use raylib::prelude::*; use crate::{ gamecore::GameCore, pallette::{TRANSLUCENT_WHITE_128, TRANSLUCENT_WHITE_64, TRANSLUCENT_WHITE_96}, }; 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; const BOOST_DECREASE_PER_SECOND: f32 = 0.75; const BOOST_REGEN_PER_SECOND: f32 = 0.25; const BREATH_DECREASE_PER_SECOND: f32 = 0.01; pub fn update_player_movement( draw_handle: &mut RaylibDrawHandle, game_core: &mut GameCore, window_center: Vector2, ) { // Calculate DT let dt = draw_handle.get_time() - game_core.last_frame_time; // 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; if user_request_boost && game_core.player.boost_percent >= 0.0 { // Set the speed multiplier speed_multiplier = BOOST_PLAYER_SPEED as f32; // Decrease the boost game_core.player.boost_percent -= BOOST_DECREASE_PER_SECOND * dt as f32; } else { // Set the speed multiplier speed_multiplier = NORMAL_PLAYER_SPEED as f32; // Handle boost regen if !user_request_boost { game_core.player.boost_percent = (game_core.player.boost_percent + BOOST_REGEN_PER_SECOND * dt as f32) .clamp(0.0, 1.0); } } // Update the player's breath game_core.player.breath_percent = (game_core.player.breath_percent - BREATH_DECREASE_PER_SECOND * dt as f32).clamp(0.0, 1.0); // 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; } } pub fn render_player(context_2d: &mut RaylibMode2D, 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); // Render the player's boost ring // This functions both as a breath meter, and as a boost meter let boost_ring_max_radius = player.size.x + 5.0; context_2d.draw_circle( player.position.x as i32, player.position.y as i32, boost_ring_max_radius * player.boost_percent, TRANSLUCENT_WHITE_64, ); context_2d.draw_ring( player.position, boost_ring_max_radius - 2.0, boost_ring_max_radius + 2.0, 0, (360.0 * player.breath_percent) as i32, 0, TRANSLUCENT_WHITE_96, ); // 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, ); }