Movement system and freelook system
This commit is contained in:
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c15592ec3f
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c693d698a6
@ -1,5 +1,4 @@
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use bevy::prelude::Component;
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#[derive(Component)]
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pub struct MainCamera;
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@ -1,14 +1,43 @@
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use bevy::{prelude::*, window::CursorGrabMode};
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use bevy_rapier3d::prelude::*;
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use crate::logic::core::player::player_movement::{PlayerMovementInput, move_player, PlayerLinearYState};
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use crate::logic::core::player::player_movement::{
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move_player, PlayerLinearXZState, PlayerLinearYState, PlayerMovementInput,
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};
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use super::markers::player::Player;
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/// System that captures input and fires events
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pub fn capture_input(keyboard_input: Res<Input<KeyCode>>, query: Query<(&mut Velocity, &mut ExternalImpulse, &mut PlayerLinearYState, &Transform), With<Player>>, time: Res<Time>) {
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pub fn capture_input(
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keyboard_input: Res<Input<KeyCode>>,
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player_query: Query<
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(
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&mut Velocity,
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&mut ExternalImpulse,
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&mut PlayerLinearYState,
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&mut PlayerLinearXZState,
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&Transform,
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),
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With<Player>,
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>,
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time: Res<Time>,
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) {
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// Don't allocate on each frame. Instead Check if any of the inputs are being pressed and then allocate.
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if keyboard_input.any_pressed([KeyCode::A, KeyCode::S, KeyCode::D, KeyCode::W, KeyCode::C, KeyCode::Space]) {
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if keyboard_input.any_pressed([
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KeyCode::A,
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KeyCode::S,
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KeyCode::D,
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KeyCode::W,
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KeyCode::C,
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KeyCode::Space,
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]) || keyboard_input.any_just_released([
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KeyCode::A,
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KeyCode::S,
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KeyCode::D,
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KeyCode::W,
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KeyCode::C,
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KeyCode::Space,
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]) {
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let player_movement_input = PlayerMovementInput {
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up: keyboard_input.just_pressed(KeyCode::Space),
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down: keyboard_input.pressed(KeyCode::C),
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@ -18,7 +47,7 @@ pub fn capture_input(keyboard_input: Res<Input<KeyCode>>, query: Query<(&mut Vel
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back: keyboard_input.pressed(KeyCode::S),
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sprint: keyboard_input.pressed(KeyCode::ShiftLeft),
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};
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move_player(player_movement_input, query, time);
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move_player(player_movement_input, player_query, time);
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}
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}
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@ -1,7 +1,6 @@
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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 = 2500.0;
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pub const PLAYER_JUMP_FORCE: f32 = 5000.0;
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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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@ -9,3 +8,7 @@ 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_HEIGHT: f32 = 2.0;
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pub const PLAYER_CAMERA_HEIGHT: f32 = 0.5;
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pub const PLAYER_CROUCH_HEIGHT: f32 = 0.0;
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@ -0,0 +1 @@
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@ -1,7 +1,12 @@
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use bevy::{prelude::*, input::mouse::MouseMotion};
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use bevy::{input::mouse::MouseMotion, prelude::*};
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//use bevy_rapier3d::prelude::*;
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use crate::comps::core::{markers::player::Player, camera::MainCamera};
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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_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT},
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};
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use super::player_movement::PlayerLinearXZState;
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/// Mouse sensitivity and movement speed
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#[derive(Resource)]
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@ -21,22 +26,24 @@ impl Default for MouseMovementSettings {
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/// Synchronizes camera's translation & rotation (only 1 axis) to player.
