diff --git a/src/logic/ingame/mod.rs b/src/logic/ingame/mod.rs index 7297289..e014d08 100644 --- a/src/logic/ingame/mod.rs +++ b/src/logic/ingame/mod.rs @@ -10,6 +10,11 @@ use crate::{ use super::screen::Screen; +const NORMAL_PLAYER_SPEED: i32 = 4; +const BOOST_PLAYER_SPEED: i32 = NORMAL_PLAYER_SPEED * 2; +const CAMERA_FOLLOW_SPEED: f32 = 0.7; +const TURN_SPEED: f32 = 0.05; + pub enum InGameState { BUYING, SWIMMING, @@ -26,6 +31,118 @@ impl InGameScreen { } } + fn update_player_movement( + &mut self, + draw_handle: &mut RaylibDrawHandle, + game_core: &mut GameCore, + window_center: Vector2, + ) { + + // Handle player movement + let mouse_pose = draw_handle.get_mouse_position(); + let mouse_world_pose = draw_handle.get_screen_to_world2D(mouse_pose, game_core.master_camera); + let raw_movement_direction = mouse_world_pose - game_core.player.position; + let mut normalized_movement_direction = raw_movement_direction; + normalized_movement_direction.normalize(); + + let tau: f32 = PI as f32 * 2.0; + // get angles as floats + let mut player_angle: f32 = Vector2::zero().angle_to(game_core.player.direction); + let mut desired_angle: f32 = Vector2::zero().angle_to(normalized_movement_direction); + + // make angle positive + if desired_angle < 0.0 { + desired_angle += tau; + } + + // turn towards mouse at turn speed + if player_angle % tau > desired_angle { + if (player_angle % tau) - desired_angle > PI as f32 { + player_angle += TURN_SPEED; + } else { + player_angle -= TURN_SPEED; + } + } else { + if desired_angle - (player_angle % tau) > PI as f32 { + player_angle -= TURN_SPEED; + } else { + player_angle += TURN_SPEED; + } + } + + // snap to mouse if close enough + if f32::abs(player_angle - desired_angle) < (TURN_SPEED * 1.1) { + player_angle = desired_angle; + } + if player_angle > tau { + player_angle -= tau; + } + if player_angle < 0.0 { + player_angle += tau; + } + + // set angle + game_core.player.direction = Vector2::new(f32::cos(player_angle), f32::sin(player_angle)); + + // In the case the player is in "null", just jump the camera to them + if game_core.player.position == Vector2::zero() { + game_core.master_camera.target = game_core.player.position - (window_center / 2.0); + } + + // Handle action buttons + let user_request_boost = draw_handle.is_mouse_button_down(MouseButton::MOUSE_LEFT_BUTTON); + let user_request_action = + draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_RIGHT_BUTTON); + + // Move the player in their direction + let speed_multiplier = match user_request_boost && game_core.player.boost_percent >= 0.0 { + true => BOOST_PLAYER_SPEED as f32, + false => NORMAL_PLAYER_SPEED as f32, + }; + + // Only do this if the mouse is far enough away + let player_real_movement = game_core.player.direction * speed_multiplier; + if raw_movement_direction.distance_to(Vector2::zero()) > game_core.player.size.y / 2.0 { + game_core.player.position += player_real_movement; + } + + // Move the camera to follow the player + let direction_from_cam_to_player = + (game_core.player.position - window_center) - game_core.master_camera.target; + let player_screen_position = draw_handle.get_world_to_screen2D(game_core.player.position, game_core.master_camera); + + // Camera only moves if you get close to the edge of the screen + if player_screen_position.distance_to(window_center).abs() > (window_center.y - 40.0) { + game_core.master_camera.target += player_real_movement; + } + + } + + fn render_player( + &mut self, + context_2d: &mut RaylibMode2D<RaylibDrawHandle>, + game_core: &mut GameCore, + ) { + // Get the player + let player = &game_core.player; + + // Convert the player direction to a rotation + let player_rotation = Vector2::zero().angle_to(player.direction); + + // TODO: tmp rect + context_2d.draw_rectangle_pro( + Rectangle { + x: player.position.x, + y: player.position.y, + width: player.size.x, + height: player.size.y, + }, + player.size / 2.0, + player_rotation.to_degrees() + 90.0, + Color::BLACK, + ); + } + fn render_world( &mut self, context_2d: &mut RaylibMode2D<RaylibDrawHandle>,