cabel-movement #3
1 changed files with 251 additions and 27 deletions
|
@ -3,7 +3,7 @@ use comfy::*;
|
||||||
#[derive(Debug, Default)]
|
#[derive(Debug, Default)]
|
||||||
pub struct HouseState {
|
pub struct HouseState {
|
||||||
grid: Grid,
|
grid: Grid,
|
||||||
player: Player
|
player: Player,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
|
@ -12,9 +12,12 @@ struct Grid {
|
||||||
connections: Vec<(usize, usize)>,
|
connections: Vec<(usize, usize)>,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Default)]
|
#[derive(Debug)]
|
||||||
struct Player {
|
struct Player {
|
||||||
position: Vec2
|
position: Vec2,
|
||||||
|
speed: f32,
|
||||||
|
connection: usize,
|
||||||
|
next_connections: Vec<usize>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Grid {
|
impl Default for Grid {
|
||||||
|
@ -43,34 +46,50 @@ impl Grid {
|
||||||
|
|
||||||
fn sanitize(&mut self) {
|
fn sanitize(&mut self) {
|
||||||
let mut len = self.nodes.len();
|
let mut len = self.nodes.len();
|
||||||
let connections = self.connections.iter().filter(|(conn_i1, conn_i2)| {
|
let connections = self
|
||||||
|
.connections
|
||||||
|
.iter()
|
||||||
|
.filter(|(conn_i1, conn_i2)| {
|
||||||
if conn_i1 >= &mut len || conn_i2 >= &mut len {
|
if conn_i1 >= &mut len || conn_i2 >= &mut len {
|
||||||
error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
|
error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
|
||||||
false
|
false
|
||||||
} else {
|
} else {
|
||||||
true
|
true
|
||||||
}
|
}
|
||||||
}).map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2)).collect();
|
})
|
||||||
|
.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
|
||||||
|
.collect();
|
||||||
|
|
||||||
self.connections = connections;
|
self.connections = connections;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
impl Default for Player {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
position: Default::default(),
|
||||||
|
speed: 10.0,
|
||||||
|
connection: 0,
|
||||||
|
next_connections: vec![1, 2, 3],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
|
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
|
||||||
//Draw Grid
|
//Draw Grid
|
||||||
for pos in &state.house.grid.nodes {
|
for node in &state.house.grid.nodes {
|
||||||
draw_circle(*pos, 0.25, BLUE, 0);
|
draw_circle(*node, 0.25, BLUE, 0);
|
||||||
}
|
}
|
||||||
for (conn_i1, conn_i2) in &state.house.grid.connections {
|
for (conn_i1, conn_i2) in &state.house.grid.connections {
|
||||||
let p1 = state.house.grid.nodes.get(*conn_i1);
|
let node_1 = state.house.grid.nodes.get(*conn_i1);
|
||||||
let p2 = state.house.grid.nodes.get(*conn_i2);
|
let node_2 = state.house.grid.nodes.get(*conn_i2);
|
||||||
|
|
||||||
if p1.is_none() || p2.is_none() {
|
if node_1.is_none() || node_2.is_none() {
|
||||||
error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
|
error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
draw_line(*p1.unwrap(), *p2.unwrap(), 0.1, BLUE, 0);
|
draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Draw Player
|
//Draw Player
|
||||||
|
@ -78,20 +97,225 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
|
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
|
||||||
if is_key_down(KeyCode::Up) {
|
let player = &mut state.house.player;
|
||||||
error!("KEY UPPPPPPPPP");
|
let grid = &state.house.grid;
|
||||||
state.house.player.position += vec2(0.0, 1.0) * delta();
|
|
||||||
|
let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
|
||||||
|
let node_1 = grid.nodes.get(*conn_i1).unwrap();
|
||||||
|
let node_2 = grid.nodes.get(*conn_i2).unwrap();
|
||||||
|
|
||||||
|
let range = 0.25;
|
||||||
|
let (
|
||||||
|
allow_up_movement,
|
||||||
|
allow_down_movement,
|
||||||
|
allow_left_movement,
|
||||||
|
allow_right_movement,
|
||||||
|