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pub fn sync_camera_to_player(
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mut player: Query<&mut Transform, (With<Player>, Without<MainCamera>)>,
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mut player: Query<(&mut Transform, &PlayerLinearXZState), (With<Player>, Without<MainCamera>)>,
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mut camera: Query<&mut Transform, (With<MainCamera>, Without<Player>)>,
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) {
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let Ok(mut player) = player.get_single_mut() else { return };
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let Ok((mut player, player_linear_xz_state)) = player.get_single_mut() else { return };
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let Ok(mut camera_transform) = camera.get_single_mut() else { return };
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camera_transform.translation = player.translation;
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camera_transform.translation.y += 0.5;
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if player_linear_xz_state.is_crouched() {
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camera_transform.translation.y += PLAYER_CROUCH_HEIGHT;
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} else {
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camera_transform.translation.y += PLAYER_CAMERA_HEIGHT;
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}
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player.rotation = camera_transform.rotation;
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//camera_transform.rotate_x(radians_from_degrees(-15.0)); // Make camera slightly point downward.
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}
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/// Handles looking around if cursor is locked
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pub fn follow_cursor_with_camera(
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settings: Res<MouseMovementSettings>,
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@ -55,7 +62,8 @@ pub fn follow_cursor_with_camera(
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}
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pitch = pitch.clamp(-1.54, 1.54);
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let desired_rotation_quat = Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
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let desired_rotation_quat =
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Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
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for mut camera_transform in camera_query.iter_mut() {
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camera_transform.rotation = desired_rotation_quat;
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@ -1,5 +1,5 @@
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pub mod player_movement;
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pub mod spawn_player;
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pub mod camera_player_sync;
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pub mod player_vertical_sync;
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pub mod camera_effects;
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pub mod camera_player_sync;
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pub mod player_movement;
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pub mod player_vertical_sync;
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pub mod spawn_player;
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@ -1,35 +1,57 @@
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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, constants::player_values::{MAX_LINEAR_PLAYER_VELOCITY, PLAYER_ACCELERATION, PLAYER_JUMP_COOLDOWN_MS, PLAYER_JUMP_FORCE, PLAYER_CROUCH_SPEED_MULTIPLIER, PLAYER_SPRINT_SPEED_MULTIPLIER}};
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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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},
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};
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#[derive(Component)]
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#[derive(Component, Debug)]
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pub enum PlayerLinearYState {
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Grounded(u128),
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Jumping,
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Falling
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Falling,
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}
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#[allow(unused)]
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impl PlayerLinearYState {
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pub fn is_grounded(&self, longer_than: &u128) -> bool {
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match self {
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Self::Grounded(time_grounded) => {
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time_grounded > longer_than
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},
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_ => false
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Self::Grounded(time_grounded) => time_grounded > longer_than,
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_ => false,
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}
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}
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pub fn is_jumping(&self) -> bool {
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match self {
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Self::Jumping => true,
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_ => false
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_ => false,
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}
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}
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pub fn is_falling(&self) -> bool {
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match self {
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Self::Falling => true,
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_ => false
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_ => false,
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}
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}
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}
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#[derive(Component, Default, Debug)]
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pub enum PlayerLinearXZState {
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Crouched,
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Walking,
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#[default]
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Stopped,
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Sprinting,
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}
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impl PlayerLinearXZState {
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pub fn is_crouched(&self) -> bool {
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match self {
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Self::Crouched => true,
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_ => false,
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}
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}
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}
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@ -56,9 +78,31 @@ pub struct PlayerMovementInput {
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}
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/// Applies game logic to determine how player should move.
