new movement code

This commit is contained in:
Dominic 2024-07-07 10:30:35 +02:00
parent 1eeaf80a93
commit 39631fb4ac
Signed by: msrd0
GPG key ID: AAF7C8430CA3345D
5 changed files with 185 additions and 44 deletions

View file

@ -1,10 +1,13 @@
use crate::{
game::{Ghost, ZLayer},
State
};
use comfy::{
draw_circle, draw_rect_outline, draw_sprite, is_key_down, is_key_pressed,
draw_circle, draw_rect_outline, draw_sprite, error, is_key_down, is_key_pressed,
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
};
use log::info;
use crate::game::{Ghost, ZLayer};
use std::time::Instant;
use worldgen::MovementCost;
pub mod worldgen;
@ -22,49 +25,143 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
}
}
draw_circle(
state.ghost.overworld_pos.as_vec2(),
0.5,
RED,
ZLayer::Ghost.into()
);
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
}
pub fn update(state: &mut crate::State, _engine: &mut EngineContext<'_>) {
fn update_move_player(state: &mut State) {
let now = Instant::now();
// Are there any pending position updates? If so, we ignore all user input and execute
// the pending updates.
if state.ghost.overworld_movement_pending != Vec2::ZERO {
state.ghost.update_overworld_pos(now);
return;
}
// Otherwise, we check for user inputs, and update the pending movement accordingly.
let tile_pos = IVec2 {
x: state.ghost.overworld_pos.x.round() as _,
y: state.ghost.overworld_pos.y.round() as _
};
let Some(tile) = state.overworld.get_tile(tile_pos).copied() else {
error!("How can we be standing inside a non-generated tile?");
return;
};
let mut requested_pos = None;
let mut requested_pos_diff = None;
let mut requested_cost_curr = None;
let mut requested_cost_new = None;
if is_key_down(KeyCode::Up) {
let diff = IVec2 { x: 0, y: 1 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_up());
requested_cost_new = Some(new_tile.movement_cost_down());
}
}
if is_key_down(KeyCode::Down) {
let diff = IVec2 { x: 0, y: -1 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_down());
requested_cost_new = Some(new_tile.movement_cost_up());
}
}
if is_key_down(KeyCode::Left) {
let diff = IVec2 { x: -1, y: 0 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_left());
requested_cost_new = Some(new_tile.movement_cost_right());
}
}
if is_key_down(KeyCode::Right) {
let diff = IVec2 { x: 1, y: 0 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_right());
requested_cost_new = Some(new_tile.movement_cost_left());
}
}
// only continue if some movement was requested
let Some(_requested_pos) = requested_pos else {
return;
};
let Some(requested_pos_diff) = requested_pos_diff else {
return;
};
let Some(requested_cost_curr) = requested_cost_curr else {
return;
};
let Some(requested_cost_new) = requested_cost_new else {
return;
};
state.ghost.overworld_movement_speed = match (requested_cost_curr, requested_cost_new)
{
// movement in this direction not possible
(MovementCost::Infinite, _) | (_, MovementCost::Infinite) => return,
// we are walking on a path
(MovementCost::Path, MovementCost::Path) => 10.0,
// we are walking across an obstacle
(MovementCost::Obstacle, _) | (_, MovementCost::Obstacle) => 1.0,
// we are walking on grass
_ => 5.0
};
state.ghost.overworld_movement_pending = Vec2 {
x: requested_pos_diff.x as _,
y: requested_pos_diff.y as _
};
state.ghost.overworld_pos_last_update = now;
}
pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) {
let mut camera = main_camera_mut();
camera.center = Vec2::ZERO;
camera.zoom = 30.0;
let mut ghost_pos = &mut state.ghost.overworld_pos;
// move player
if is_key_down(KeyCode::Up) {
ghost_pos.y += 1;
}
if is_key_down(KeyCode::Down) {
ghost_pos.y -= 1;
}
if is_key_down(KeyCode::Left) {
ghost_pos.x -= 1;
}
if is_key_down(KeyCode::Right) {
ghost_pos.x += 1;
}
update_move_player(state);
// generate more chunks if needed
{
let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
let rounded_ghost_pos = IVec2 {
x: state.ghost.overworld_pos.x.round() as _,
y: state.ghost.overworld_pos.y.round() as _
};
state.overworld.get_or_generate_tile(
*ghost_pos + IVec2::new(half_viewport.x, half_viewport.y)
rounded_ghost_pos + IVec2::new(half_viewport.x, half_viewport.y)
);
state.overworld.get_or_generate_tile(
*ghost_pos + IVec2::new(half_viewport.x, -half_viewport.y)
rounded_ghost_pos + IVec2::new(half_viewport.x, -half_viewport.y)
);
state.overworld.get_or_generate_tile(
*ghost_pos + IVec2::new(-half_viewport.x, half_viewport.y)
rounded_ghost_pos + IVec2::new(-half_viewport.x, half_viewport.y)
);
state.overworld.get_or_generate_tile(
*ghost_pos + IVec2::new(-half_viewport.x, -half_viewport.y)
rounded_ghost_pos + IVec2::new(-half_viewport.x, -half_viewport.y)
);
}
}

View file

@ -2,8 +2,7 @@
#![allow(dead_code)]
use crate::assets::ASSETS;
use comfy::{IVec2, TextureHandle, UVec2};
use log::info;
use comfy::{info, IVec2, TextureHandle, UVec2};
use std::collections::HashMap;
pub enum MovementCost {
@ -403,7 +402,15 @@ fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
}
impl Overworld {
fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet. Uses engine/world cordinates.
pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
let mut coords = world_coords;
coords.y *= -1;
self.get_tile_private(coords)
}
fn get_tile_private(&self, world_coords: IVec2) -> Option<&Tile> {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
@ -411,15 +418,15 @@ impl Overworld {
chunk.get_tile(local_chunk_coords)
}
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet. use engine/world cordinates.
/// Return a [`Tile`] at the given world coordinates. Generates tiles if necessary.
/// Uses engine/world cordinates.
pub fn get_or_generate_tile(&mut self, world_coords: IVec2) -> &Tile {
let mut coords = world_coords;
coords.y *= -1;
self.get_or_generate_tiles_private(coords)
self.get_or_generate_tile_private(coords)
}
fn get_or_generate_tiles_private(&mut self, world_coords: IVec2) -> &Tile {
fn get_or_generate_tile_private(&mut self, world_coords: IVec2) -> &Tile {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);