Added depth to jumping, inertia stays mid air but right before landing damping is restored
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c693d698a6
commit
c31a84ea61
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@ -17,6 +17,7 @@ pub fn capture_input(
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&mut PlayerLinearYState,
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&mut PlayerLinearXZState,
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&Transform,
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&mut Damping,
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),
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With<Player>,
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>,
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@ -1,14 +1,21 @@
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pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 10.0;
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pub const PLAYER_ACCELERATION: f32 = 12.0;
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pub const PLAYER_JUMP_FORCE: f32 = 5000.0;
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pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 20.0;
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pub const PLAYER_ACCELERATION: f32 = 20.0;
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pub const PLAYER_JUMP_FORCE: f32 = 900.0;
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/// Time in ms that player must be grounded in order to jump again
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pub const PLAYER_JUMP_COOLDOWN_MS: u128 = 75;
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pub const PLAYER_SPRINT_SPEED_MULTIPLIER: f32 = 2.0;
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pub const PLAYER_CROUCH_SPEED_MULTIPLIER: f32 = 0.25;
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pub const PLAYER_INITIAL_WEIGHT: f32 = 350.0;
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pub const PLAYER_INITIAL_WEIGHT: f32 = 75.0;
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pub const PLAYER_GRAVITY_SCALE: f32 = 4.0;
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pub const PLAYER_HEIGHT: f32 = 2.0;
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pub const PLAYER_CAMERA_HEIGHT: f32 = 0.5;
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pub const PLAYER_CAMERA_HEIGHT: f32 = 1.0;
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pub const PLAYER_CROUCH_HEIGHT: f32 = 0.0;
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pub const PLAYER_LINEAR_DAMPING: f32 = 3.5;
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pub const PLAYER_LINEAR_DAMPING_WHILE_JUMPING: f32 = -0.5;
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pub const PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER: f32 = 0.2;
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pub const PLAYER_LATERAL_ACCELERATION_MULTIPLIER: f32 = 1.0;
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pub const PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS: u128 = 20;
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@ -5,7 +5,7 @@ use crate::{
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comps::core::markers::player::Player,
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constants::player_values::{
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MAX_LINEAR_PLAYER_VELOCITY, PLAYER_ACCELERATION, PLAYER_CROUCH_SPEED_MULTIPLIER,
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PLAYER_JUMP_COOLDOWN_MS, PLAYER_JUMP_FORCE, PLAYER_SPRINT_SPEED_MULTIPLIER,
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PLAYER_JUMP_COOLDOWN_MS, PLAYER_JUMP_FORCE, PLAYER_SPRINT_SPEED_MULTIPLIER, PLAYER_LINEAR_DAMPING_WHILE_JUMPING, PLAYER_LATERAL_ACCELERATION_MULTIPLIER, PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER,
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},
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};
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@ -54,6 +54,12 @@ impl PlayerLinearXZState {
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_ => false,
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}
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}
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pub fn is_sprinting(&self) -> bool {
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match self {
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Self::Sprinting => true,
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_ => false,
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}
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}
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}
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/// Holds all the possible ways a player can be attempting to move at any time.