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pub fn move_player(player_movement_input: PlayerMovementInput, mut query: Query<(&mut Velocity, &mut ExternalImpulse, &mut PlayerLinearYState, &Transform), With<Player>>, time: Res<Time>,) {
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for (mut player_velocity, mut player_external_force, mut player_linear_y_state, player_transform) in &mut query {
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pub fn move_player(
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player_movement_input: PlayerMovementInput,
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mut query: Query<
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(
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&mut Velocity,
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&mut ExternalImpulse,
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&mut PlayerLinearYState,
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&mut PlayerLinearXZState,
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&Transform,
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),
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With<Player>,
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>,
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time: Res<Time>,
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) {
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for (
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mut player_velocity,
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mut player_external_force,
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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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) 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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} else {
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1.0
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@ -71,18 +115,61 @@ pub fn move_player(player_movement_input: PlayerMovementInput, mut query: Query<
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let local_z = player_transform.local_z();
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let forward = -Vec3::new(local_z.x, 0.0, local_z.z);
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let right = Vec3::new(local_z.z, 0.0, -local_z.x);
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if !player_linear_y_state.is_jumping() && !player_linear_y_state.is_falling() { // Only let player move when grounded
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if !player_linear_y_state.is_jumping() && !player_linear_y_state.is_falling() {
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// Only let player move when grounded
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if player_movement_input.front {
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player_velocity.linvel = apply_movement_acceleration_to_vec(forward, player_velocity.linvel, time.delta_seconds(), sprint_multiplier);
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if sprint_multiplier == PLAYER_SPRINT_SPEED_MULTIPLIER {
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*player_linear_xz_state = PlayerLinearXZState::Sprinting;
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} else if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
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*player_linear_xz_state = PlayerLinearXZState::Crouched;
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} else {
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*player_linear_xz_state = PlayerLinearXZState::Walking;
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}
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player_velocity.linvel = apply_movement_acceleration_to_vec(
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forward,
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player_velocity.linvel,
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time.delta_seconds(),
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sprint_multiplier,
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);
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}
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if player_movement_input.back {
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player_velocity.linvel = apply_movement_acceleration_to_vec(-forward, player_velocity.linvel, time.delta_seconds(), 1.0);
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if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
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*player_linear_xz_state = PlayerLinearXZState::Crouched;
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} else {
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*player_linear_xz_state = PlayerLinearXZState::Walking;
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}
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player_velocity.linvel = apply_movement_acceleration_to_vec(
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-forward,
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player_velocity.linvel,
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time.delta_seconds(),
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1.0,
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);
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}
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if player_movement_input.right {
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player_velocity.linvel = apply_movement_acceleration_to_vec(right, player_velocity.linvel, time.delta_seconds(), 1.0);
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if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
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*player_linear_xz_state = PlayerLinearXZState::Crouched;
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} else {
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*player_linear_xz_state = PlayerLinearXZState::Walking;
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}
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player_velocity.linvel = apply_movement_acceleration_to_vec(
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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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);
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}
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if player_movement_input.left {
