diff --git a/src/comps/core/controller.rs b/src/comps/core/controller.rs
index e595393..436778c 100644
--- a/src/comps/core/controller.rs
+++ b/src/comps/core/controller.rs
@@ -10,7 +10,7 @@ pub fn capture_input(keyboard_input: Res>, query: Query<(&mut Vel
// Don't allocate on each frame. Instead Check if any of the inputs are being pressed and then allocate.
if keyboard_input.any_pressed([KeyCode::A, KeyCode::S, KeyCode::D, KeyCode::W, KeyCode::C, KeyCode::Space]) {
let player_movement_input = PlayerMovementInput {
- up: keyboard_input.pressed(KeyCode::Space),
+ up: keyboard_input.just_pressed(KeyCode::Space),
down: keyboard_input.pressed(KeyCode::C),
left: keyboard_input.pressed(KeyCode::A),
right: keyboard_input.pressed(KeyCode::D),
diff --git a/src/constants/player_values.rs b/src/constants/player_values.rs
index 82ec126..7de12c7 100644
--- a/src/constants/player_values.rs
+++ b/src/constants/player_values.rs
@@ -3,4 +3,4 @@ pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 10.0;
pub const PLAYER_ACCELERATION: f32 = 10.0;
pub const PLAYER_JUMP_FORCE: f32 = 1500.0;
/// Time in ms that player must be grounded in order to jump again
-pub const PLAYER_JUMP_COOLDOWN_MS: u64 = 300;
\ No newline at end of file
+pub const PLAYER_JUMP_COOLDOWN_MS: u128 = 100;
\ No newline at end of file
diff --git a/src/logic/core/player/player_movement.rs b/src/logic/core/player/player_movement.rs
index cdaa696..ef621d8 100644
--- a/src/logic/core/player/player_movement.rs
+++ b/src/logic/core/player/player_movement.rs
@@ -5,17 +5,17 @@ use crate::{comps::core::markers::player::Player, constants::player_values::{MAX
#[derive(Component)]
pub enum PlayerLinearYState {
- Grounded(u64),
+ Grounded(u128),
Jumping,
Falling
}
#[allow(unused)]
impl PlayerLinearYState {
- pub fn is_grounded(&self, longer_than: u64) -> bool {
+ pub fn is_grounded(&self, longer_than: &u128) -> bool {
match self {
Self::Grounded(time_grounded) => {
- time_grounded > &longer_than
+ time_grounded > longer_than
},
_ => false
}
@@ -81,7 +81,7 @@ pub fn move_player(player_movement_input: PlayerMovementInput, mut query: Query<
player_velocity.linvel.x = apply_movement_acceleration(player_velocity.linvel.x, false, time.delta_seconds(), 1.0);
}
- if player_movement_input.up && player_linear_y_state.is_grounded(PLAYER_JUMP_COOLDOWN_MS) {
+ if player_movement_input.up && player_linear_y_state.is_grounded(&PLAYER_JUMP_COOLDOWN_MS) {
player_external_force.impulse = Vec3::new(0.0, PLAYER_JUMP_FORCE, 0.0);
*player_linear_y_state = PlayerLinearYState::Jumping;
}
diff --git a/src/logic/core/player/player_vertical_sync.rs b/src/logic/core/player/player_vertical_sync.rs
index 7c5a6ca..54b2461 100644
--- a/src/logic/core/player/player_vertical_sync.rs
+++ b/src/logic/core/player/player_vertical_sync.rs
@@ -7,7 +7,7 @@ use super::player_movement::PlayerLinearYState;
-/// System that captures input and fires events
+/// System that captures linear y velocity and determines whether player is falling or grounded, and how long the player has been grounded for.
pub fn sync_player_y_state(mut query: Query<(&Velocity, &mut PlayerLinearYState), With>, time: Res