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@ -87,6 +93,7 @@ pub fn move_player(
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&mut PlayerLinearYState,
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&mut PlayerLinearXZState,
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&Transform,
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&mut Damping,
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),
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With<Player>,
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>,
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@ -98,9 +105,9 @@ pub fn move_player(
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mut player_linear_y_state,
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mut player_linear_xz_state,
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player_transform,
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mut player_damping
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) in &mut query
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{
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println!("{:?}", player_linear_xz_state);
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let crouch_multiplier = if player_movement_input.down {
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*player_linear_xz_state = PlayerLinearXZState::Crouched;
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PLAYER_CROUCH_SPEED_MULTIPLIER
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@ -155,7 +162,11 @@ pub fn move_player(
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right,
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player_velocity.linvel,
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time.delta_seconds(),
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1.0,
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if player_linear_xz_state.is_sprinting() {
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PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER
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} else {
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PLAYER_LATERAL_ACCELERATION_MULTIPLIER
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},
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);
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}
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if player_movement_input.left {
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@ -168,7 +179,11 @@ pub fn move_player(
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-right,
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player_velocity.linvel,
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time.delta_seconds(),
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1.0,
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if player_linear_xz_state.is_sprinting() {
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PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER
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} else {
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PLAYER_LATERAL_ACCELERATION_MULTIPLIER
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},
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);
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}
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}
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@ -176,6 +191,7 @@ pub fn move_player(
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if player_movement_input.up && player_linear_y_state.is_grounded(&PLAYER_JUMP_COOLDOWN_MS) {
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player_external_force.impulse = Vec3::new(0.0, PLAYER_JUMP_FORCE, 0.0);
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*player_linear_y_state = PlayerLinearYState::Jumping;
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*player_damping = Damping { linear_damping: PLAYER_LINEAR_DAMPING_WHILE_JUMPING, ..Default::default()};
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}
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// When player velocity exceeds max linear velocity then set to max_linear_vel value
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if player_velocity.linvel.x.abs()
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@ -1,16 +1,16 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::comps::core::markers::player::Player;
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use crate::{comps::core::markers::player::Player, constants::player_values::{PLAYER_LINEAR_DAMPING, PLAYER_JUMP_COOLDOWN_MS, PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS}};
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use super::player_movement::PlayerLinearYState;
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/// System that captures linear y velocity and determines whether player is falling or grounded, and how long the player has been grounded for.
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pub fn sync_player_y_state(
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mut query: Query<(&Velocity, &mut PlayerLinearYState), With<Player>>,
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mut query: Query<(&Velocity, &mut PlayerLinearYState, &mut Damping), With<Player>>,
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time: Res<Time>,
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) {
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for (player_velocity, mut player_linear_y_state) in &mut query {
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for (player_velocity, mut player_linear_y_state, mut player_damping) in &mut query {
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if player_velocity.linvel.y < -1.0 {
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*player_linear_y_state = PlayerLinearYState::Falling;
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} else if player_velocity.linvel.y >= -1.0 && player_velocity.linvel.y <= 1.0 {
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@ -18,8 +18,11 @@ pub fn sync_player_y_state(
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PlayerLinearYState::Grounded(grounded_for) => grounded_for,
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_ => 0,
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};
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*player_linear_y_state =
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PlayerLinearYState::Grounded(previous_grounded_time + time.delta().as_millis());
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let new_grounded_time = previous_grounded_time + time.delta().as_millis();
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*player_linear_y_state = PlayerLinearYState::Grounded(new_grounded_time);
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if new_grounded_time > PLAYER_JUMP_COOLDOWN_MS - PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS {
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*player_damping = Damping { linear_damping: PLAYER_LINEAR_DAMPING, ..Default::default()};
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}
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}
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}
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}
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@ -3,7 +3,7 @@ use bevy_rapier3d::prelude::*;
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use crate::{
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comps::core::{camera::MainCamera, markers::player::Player},
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constants::player_values::{PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT},
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constants::player_values::{PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_GRAVITY_SCALE, PLAYER_LINEAR_DAMPING},
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};
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use super::player_movement::{PlayerLinearXZState, PlayerLinearYState};
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@ -12,12 +12,12 @@ pub fn spawn_player(mut commands: Commands) {
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commands
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.spawn(Player)
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.insert(RigidBody::Dynamic)
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.insert(GravityScale(2.0))
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.insert(GravityScale(PLAYER_GRAVITY_SCALE))
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.insert(Collider::capsule_y(PLAYER_HEIGHT, 2.0))
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.insert(Restitution::coefficient(0.0))
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.insert(Friction {
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coefficient: 0.0,
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..Default::default()
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combine_rule: CoefficientCombineRule::Multiply
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})
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.insert(TransformBundle {
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local: Transform::from_xyz(3.0, 5.0, 2.0),
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@ -25,7 +25,7 @@ pub fn spawn_player(mut commands: Commands) {
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})
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.insert(Velocity::zero())
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.insert(Damping {
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linear_damping: 1.0,
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linear_damping: PLAYER_LINEAR_DAMPING,
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angular_damping: 1.0,
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})
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.insert(
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