub stamina: f32, } impl MovementBase { pub fn new(position: Vec2) -> Self { Self { input_direction: Vec2::ZERO, input_boost: false, position, facing: Vec2::X, velocity: Vec2::ZERO, boosting: false, stamina: 0., rotation: 0., } } pub fn input(&mut self, direction: Vec2, boost: bool) { self.input_boost = boost; self.input_direction = direction; } pub fn update(&mut self, map: &HashSet, dt: f32) { let mut boost = self.input_boost; let mut direction = self.input_direction.clamp_length_max(1.); if direction.length() > 0.05 { self.facing = direction + (self.facing - direction) * (-dt * 10.).exp(); } if direction.length() < 0.5 { direction *= 0.; } self.rotation = self.facing.x.atan2(self.facing.y); 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.clamp(0., 1.); let speed = PLAYER_SPEED * if self.boosting { BOOST_FACTOR } else { 1. }; self.velocity += direction * dt * speed; self.position += self.velocity * dt; self.velocity *= (-dt * PLAYER_FRICTION).exp(); collide_player_tiles(self, map); } pub fn movement_packet(&self, player: PlayerID) -> PacketS { PacketS::Movement { pos: Some(self.position), boost: self.input_boost, dir: self.input_direction, player, } } pub fn collide(&mut self, other: &mut Self, dt: f32) { let diff = self.position - other.position; let d = diff.length(); if d < 0.01 { return; } if d > PLAYER_SIZE * 2. { return; } let norm = diff.normalize(); let f = 100. / (1. + d); self.velocity += norm * f * dt } pub fn get_interact_target(&self) -> IVec2 { (self.position + Vec2::new(self.rotation.sin(), self.rotation.cos())).as_ivec2() } } fn collide_player_tiles(p: &mut MovementBase, map: &HashSet) { for xo in -1..=1 { for yo in -1..=1 { let tile = IVec2::new(xo, yo) + p.position.as_ivec2(); if map.contains(&tile) { continue; } let tile = tile.as_vec2(); let d = aabb_point_distance(tile, tile + Vec2::ONE, p.position); if d > PLAYER_SIZE { continue; } let h = 0.01; let d_sample_x = aabb_point_distance(tile, tile + Vec2::ONE, p.position + Vec2::new(h, 0.)); let d_sample_y = aabb_point_distance(tile, tile + Vec2::ONE, p.position + Vec2::new(0., h)); let grad = (Vec2::new(d_sample_x, d_sample_y) - d) / h; p.position += (PLAYER_SIZE - d) * grad; p.velocity -= grad * grad.dot(p.velocity); } } } pub fn aabb_point_distance(min: Vec2, max: Vec2, p: Vec2) -> f32 { (p - p.clamp(min, max)).length() }