) = if in_node_range(&player.position, node_1, range)
|
||||||
|
|| in_node_range(&player.position, node_2, range)
|
||||||
|
{
|
||||||
|
(true, true, true, true)
|
||||||
|
} else {
|
||||||
|
let (
|
||||||
|
mut allow_up_movement,
|
||||||
|
mut allow_down_movement,
|
||||||
|
mut allow_left_movement,
|
||||||
|
mut allow_right_movement,
|
||||||
|
) = get_allowed_movement(&player.position, node_1, node_2);
|
||||||
|
|
||||||
|
for conn in &player.next_connections {
|
||||||
|
let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
|
||||||
|
let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
|
||||||
|
let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
|
||||||
|
|
||||||
|
let (
|
||||||
|
next_allow_up_movement,
|
||||||
|
next_allow_down_movement,
|
||||||
|
next_allow_left_movement,
|
||||||
|
next_allow_right_movement,
|
||||||
|
) = get_allowed_movement(&player.position, next_node_1, next_node_2);
|
||||||
|
|
||||||
|
(
|
||||||
|
allow_up_movement,
|
||||||
|
allow_down_movement,
|
||||||
|
allow_left_movement,
|
||||||
|
allow_right_movement,
|
||||||
|
) = (
|
||||||
|
allow_up_movement || next_allow_up_movement,
|
||||||
|
allow_down_movement || next_allow_down_movement,
|
||||||
|
allow_left_movement || next_allow_left_movement,
|
||||||
|
allow_right_movement || next_allow_right_movement,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
(
|
||||||
|
allow_up_movement,
|
||||||
|
allow_down_movement,
|
||||||
|
allow_left_movement,
|
||||||
|
allow_right_movement,
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
if allow_up_movement && is_key_down(KeyCode::Up) {
|
||||||
|
player.position += vec2(0.0, player.speed) * delta();
|
||||||
}
|
}
|
||||||
|
|
||||||
if is_key_down(KeyCode::Down) {
|
if allow_down_movement && is_key_down(KeyCode::Down) {
|
||||||
state.house.player.position += vec2(0.0, -1.0) * delta();
|
player.position += vec2(0.0, -player.speed) * delta();
|
||||||
}
|
}
|
||||||
|
|
||||||
if is_key_down(KeyCode::Right) {
|
if allow_right_movement && is_key_down(KeyCode::Right) {
|
||||||
state.house.player.position += vec2(1.0, 0.0) * delta();
|
player.position += vec2(player.speed, 0.0) * delta();
|
||||||
}
|
}
|
||||||
|
|
||||||
if is_key_down(KeyCode::Left) {
|
if allow_left_movement && is_key_down(KeyCode::Left) {
|
||||||
state.house.player.position += vec2(-1.0, 0.0) * delta();
|
player.position += vec2(-player.speed, 0.0) * delta();
|
||||||
|
}
|
||||||
|
|
||||||
|
if !on_connection(&player.position, node_1, node_2) {
|
||||||
|
|
||||||
|
let mut changed = false;
|
||||||
|
for conn in &player.next_connections {
|
||||||
|
let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
|
||||||
|
let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
|
||||||
|
let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
|
||||||
|
|
||||||
|
if on_connection(&player.position, next_node_1, next_node_2) {
|
||||||
|
changed = true;
|
||||||
|
|
||||||
|
player.connection = *conn;
|
||||||
|
//Update next connections
|
||||||
|
let mut next_connections = Vec::new();
|
||||||
|
for (i, (poss_conn_i1, poss_conn_i2)) in
|
||||||
|
grid.connections.iter().enumerate()
|
||||||
|
{
|
||||||
|
if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2) {
|
||||||
|
if next_conn_i1 == poss_conn_i1
|
||||||
|
|| next_conn_i1 == poss_conn_i2
|
||||||
|
|| next_conn_i2 == poss_conn_i1
|
||||||
|
|| next_conn_i2 == poss_conn_i2
|
||||||
|
{
|
||||||
|
next_connections.push(i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
player.next_connections = next_connections;
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if !changed {
|
||||||
|
//Get closest node to snap to
|
||||||
|
let mut nodes = HashSet::new();
|
||||||
|
nodes.insert(conn_i1);
|
||||||
|
nodes.insert(conn_i2);
|
||||||
