1 ! Copyright (C) 2007, 2008 Alex Chapman
2 ! See http://factorcode.org/license.txt for BSD license.
4 USING: accessors colors combinators jamshred.log jamshred.oint
5 jamshred.sound jamshred.tunnel kernel locals math math.constants
6 math.order ranges math.vectors math.matrices sequences shuffle
7 specialized-arrays strings system ;
9 QUALIFIED-WITH: alien.c-types c
10 SPECIALIZED-ARRAY: c:float
21 ! speeds are in GL units / second
22 CONSTANT: default-speed 1.0
23 CONSTANT: max-speed 30.0
25 : <player> ( name sounds -- player )
26 [ float-array{ 0 0 5 } float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 } ] 2dip
27 f f 0 default-speed player boa ;
29 : turn-player ( player x-radians y-radians -- )
30 overd left-pivot up-pivot ;
32 : roll-player ( player z-radians -- )
35 : to-tunnel-start ( player -- )
38 [ location>> >>location ] bi drop ;
40 : play-in-tunnel ( player segments -- )
41 >>tunnel to-tunnel-start ;
43 : update-time ( player -- seconds-passed )
44 nano-count swap [ last-move>> - 1,000,000,000 / ] [ last-move<< ] 2bi ;
46 : moved ( player -- ) nano-count swap last-move<< ;
48 : speed-range ( -- range )
51 : change-player-speed ( inc player -- )
52 [ + 0 max-speed clamp ] change-speed drop ;
54 : multiply-player-speed ( n player -- )
55 [ * 0 max-speed clamp ] change-speed drop ;
57 : distance-to-move ( seconds-passed player -- distance )
60 : bounce ( d-left player -- d-left' player )
62 [ dup nearest-segment>> bounce-off-wall ]
64 [ 3/4 swap multiply-player-speed ]
68 :: (distance) ( heading player -- current next location heading )
69 player nearest-segment>>
70 player [ tunnel>> ] [ nearest-segment>> ] bi heading heading-segment
71 player location>> heading ;
73 : distance-to-heading-segment ( heading player -- distance )
74 (distance) distance-to-next-segment ;
76 : distance-to-heading-segment-area ( heading player -- distance )
77 (distance) distance-to-next-segment-area ;
79 : distance-to-collision ( player -- distance )
80 dup nearest-segment>> (distance-to-collision) ;
82 : almost-to-collision ( player -- distance )
83 distance-to-collision 0.1 - dup 0 < [ drop 0 ] when ;
85 : from ( player -- radius distance-from-centre )
86 [ nearest-segment>> dup radius>> swap ] [ location>> ] bi
87 distance-from-centre ;
89 : distance-from-wall ( player -- distance ) from - ;
90 : fraction-from-centre ( player -- fraction ) from swap / ;
91 : fraction-from-wall ( player -- fraction )
92 fraction-from-centre 1 swap - ;
94 : update-nearest-segment2 ( heading player -- )
95 2dup distance-to-heading-segment-area 0 <= [
96 [ tunnel>> ] [ nearest-segment>> rot heading-segment ]
97 [ nearest-segment<< ] tri
102 :: move-player-on-heading ( d-left player distance heading -- d-left' player )
103 d-left distance min :> d-to-move
104 d-to-move heading n*v :> move-v
106 move-v player location+
107 heading player update-nearest-segment2
108 d-left d-to-move - player ;
110 : distance-to-move-freely ( player -- distance )
111 [ almost-to-collision ]
112 [ [ forward>> ] keep distance-to-heading-segment-area ] bi min ;
114 : ?move-player-freely ( d-left player -- d-left' player )
116 ! must make sure we are moving a significant distance, otherwise
117 ! we can recurse endlessly due to floating-point imprecision.
118 ! (at least I /think/ that's what causes it...)
119 dup distance-to-move-freely dup 0.1 > [
120 over forward>> move-player-on-heading ?move-player-freely
124 : drag-heading ( player -- heading )
125 [ forward>> ] [ nearest-segment>> forward>> proj ] bi ;
127 : drag-player ( d-left player -- d-left' player )
128 dup [ [ drag-heading ] keep distance-to-heading-segment-area ]
129 [ drag-heading move-player-on-heading ] bi ;
131 : (move-player) ( d-left player -- d-left' player )
132 ?move-player-freely over 0 > [
137 : move-player ( player -- )
138 [ update-time ] [ distance-to-move ] [ (move-player) 2drop ] tri ;
140 : update-player ( player -- )
141 [ move-player ] [ nearest-segment>> COLOR: white swap color<< ] bi ;