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player_velocity.linvel = apply_movement_acceleration_to_vec(-right, player_velocity.linvel, time.delta_seconds(), 1.0);
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if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
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*player_linear_xz_state = PlayerLinearXZState::Crouched;
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} else {
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*player_linear_xz_state = PlayerLinearXZState::Walking;
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}
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player_velocity.linvel = apply_movement_acceleration_to_vec(
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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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);
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}
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}
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@ -91,23 +178,44 @@ pub fn move_player(player_movement_input: PlayerMovementInput, mut query: Query<
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*player_linear_y_state = PlayerLinearYState::Jumping;
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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() > MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier {
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if player_velocity.linvel.x.abs()
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> MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier
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{
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let positive = player_velocity.linvel.x.is_sign_positive();
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if positive { player_velocity.linvel.x = MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier }
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else { player_velocity.linvel.x = MAX_LINEAR_PLAYER_VELOCITY * -1.0 * crouch_multiplier }
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if positive {
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player_velocity.linvel.x =
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MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier
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} else {
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player_velocity.linvel.x = MAX_LINEAR_PLAYER_VELOCITY * -1.0 * crouch_multiplier
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}
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if player_velocity.linvel.z.abs() > MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier{
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}
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if player_velocity.linvel.z.abs()
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> MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier * sprint_multiplier
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{
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let positive = player_velocity.linvel.z.is_sign_positive();
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if positive { player_velocity.linvel.z = MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier }
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else { player_velocity.linvel.z = MAX_LINEAR_PLAYER_VELOCITY * -1.0 * crouch_multiplier }
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if positive {
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player_velocity.linvel.z = MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier
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} else {
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player_velocity.linvel.z = MAX_LINEAR_PLAYER_VELOCITY * -1.0 * crouch_multiplier
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}
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}
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if player_velocity.linvel.x > -1.0
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&& player_velocity.linvel.x < 1.0
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&& player_velocity.linvel.z > -1.0
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&& player_velocity.linvel.z < 1.0
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&& !player_movement_input.down
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{
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*player_linear_xz_state = PlayerLinearXZState::Stopped;
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}
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}
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}
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// currentLinearVelocity + Acceleration * deltaTime
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fn apply_movement_acceleration_to_vec(direction: Vec3, current_linvel: Vec3, delta_time_secs: f32, multiplier: f32) -> Vec3 {
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current_linvel + (
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direction * PLAYER_ACCELERATION * delta_time_secs * multiplier
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)
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fn apply_movement_acceleration_to_vec(
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direction: Vec3,
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current_linvel: Vec3,
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delta_time_secs: f32,
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multiplier: f32,
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) -> Vec3 {
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current_linvel + (direction * PLAYER_ACCELERATION * delta_time_secs * multiplier)
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}
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@ -5,20 +5,21 @@ use crate::comps::core::markers::player::Player;
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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(mut query: Query<(&Velocity, &mut PlayerLinearYState), With<Player>>, time: Res<Time>) {
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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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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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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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let previous_grounded_time = match *player_linear_y_state {