|
for conn in &player.next_connections {
|
||||||
|
let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
|
||||||
|
|
||||||
|
nodes.insert(next_conn_i1);
|
||||||
|
nodes.insert(next_conn_i2);
|
||||||
|
}
|
||||||
|
|
||||||
|
let mut closest_sqared_range = f32::MAX;
|
||||||
|
let mut closest_node = node_1;
|
||||||
|
for node_index in nodes {
|
||||||
|
let current_node = grid.nodes.get(*node_index).unwrap();
|
||||||
|
let current_squard_range = get_squared_node_range(&player.position, current_node);
|
||||||
|
if closest_sqared_range > current_squard_range {
|
||||||
|
closest_sqared_range = current_squard_range;
|
||||||
|
closest_node = current_node;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
player.position = *closest_node;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//(UP, DOWN, LEFT, RIGHT)
|
||||||
|
fn get_allowed_movement(
|
||||||
|
player_position: &Vec2,
|
||||||
|
node_1: &Vec2,
|
||||||
|
node_2: &Vec2,
|
||||||
|
) -> (bool, bool, bool, bool) {
|
||||||
|
let allow_left_movement = {
|
||||||
|
if node_1.x <= node_2.x {
|
||||||
|
node_1.x < player_position.x
|
||||||
|
&& player_position.x <= node_2.x
|
||||||
|
&& player_position.y == node_1.y
|
||||||
|
} else {
|
||||||
|
node_2.x < player_position.x
|
||||||
|
&& player_position.x <= node_1.x
|
||||||
|
&& player_position.y == node_1.y
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let allow_right_movement = {
|
||||||
|
if node_1.x <= node_2.x {
|
||||||
|
node_1.x <= player_position.x
|
||||||
|
&& player_position.x < node_2.x
|
||||||
|
&& player_position.y == node_1.y
|
||||||
|
} else {
|
||||||
|
node_2.x <= player_position.x
|
||||||
|
&& player_position.x < node_1.x
|
||||||
|
&& player_position.y == node_1.y
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let allow_up_movement = {
|
||||||
|
if node_1.y <= node_2.y {
|
||||||
|
node_1.y <= player_position.y
|
||||||
|
&& player_position.y < node_2.y
|
||||||
|
&& player_position.x == node_1.x
|
||||||
|
} else {
|
||||||
|
node_2.y <= player_position.y
|
||||||
|
&& player_position.y < node_1.y
|
||||||
|
&& player_position.x == node_1.x
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let allow_down_movement = {
|
||||||
|
if node_1.y <= node_2.y {
|
||||||
|
node_1.y < player_position.y
|
||||||
|
&& player_position.y <= node_2.y
|
||||||
|
&& player_position.x == node_1.x
|
||||||
|
} else {
|
||||||
|
node_2.y < player_position.y
|
||||||
|
&& player_position.y <= node_1.y
|
||||||
|
&& player_position.x == node_1.x
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
(
|
||||||
|
allow_up_movement,
|
||||||
|
allow_down_movement,
|
||||||
|
allow_left_movement,
|
||||||
|
allow_right_movement,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
|
||||||
|
let on_x = if node_1.x <= node_2.x {
|
||||||
|
node_1.x <= player_position.x && player_position.x <= node_2.x
|
||||||
|
} else {
|
||||||
|
node_2.x <= player_position.x && player_position.x <= node_1.x
|
||||||
|
};
|
||||||
|
|
||||||
|
let on_y = if node_1.y <= node_2.y {
|
||||||
|
node_1.y <= player_position.y && player_position.y <= node_2.y
|
||||||
|
} else {
|
||||||
|
node_2.y <= player_position.y && player_position.y <= node_1.y
|
||||||
|
};
|
||||||
|
|
||||||
|
on_x && on_y
|
||||||
|
}
|
||||||
|
|
||||||
|
fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
|
||||||
|
node.x - range <= player_position.x
|
||||||
|
&& player_position.x <= node.x + range
|
||||||
|
&& node.y - range <= player_position.y
|
||||||
|
&& player_position.y <= node.y + range
|
||||||
|
}
|
||||||
|
|
||||||
|
fn get_squared_node_range(player_position: &Vec2, node: &Vec2) -> f32 {
|
||||||
|
(player_position.x - node.x).abs() + (player_position.y - node.y).abs()
|
||||||
|
}
|
Loading…
Reference in a new issue