use super::{GLIDE_ACCEL, GLIDE_ANTIGRAV, GLIDE_SPEED}; use crate::comp::{ ActionState::*, ClimbState, EcsStateData, FallState, IdleState, MoveState::*, StandState, StateHandle, StateUpdate, }; use vek::{Vec2, Vec3}; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct GlideState; impl StateHandle for GlideState { fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, character: *ecs_data.character, }; // Defaults for this state update.character.action_state = Idle(IdleState); update.character.move_state = Glide(GlideState); // Move player according to movement direction vector update.vel.0 += Vec2::broadcast(ecs_data.dt.0) * ecs_data.inputs.move_dir * if ecs_data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) { GLIDE_ACCEL } else { 0.0 }; // Determine orientation vector from movement direction vector let ori_dir = Vec2::from(update.vel.0); if ori_dir.magnitude_squared() > 0.0001 && (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared() > 0.001 { update.ori.0 = vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 2.0 * ecs_data.dt.0); } // Apply Glide antigrav lift if Vec2::::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0) && update.vel.0.z < 0.0 { let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15; update.vel.0.z += ecs_data.dt.0 * lift * (Vec2::::from(update.vel.0).magnitude() * 0.075) .min(1.0) .max(0.2); } // If glide button isn't held, start falling if !ecs_data.inputs.glide.is_pressed() { update.character.move_state = Fall(FallState); return update; } // If there is a wall in front of character go to climb if let Some(_wall_dir) = ecs_data.physics.on_wall { update.character.move_state = Climb(ClimbState); return update; } // If on ground go to stand if ecs_data.physics.on_ground { update.character.move_state = Stand(StandState); return update; } // Otherwise keep gliding return update; } }