Tweaked values and changed cooldown from u64 to 128
This commit is contained in:
parent
8e739de9bc
commit
8ed0ba71fe
@ -10,7 +10,7 @@ pub fn capture_input(keyboard_input: Res<Input<KeyCode>>, 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),
|
||||
|
@ -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;
|
||||
pub const PLAYER_JUMP_COOLDOWN_MS: u128 = 100;
|
@ -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;
|
||||
}
|
||||
|
@ -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<Player>>, time: Res<Time>) {
|
||||
for (player_velocity, mut player_linear_y_state) in &mut query {
|
||||
if player_velocity.linvel.y < -1.0 {
|
||||
@ -17,7 +17,7 @@ pub fn sync_player_y_state(mut query: Query<(&Velocity, &mut PlayerLinearYState)
|
||||
PlayerLinearYState::Grounded(grounded_for) => grounded_for,
|
||||
_ => 0
|
||||
};
|
||||
*player_linear_y_state = PlayerLinearYState::Grounded(previous_grounded_time + time.delta().as_millis() as u64);
|
||||
*player_linear_y_state = PlayerLinearYState::Grounded(previous_grounded_time + time.delta().as_millis());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -15,7 +15,7 @@ pub fn spawn_player(mut commands: Commands) {
|
||||
.insert(TransformBundle::from(Transform::from_xyz(3.0, 5.0, 2.0)))
|
||||
.insert(Velocity::zero())
|
||||
.insert(Damping { linear_damping: 1.0, angular_damping: 1.0 })
|
||||
.insert(LockedAxes::ROTATION_LOCKED_X | LockedAxes::ROTATION_LOCKED_Z)
|
||||
.insert(LockedAxes::ROTATION_LOCKED_X | LockedAxes::ROTATION_LOCKED_Z | LockedAxes::ROTATION_LOCKED_Y)
|
||||
.insert(ColliderMassProperties::Density(2.0))
|
||||
.insert(ExternalImpulse {
|
||||
impulse: Vec3::ZERO,
|
||||
|
Loading…
Reference in New Issue
Block a user