cabel-movement #3

Merged
Glaeder merged 6 commits from cabel-movement into main 2024-07-06 17:59:56 +00:00
9 changed files with 377 additions and 25 deletions

2
.gitignore vendored
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@ -1 +1,3 @@
/target
*.nix
.vscode/

9
Cargo.lock generated
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@ -478,8 +478,7 @@ dependencies = [
[[package]]
name = "comfy"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e8ff7c66a696e9a9e5523d0c4a6306711acb7f6d490d9c412b044a8c95f17f4"
source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
dependencies = [
"comfy-core",
"comfy-wgpu",
@ -499,8 +498,7 @@ dependencies = [
[[package]]
name = "comfy-core"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "398260ce649e9d35adc3ae75565406aab9b360c1e892a48ae3606e3138df150b"
source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
dependencies = [
"ahash",
"anyhow",
@ -558,8 +556,7 @@ dependencies = [
[[package]]
name = "comfy-wgpu"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6118f09fd99577503ba6861dac53840bae6cf202d70f97042f5cdf43c222e39a"
source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
dependencies = [
"bytemuck",
"comfy-core",

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@ -17,3 +17,8 @@ opt-level = 3
[dependencies]
comfy = { version = "0.4.0", features = ["wayland"] }
log = "0.4.22"
[patch.crates-io]
# https://github.com/darthdeus/comfy/issues/101
# https://github.com/darthdeus/comfy/pull/102
comfy = { git = "https://github.com/Plonq/comfy/", branch = "101-fix-keyboard-events" }

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@ -1,7 +0,0 @@
use comfy::*;
pub fn draw(_state: &crate::State, _engine: &comfy::EngineContext) {
draw_circle(vec2(0.0, 0.0), 0.5, RED, 0);
}
pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}

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@ -0,0 +1,69 @@
use comfy::*;
#[derive(Debug)]
pub struct Grid {
pub nodes: Vec<Vec2>,
pub connections: Vec<(usize, usize)>
}
impl Default for Grid {
fn default() -> Self {
Grid::load() //Just for testing purposes
}
}
impl Grid {
fn load() -> Self {
let mut grid = Self {
nodes: vec![
vec2(10.0, 0.0),
vec2(0.0, 0.0),
vec2(0.0, 10.0),
vec2(-10.0, 0.0),
vec2(10.0, 10.0),
],
connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)]
};
grid.sanitize();
grid
}
fn sanitize(&mut self) {
let mut len = self.nodes.len();
let connections = self
.connections
.iter()
.filter(|(conn_i1, conn_i2)| {
if conn_i1 >= &mut len || conn_i2 >= &mut len {
error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
false
} else {
true
}
})
.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
.collect();
self.connections = connections;
}
pub fn draw(&self) {
//Draw Grid
for node in &self.nodes {
draw_circle(*node, 0.25, BLUE, 0);
}
for (conn_i1, conn_i2) in &self.connections {
let node_1 = self.nodes.get(*conn_i1);
let node_2 = self.nodes.get(*conn_i2);
if node_1.is_none() || node_2.is_none() {
error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
continue;
}
draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
}
}
}

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@ -0,0 +1,23 @@
mod grid;
mod player;
use grid::Grid;
use player::Player;
#[derive(Debug, Default)]
pub struct HouseState {
grid: Grid,
player: Player
}
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
//Draw Grid
state.house.grid.draw();
//Draw Player
state.house.player.draw();
}
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
state.house.player.update(&state.house.grid);
}

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@ -0,0 +1,268 @@
use comfy::*;
use super::Grid;
#[derive(Debug)]
pub struct Player {
position: Vec2,
speed: f32,
connection: usize,
next_connections: Vec<usize>
}
impl Default for Player {
fn default() -> Self {
Self {
position: Default::default(),
speed: 10.0,
connection: 0,
next_connections: vec![1, 2, 3]
}
}
}
impl Player {
pub fn draw(&self) {
draw_circle(self.position, 0.5, RED, 0);
}
pub fn update(&mut self, grid: &Grid) {
let allowed_movement = get_allowed_movement(self, grid);
move_player(self, allowed_movement);
if !on_current_connection(self, grid) && !update_connections(self, grid) {
snap_to_closest_node(self, grid);
}
}
}
fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
let (
allow_up_movement,
allow_down_movement,
allow_left_movement,
allow_right_movement
) = allowed_movement;
if allow_up_movement && is_key_down(KeyCode::Up) {
player.position += vec2(0.0, player.speed) * delta();
}
if allow_down_movement && is_key_down(KeyCode::Down) {
player.position += vec2(0.0, -player.speed) * delta();
}
if allow_right_movement && is_key_down(KeyCode::Right) {
player.position += vec2(player.speed, 0.0) * delta();
}
if allow_left_movement && is_key_down(KeyCode::Left) {
player.position += vec2(-player.speed, 0.0) * delta();
}
}
//(UP, DOWN, LEFT, RIGHT)
fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool) {
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;
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_connection_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_connection_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
)
}
}
//(UP, DOWN, LEFT, RIGHT)
fn get_allowed_connection_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_current_connection(player: &Player, grid: &Grid) -> bool {
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();
on_connection(&player.position, node_1, node_2)
}
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 update_connections(player: &mut Player, grid: &Grid) -> bool {
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) {
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)
&& 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;
return true;
}
}
false
}
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()
}
fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
let (current_connection_index_1, current_connection_index_2) =
grid.connections.get(player.connection).unwrap();
let mut nodes = HashSet::new();
nodes.insert(current_connection_index_1);
nodes.insert(current_connection_index_2);
for conn in &player.next_connections {
let (next_connection_index_1, next_connection_index_2) =
grid.connections.get(*conn).unwrap();
nodes.insert(next_connection_index_1);
nodes.insert(next_connection_index_2);
}
let mut closest_sqared_range = f32::MAX;
let mut closest_node = &vec2(0.0, 0.0);
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;
}

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@ -1,8 +1,10 @@
pub mod house;
pub mod overworld;
#[derive(Debug)]
#[derive(Debug, Default)]
pub enum Activity {
#[default]
House,
#[allow(dead_code)]
Overworld
}

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@ -1,22 +1,15 @@
mod activities;
mod game;
use activities::Activity;
use activities::{house::HouseState, Activity};
use comfy::*;
const GAME_NAME: &str = "Powercreep";
#[derive(Debug)]
#[derive(Debug, Default)]
struct State {
activity: Activity
}
impl Default for State {
fn default() -> Self {
Self {
activity: Activity::House
}
}
activity: Activity,
house: HouseState
}
impl GameLoop for State {