1 ! Copyright (C) 2007, 2008 Alex Chapman
2 ! See http://factorcode.org/license.txt for BSD license.
3 USING: accessors colors.constants combinators jamshred.log
4 jamshred.oint jamshred.sound jamshred.tunnel kernel locals math
5 math.constants math.order math.ranges math.vectors math.matrices
6 sequences shuffle specialized-arrays strings system ;
7 QUALIFIED-WITH: alien.c-types c
8 SPECIALIZED-ARRAY: c:float
19 ! speeds are in GL units / second
20 CONSTANT: default-speed 1.0
21 CONSTANT: max-speed 30.0
23 : <player> ( name sounds -- player )
24 [ float-array{ 0 0 5 } float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 } ] 2dip
25 f f 0 default-speed player boa ;
27 : turn-player ( player x-radians y-radians -- )
28 overd left-pivot up-pivot ;
30 : roll-player ( player z-radians -- )
33 : to-tunnel-start ( player -- )
36 [ location>> >>location ] bi drop ;
38 : play-in-tunnel ( player segments -- )
39 >>tunnel to-tunnel-start ;
41 : update-time ( player -- seconds-passed )
42 nano-count swap [ last-move>> - 1,000,000,000 / ] [ last-move<< ] 2bi ;
44 : moved ( player -- ) nano-count swap last-move<< ;
46 : speed-range ( -- range )
49 : change-player-speed ( inc player -- )
50 [ + 0 max-speed clamp ] change-speed drop ;
52 : multiply-player-speed ( n player -- )
53 [ * 0 max-speed clamp ] change-speed drop ;
55 : distance-to-move ( seconds-passed player -- distance )
58 : bounce ( d-left player -- d-left' player )
60 [ dup nearest-segment>> bounce-off-wall ]
62 [ 3/4 swap multiply-player-speed ]
66 :: (distance) ( heading player -- current next location heading )
67 player nearest-segment>>
68 player [ tunnel>> ] [ nearest-segment>> ] bi heading heading-segment
69 player location>> heading ;
71 : distance-to-heading-segment ( heading player -- distance )
72 (distance) distance-to-next-segment ;
74 : distance-to-heading-segment-area ( heading player -- distance )
75 (distance) distance-to-next-segment-area ;
77 : distance-to-collision ( player -- distance )
78 dup nearest-segment>> (distance-to-collision) ;
80 : almost-to-collision ( player -- distance )
81 distance-to-collision 0.1 - dup 0 < [ drop 0 ] when ;
83 : from ( player -- radius distance-from-centre )
84 [ nearest-segment>> dup radius>> swap ] [ location>> ] bi
85 distance-from-centre ;
87 : distance-from-wall ( player -- distance ) from - ;
88 : fraction-from-centre ( player -- fraction ) from swap / ;
89 : fraction-from-wall ( player -- fraction )
90 fraction-from-centre 1 swap - ;
92 : update-nearest-segment2 ( heading player -- )
93 2dup distance-to-heading-segment-area 0 <= [
94 [ tunnel>> ] [ nearest-segment>> rot heading-segment ]
95 [ nearest-segment<< ] tri
100 :: move-player-on-heading ( d-left player distance heading -- d-left' player )
101 d-left distance min :> d-to-move
102 d-to-move heading n*v :> move-v
104 move-v player location+
105 heading player update-nearest-segment2
106 d-left d-to-move - player ;
108 : distance-to-move-freely ( player -- distance )
109 [ almost-to-collision ]
110 [ [ forward>> ] keep distance-to-heading-segment-area ] bi min ;
112 : ?move-player-freely ( d-left player -- d-left' player )
114 ! must make sure we are moving a significant distance, otherwise
115 ! we can recurse endlessly due to floating-point imprecision.
116 ! (at least I /think/ that's what causes it...)
117 dup distance-to-move-freely dup 0.1 > [
118 over forward>> move-player-on-heading ?move-player-freely
122 : drag-heading ( player -- heading )
123 [ forward>> ] [ nearest-segment>> forward>> proj ] bi ;
125 : drag-player ( d-left player -- d-left' player )
126 dup [ [ drag-heading ] keep distance-to-heading-segment-area ]
127 [ drag-heading move-player-on-heading ] bi ;
129 : (move-player) ( d-left player -- d-left' player )
130 ?move-player-freely over 0 > [
136 : move-player ( player -- )
137 [ update-time ] [ distance-to-move ] [ (move-player) 2drop ] tri ;
139 : update-player ( player -- )
140 [ move-player ] [ nearest-segment>> "white" named-color swap color<< ] bi ;