cabel-movement #3
1 changed files with 106 additions and 85 deletions
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@ -100,17 +100,49 @@ pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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let player = &mut state.house.player;
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let grid = &state.house.grid;
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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let allowed_movement = get_allowed_movement(player, grid);
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let range = 0.25;
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move_player(player, allowed_movement);
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if !on_current_connection(player, grid) && !update_connections(player, grid) {
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snap_to_closest_node(player, grid);
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}
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}
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fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
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let (
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement,
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) = if in_node_range(&player.position, node_1, range)
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) = allowed_movement;
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if allow_up_movement && is_key_down(KeyCode::Up) {
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player.position += vec2(0.0, player.speed) * delta();
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}
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if allow_down_movement && is_key_down(KeyCode::Down) {
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player.position += vec2(0.0, -player.speed) * delta();
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}
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if allow_right_movement && is_key_down(KeyCode::Right) {
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player.position += vec2(player.speed, 0.0) * delta();
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}
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if allow_left_movement && is_key_down(KeyCode::Left) {
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player.position += vec2(-player.speed, 0.0) * delta();
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}
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}
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//(UP, DOWN, LEFT, RIGHT)
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fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool) {
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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let range = 0.25;
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if in_node_range(&player.position, node_1, range)
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|| in_node_range(&player.position, node_2, range)
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{
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(true, true, true, true)
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@ -120,7 +152,7 @@ pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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mut allow_down_movement,
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mut allow_left_movement,
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mut allow_right_movement,
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) = get_allowed_movement(&player.position, node_1, node_2);
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) = get_allowed_connection_movement(&player.position, node_1, node_2);
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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@ -132,7 +164,7 @@ pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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next_allow_down_movement,
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next_allow_left_movement,
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next_allow_right_movement,
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) = get_allowed_movement(&player.position, next_node_1, next_node_2);
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) = get_allowed_connection_movement(&player.position, next_node_1, next_node_2);
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(
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allow_up_movement,
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@ -152,87 +184,11 @@ pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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allow_left_movement,
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allow_right_movement,
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)
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};
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if allow_up_movement && is_key_down(KeyCode::Up) {
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player.position += vec2(0.0, player.speed) * delta();
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}
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if allow_down_movement && is_key_down(KeyCode::Down) {
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player.position += vec2(0.0, -player.speed) * delta();
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}
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if allow_right_movement && is_key_down(KeyCode::Right) {
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player.position += vec2(player.speed, 0.0) * delta();
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}
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if allow_left_movement && is_key_down(KeyCode::Left) {
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player.position += vec2(-player.speed, 0.0) * delta();
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}
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if !on_connection(&player.position, node_1, node_2) {
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let mut changed = false;
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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if on_connection(&player.position, next_node_1, next_node_2) {
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changed = true;
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player.connection = *conn;
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//Update next connections
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let mut next_connections = Vec::new();
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for (i, (poss_conn_i1, poss_conn_i2)) in
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grid.connections.iter().enumerate()
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{
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if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2) {
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if next_conn_i1 == poss_conn_i1
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|| next_conn_i1 == poss_conn_i2
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|| next_conn_i2 == poss_conn_i1
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|| next_conn_i2 == poss_conn_i2
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{
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next_connections.push(i);
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}
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}
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}
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player.next_connections = next_connections;
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break;
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}
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}
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if !changed {
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//Get closest node to snap to
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let mut nodes = HashSet::new();
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nodes.insert(conn_i1);
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nodes.insert(conn_i2);
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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nodes.insert(next_conn_i1);
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nodes.insert(next_conn_i2);
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}
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let mut closest_sqared_range = f32::MAX;
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let mut closest_node = node_1;
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for node_index in nodes {
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let current_node = grid.nodes.get(*node_index).unwrap();
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let current_squard_range = get_squared_node_range(&player.position, current_node);
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if closest_sqared_range > current_squard_range {
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closest_sqared_range = current_squard_range;
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closest_node = current_node;
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}
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}
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player.position = *closest_node;
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}
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}
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}
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//(UP, DOWN, LEFT, RIGHT)
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fn get_allowed_movement(
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fn get_allowed_connection_movement(
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player_position: &Vec2,
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node_1: &Vec2,
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node_2: &Vec2,
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@ -293,6 +249,14 @@ fn get_allowed_movement(
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)
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}
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fn on_current_connection(player: &Player, grid: &Grid) -> bool {
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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on_connection(&player.position, node_1, node_2)
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}
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fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
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let on_x = if node_1.x <= node_2.x {
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node_1.x <= player_position.x && player_position.x <= node_2.x
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@ -309,6 +273,34 @@ fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
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on_x && on_y
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}
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fn update_connections(player: &mut Player, grid: &Grid) -> bool {
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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if on_connection(&player.position, next_node_1, next_node_2) {
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player.connection = *conn;
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//Update next connections
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let mut next_connections = Vec::new();
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for (i, (poss_conn_i1, poss_conn_i2)) in grid.connections.iter().enumerate() {
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if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2)
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&& next_conn_i1 == poss_conn_i1
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|| next_conn_i1 == poss_conn_i2
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|| next_conn_i2 == poss_conn_i1
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|| next_conn_i2 == poss_conn_i2
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{
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next_connections.push(i);
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}
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}
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player.next_connections = next_connections;
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return true;
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}
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}
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false
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}
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fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
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node.x - range <= player_position.x
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&& player_position.x <= node.x + range
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@ -318,4 +310,33 @@ fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
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fn get_squared_node_range(player_position: &Vec2, node: &Vec2) -> f32 {
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(player_position.x - node.x).abs() + (player_position.y - node.y).abs()
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}
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}
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fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
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let (current_connection_index_1, current_connection_index_2) =
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grid.connections.get(player.connection).unwrap();
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let mut nodes = HashSet::new();
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nodes.insert(current_connection_index_1);
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nodes.insert(current_connection_index_2);
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for conn in &player.next_connections {
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let (next_connection_index_1, next_connection_index_2) =
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grid.connections.get(*conn).unwrap();
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nodes.insert(next_connection_index_1);
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nodes.insert(next_connection_index_2);
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}
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let mut closest_sqared_range = f32::MAX;
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let mut closest_node = &vec2(0.0, 0.0);
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for node_index in nodes {
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let current_node = grid.nodes.get(*node_index).unwrap();
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let current_squard_range = get_squared_node_range(&player.position, current_node);
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if closest_sqared_range > current_squard_range {
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closest_sqared_range = current_squard_range;
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closest_node = current_node;
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}
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}
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player.position = *closest_node;
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}
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