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PlayerLinearYState::Grounded(grounded_for) => grounded_for,
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_ => 0
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_ => 0,
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};
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*player_linear_y_state = PlayerLinearYState::Grounded(previous_grounded_time + time.delta().as_millis());
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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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}
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}
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}
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|
@ -1,31 +1,47 @@
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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, camera::MainCamera}, constants::player_values::PLAYER_INITIAL_WEIGHT};
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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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};
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use super::player_movement::PlayerLinearYState;
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use super::player_movement::{PlayerLinearXZState, PlayerLinearYState};
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pub fn spawn_player(mut commands: Commands) {
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commands.spawn(Player)
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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(Collider::capsule_y(2.0, 2.0))
|
||||
.insert(Collider::capsule_y(PLAYER_HEIGHT, 2.0))
|
||||
.insert(Restitution::coefficient(0.0))
|
||||
.insert(Friction { coefficient: 0.0, ..Default::default() })
|
||||
.insert(TransformBundle{ local: Transform::from_xyz(3.0, 5.0, 2.0), global: Default::default() })
|
||||
.insert(Friction {
|
||||
coefficient: 0.0,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(TransformBundle {
|
||||
local: Transform::from_xyz(3.0, 5.0, 2.0),
|
||||
global: Default::default(),
|
||||
})
|
||||
.insert(Velocity::zero())
|
||||
.insert(Damping { linear_damping: 1.0, angular_damping: 1.0 })
|
||||
.insert(LockedAxes::ROTATION_LOCKED_Z | LockedAxes::ROTATION_LOCKED_X | LockedAxes::ROTATION_LOCKED_Y)
|
||||
.insert(Damping {
|
||||
linear_damping: 1.0,
|
||||
angular_damping: 1.0,
|
||||
})
|
||||
.insert(
|
||||
LockedAxes::ROTATION_LOCKED_Z
|
||||
| LockedAxes::ROTATION_LOCKED_X
|
||||
| LockedAxes::ROTATION_LOCKED_Y,
|
||||
)
|
||||
.insert(ColliderMassProperties::Mass(PLAYER_INITIAL_WEIGHT))
|
||||
.insert(ExternalImpulse {
|
||||
impulse: Vec3::ZERO,
|
||||
torque_impulse: Vec3::ZERO,
|
||||
})
|
||||
.insert(PlayerLinearYState::Falling);
|
||||
.insert(PlayerLinearYState::Falling)
|
||||
.insert(PlayerLinearXZState::Stopped);
|
||||
|
||||
|
||||
commands.spawn(MainCamera)
|
||||
.insert(Camera3dBundle {
|
||||
commands.spawn(MainCamera).insert(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..Default::default()
|
||||
});
|
||||
|
@ -4,10 +4,10 @@ use scenes::scene1;
|
||||
|
||||
mod assets;
|
||||
mod comps;
|
||||
mod constants;
|
||||
mod logic;
|
||||
mod scenes;
|
||||
mod setup;
|
||||
mod logic;
|
||||
mod constants;
|
||||
mod utils;
|
||||
|
||||
fn main() {
|
||||
|
@ -1,8 +1,11 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
pub fn spawn_ground(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,) {
|
||||
pub fn spawn_ground(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands
|
||||
.spawn(Collider::cuboid(20.0, 0.1, 20.0))
|
||||
.insert(TransformBundle::from(Transform::from_xyz(0.0, -2.0, 0.0)))
|
||||
|
@ -1,10 +1,18 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{logic::core::player::{spawn_player::spawn_player, camera_player_sync::{sync_camera_to_player, MouseMovementSettings, follow_cursor_with_camera}, player_vertical_sync::sync_player_y_state}, comps::core::controller::{capture_input, capture_cursor}};
|
||||
use crate::{
|
||||
comps::core::controller::{capture_cursor, capture_input},
|
||||
logic::core::player::{
|
||||
camera_player_sync::{
|
||||
follow_cursor_with_camera, sync_camera_to_player, MouseMovementSettings,
|
||||
},
|
||||
player_vertical_sync::sync_player_y_state,
|
||||
spawn_player::spawn_player,
|
||||
},
|
||||
};
|
||||
|
||||
use super::{ground::spawn_ground, lighting::setup_lighting, obstacles::spawn_obstacles};
|
||||
|
||||
|
||||
pub fn load_scene(application: &mut App) {
|
||||
application.insert_resource(MouseMovementSettings::default());
|
||||
// Startup
|
||||
@ -12,7 +20,6 @@ pub fn load_scene(application: &mut App) {
|
||||
application.add_systems(Startup, spawn_obstacles);
|
||||
application.add_systems(Startup, spawn_player);
|
||||
|
||||
|
||||
// Update
|
||||
application.add_systems(Update, capture_input);
|
||||
application.add_systems(Update, sync_camera_to_player);
|
||||
|
@ -2,7 +2,13 @@ use bevy::prelude::*;
|
||||
|
||||
pub fn setup_lighting(mut commands: Commands) {
|
||||
commands.spawn(SpotLightBundle {
|
||||
spot_light: SpotLight { color: Color::WHITE, intensity: 3000.0, range: 500.0, shadows_enabled: true, ..Default::default() },
|
||||
spot_light: SpotLight {
|
||||
color: Color::WHITE,
|
||||
intensity: 3000.0,
|
||||
range: 500.0,
|
||||
shadows_enabled: true,
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_xyz(20.0, 20.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
visibility: Visibility::Visible,
|
||||
..Default::default()
|
||||
|
@ -1,8 +1,11 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
pub fn spawn_obstacles(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,) {
|
||||
pub fn spawn_obstacles(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
let box_1_mesh = shape::Box::new(3.0, 7.0, 3.0).into();
|
||||
let box_2_mesh = shape::Box::new(3.0, 7.0, 3.0).into();
|
||||
let box_3_mesh = shape::Box::new(3.0, 7.0, 3.0).into();
|
||||
|
@ -0,0 +1 @@
|
||||
|
@ -1,2 +1 @@
|
||||
|
||||
pub mod rad_deg;
|
@ -1,6 +1,5 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
|
||||
#[allow(unused)]
|
||||
pub fn radians_from_degrees(degrees: f32) -> f32 {
|
||||
(PI * degrees) / 180.0
|
||||
|
Loading…
Reference in New Issue
Block a user