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/*
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 <https://www.gnu.org/licenses/>.
*/
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 direction: Vec2,
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 {
position,
direction: Vec2::ZERO,
facing: Vec2::X,
velocity: Vec2::ZERO,
boosting: false,
stamina: 0.,
rotation: 0.,
}
}
pub fn update(&mut self, map: &HashSet<IVec2>, direction: Vec2, mut boost: bool, dt: f32) {
self.direction = direction.clamp_length_max(1.);
if direction.length() > 0.1 {
self.facing = direction + (self.facing - direction) * (-dt * 10.).exp();
}
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),
boosting: self.boosting,
direction: self.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<IVec2>) {
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()
}
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