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Author SHA1 Message Date
Ryan Walters
57e7f395d7 feat: add drag reference control relaxation with easing, mild refactor 2025-09-04 11:19:48 -05:00

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@@ -15,6 +15,12 @@ use crate::{
map::direction::Direction, map::direction::Direction,
}; };
// Touch input constants
const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
const TOUCH_EASING_FACTOR: f32 = 1.5;
#[derive(Resource, Default, Debug, Copy, Clone)] #[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition { pub enum CursorPosition {
#[default] #[default]
@@ -47,35 +53,6 @@ impl TouchData {
current_direction: None, current_direction: None,
} }
} }
pub fn update_position(&mut self, new_pos: Vec2) -> Option<Direction> {
self.current_pos = new_pos;
let delta = new_pos - self.start_pos;
// Minimum threshold for direction detection (in pixels)
const THRESHOLD: f32 = 20.0;
if delta.length() < THRESHOLD {
self.current_direction = None;
return None;
}
// Determine primary direction based on larger component
let direction = if delta.x.abs() > delta.y.abs() {
if delta.x > 0.0 {
Direction::Right
} else {
Direction::Left
}
} else if delta.y > 0.0 {
Direction::Down
} else {
Direction::Up
};
self.current_direction = Some(direction);
Some(direction)
}
} }
#[derive(Resource, Debug, Clone)] #[derive(Resource, Debug, Clone)]
@@ -178,6 +155,55 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
emitted_events emitted_events
} }
/// Calculates the primary direction from a 2D vector delta
fn calculate_direction_from_delta(delta: Vec2) -> Direction {
if delta.x.abs() > delta.y.abs() {
if delta.x > 0.0 {
Direction::Right
} else {
Direction::Left
}
} else if delta.y > 0.0 {
Direction::Down
} else {
Direction::Up
}
}
/// Updates the touch reference position with easing
///
/// This slowly moves the start_pos towards the current_pos, with the speed
/// decreasing as the distance gets smaller. The maximum movement speed is capped.
/// Returns the delta vector and its length for reuse by the caller.
fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
// Calculate the vector from start to current position
let delta = touch_data.current_pos - touch_data.start_pos;
let distance = delta.length();
// If there's no significant distance, nothing to do
if distance < TOUCH_EASING_DISTANCE_THRESHOLD {
return (delta, distance);
}
// Calculate speed based on distance (slower as it gets closer)
// The easing function creates a curve where movement slows down as it approaches the target
let speed = (distance / TOUCH_EASING_FACTOR).min(MAX_TOUCH_MOVEMENT_SPEED);
// Calculate movement distance for this frame
let movement_amount = speed * delta_time;
// If the movement would overshoot, just set to target
if movement_amount >= distance {
touch_data.start_pos = touch_data.current_pos;
} else {
// Use direct vector scaling instead of normalization
let scale_factor = movement_amount / distance;
touch_data.start_pos += delta * scale_factor;
}
(delta, distance)
}
pub fn input_system( pub fn input_system(
delta_time: Res<DeltaTime>, delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>, mut bindings: ResMut<Bindings>,
@@ -216,9 +242,7 @@ pub fn input_system(
// Handle mouse motion as touch motion for desktop testing // Handle mouse motion as touch motion for desktop testing
if let Some(ref mut touch_data) = touch_state.active_touch { if let Some(ref mut touch_data) = touch_state.active_touch {
if let Some(direction) = touch_data.update_position(Vec2::new(x as f32, y as f32)) { touch_data.current_pos = Vec2::new(x as f32, y as f32);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} }
} }
// Handle mouse events as touch for desktop testing // Handle mouse events as touch for desktop testing
@@ -242,9 +266,7 @@ pub fn input_system(
if touch_data.finger_id == finger_id { if touch_data.finger_id == finger_id {
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32; let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32; let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
if let Some(direction) = touch_data.update_position(Vec2::new(screen_x, screen_y)) { touch_data.current_pos = Vec2::new(screen_x, screen_y);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} }
} }
} }
@@ -283,6 +305,25 @@ pub fn input_system(
writer.write(event); writer.write(event);
} }
// Update touch reference position with easing
if let Some(ref mut touch_data) = touch_state.active_touch {
// Apply easing to the reference position and get the delta for direction calculation
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.0);
// Check for direction based on updated reference position
if distance >= TOUCH_DIRECTION_THRESHOLD {
let direction = calculate_direction_from_delta(delta);
// Only send command if direction has changed
if touch_data.current_direction != Some(direction) {
touch_data.current_direction = Some(direction);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} else if touch_data.current_direction.is_some() {
touch_data.current_direction = None;
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) { if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0; *remaining_time -= delta_time.0;
if *remaining_time <= 0.0 { if *remaining_time <= 0.0 {