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https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
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1 Commits
| Author | SHA1 | Date | |
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57e7f395d7 |
@@ -15,6 +15,12 @@ use crate::{
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map::direction::Direction,
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};
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// Touch input constants
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const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
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const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
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const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
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const TOUCH_EASING_FACTOR: f32 = 1.5;
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#[derive(Resource, Default, Debug, Copy, Clone)]
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pub enum CursorPosition {
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#[default]
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@@ -47,35 +53,6 @@ impl TouchData {
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current_direction: None,
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}
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}
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pub fn update_position(&mut self, new_pos: Vec2) -> Option<Direction> {
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self.current_pos = new_pos;
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let delta = new_pos - self.start_pos;
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// Minimum threshold for direction detection (in pixels)
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const THRESHOLD: f32 = 20.0;
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if delta.length() < THRESHOLD {
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self.current_direction = None;
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return None;
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}
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// Determine primary direction based on larger component
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let direction = if delta.x.abs() > delta.y.abs() {
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if delta.x > 0.0 {
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Direction::Right
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} else {
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Direction::Left
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}
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} else if delta.y > 0.0 {
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Direction::Down
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} else {
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Direction::Up
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};
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self.current_direction = Some(direction);
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Some(direction)
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}
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}
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#[derive(Resource, Debug, Clone)]
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@@ -178,6 +155,55 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
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emitted_events
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}
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/// Calculates the primary direction from a 2D vector delta
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fn calculate_direction_from_delta(delta: Vec2) -> Direction {
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if delta.x.abs() > delta.y.abs() {
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if delta.x > 0.0 {
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Direction::Right
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} else {
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Direction::Left
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}
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} else if delta.y > 0.0 {
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Direction::Down
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} else {
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Direction::Up
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}
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}
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/// Updates the touch reference position with easing
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///
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/// This slowly moves the start_pos towards the current_pos, with the speed
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/// decreasing as the distance gets smaller. The maximum movement speed is capped.
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/// Returns the delta vector and its length for reuse by the caller.
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fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
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// Calculate the vector from start to current position
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let delta = touch_data.current_pos - touch_data.start_pos;
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let distance = delta.length();
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// If there's no significant distance, nothing to do
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if distance < TOUCH_EASING_DISTANCE_THRESHOLD {
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return (delta, distance);
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}
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// Calculate speed based on distance (slower as it gets closer)
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// The easing function creates a curve where movement slows down as it approaches the target
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let speed = (distance / TOUCH_EASING_FACTOR).min(MAX_TOUCH_MOVEMENT_SPEED);
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// Calculate movement distance for this frame
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let movement_amount = speed * delta_time;
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// If the movement would overshoot, just set to target
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if movement_amount >= distance {
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touch_data.start_pos = touch_data.current_pos;
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} else {
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// Use direct vector scaling instead of normalization
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let scale_factor = movement_amount / distance;
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touch_data.start_pos += delta * scale_factor;
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}
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(delta, distance)
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}
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pub fn input_system(
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delta_time: Res<DeltaTime>,
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mut bindings: ResMut<Bindings>,
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@@ -216,9 +242,7 @@ pub fn input_system(
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// Handle mouse motion as touch motion for desktop testing
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if let Some(ref mut touch_data) = touch_state.active_touch {
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if let Some(direction) = touch_data.update_position(Vec2::new(x as f32, y as f32)) {
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writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
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}
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touch_data.current_pos = Vec2::new(x as f32, y as f32);
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}
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}
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// Handle mouse events as touch for desktop testing
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@@ -242,9 +266,7 @@ pub fn input_system(
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if touch_data.finger_id == finger_id {
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let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
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let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
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if let Some(direction) = touch_data.update_position(Vec2::new(screen_x, screen_y)) {
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writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
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}
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touch_data.current_pos = Vec2::new(screen_x, screen_y);
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}
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}
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}
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@@ -283,6 +305,25 @@ pub fn input_system(
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writer.write(event);
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}
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// Update touch reference position with easing
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if let Some(ref mut touch_data) = touch_state.active_touch {
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// Apply easing to the reference position and get the delta for direction calculation
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let (delta, distance) = update_touch_reference_position(touch_data, delta_time.0);
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// Check for direction based on updated reference position
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if distance >= TOUCH_DIRECTION_THRESHOLD {
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let direction = calculate_direction_from_delta(delta);
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// Only send command if direction has changed
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if touch_data.current_direction != Some(direction) {
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touch_data.current_direction = Some(direction);
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writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
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}
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} else if touch_data.current_direction.is_some() {
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touch_data.current_direction = None;
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}
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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*remaining_time -= delta_time.0;
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if *remaining_time <= 0.0 {
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