factor/extra/jamshred/player/player.factor

138 lines
4.5 KiB
Factor

! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors colors.constants combinators jamshred.log jamshred.oint jamshred.sound jamshred.tunnel kernel locals math math.constants math.order math.ranges math.vectors math.matrices sequences shuffle specialized-arrays.float strings system ;
IN: jamshred.player
TUPLE: player < oint
{ name string }
{ sounds sounds }
tunnel
nearest-segment
{ last-move integer }
{ speed float } ;
! speeds are in GL units / second
CONSTANT: default-speed 1.0
CONSTANT: max-speed 30.0
: <player> ( name sounds -- player )
[ float-array{ 0 0 5 } float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 } ] 2dip
f f 0 default-speed player boa ;
: turn-player ( player x-radians y-radians -- )
[ over ] dip left-pivot up-pivot ;
: roll-player ( player z-radians -- )
forward-pivot ;
: to-tunnel-start ( player -- )
[ tunnel>> first dup location>> ]
[ tuck (>>location) (>>nearest-segment) ] bi ;
: play-in-tunnel ( player segments -- )
>>tunnel to-tunnel-start ;
: update-nearest-segment ( player -- )
[ tunnel>> ] [ dup nearest-segment>> nearest-segment ]
[ (>>nearest-segment) ] tri ;
: update-time ( player -- seconds-passed )
millis swap [ last-move>> - 1000 / ] [ (>>last-move) ] 2bi ;
: moved ( player -- ) millis swap (>>last-move) ;
: speed-range ( -- range )
max-speed [0,b] ;
: change-player-speed ( inc player -- )
[ + 0 max-speed clamp ] change-speed drop ;
: multiply-player-speed ( n player -- )
[ * 0 max-speed clamp ] change-speed drop ;
: distance-to-move ( seconds-passed player -- distance )
speed>> * ;
: bounce ( d-left player -- d-left' player )
{
[ dup nearest-segment>> bounce-off-wall ]
[ sounds>> bang ]
[ 3/4 swap multiply-player-speed ]
[ ]
} cleave ;
:: (distance) ( heading player -- current next location heading )
player nearest-segment>>
player [ tunnel>> ] [ nearest-segment>> ] bi heading heading-segment
player location>> heading ;
: distance-to-heading-segment ( heading player -- distance )
(distance) distance-to-next-segment ;
: distance-to-heading-segment-area ( heading player -- distance )
(distance) distance-to-next-segment-area ;
: distance-to-collision ( player -- distance )
dup nearest-segment>> (distance-to-collision) ;
: almost-to-collision ( player -- distance )
distance-to-collision 0.1 - dup 0 < [ drop 0 ] when ;
: from ( player -- radius distance-from-centre )
[ nearest-segment>> dup radius>> swap ] [ location>> ] bi
distance-from-centre ;
: distance-from-wall ( player -- distance ) from - ;
: fraction-from-centre ( player -- fraction ) from swap / ;
: fraction-from-wall ( player -- fraction )
fraction-from-centre 1 swap - ;
: update-nearest-segment2 ( heading player -- )
2dup distance-to-heading-segment-area 0 <= [
[ tunnel>> ] [ nearest-segment>> rot heading-segment ]
[ (>>nearest-segment) ] tri
] [
2drop
] if ;
:: move-player-on-heading ( d-left player distance heading -- d-left' player )
[let* | d-to-move [ d-left distance min ]
move-v [ d-to-move heading n*v ] |
move-v player location+
heading player update-nearest-segment2
d-left d-to-move - player ] ;
: distance-to-move-freely ( player -- distance )
[ almost-to-collision ]
[ [ forward>> ] keep distance-to-heading-segment-area ] bi min ;
: ?move-player-freely ( d-left player -- d-left' player )
over 0 > [
! must make sure we are moving a significant distance, otherwise
! we can recurse endlessly due to floating-point imprecision.
! (at least I /think/ that's what causes it...)
dup distance-to-move-freely dup 0.1 > [
over forward>> move-player-on-heading ?move-player-freely
] [ drop ] if
] when ;
: drag-heading ( player -- heading )
[ forward>> ] [ nearest-segment>> forward>> proj ] bi ;
: drag-player ( d-left player -- d-left' player )
dup [ [ drag-heading ] keep distance-to-heading-segment-area ]
[ drag-heading move-player-on-heading ] bi ;
: (move-player) ( d-left player -- d-left' player )
?move-player-freely over 0 > [
! bounce
drag-player
(move-player)
] when ;
: move-player ( player -- )
[ update-time ] [ distance-to-move ] [ (move-player) 2drop ] tri ;
: update-player ( player -- )
[ move-player ] [ nearest-segment>> "white" named-color swap (>>color) ] bi ;