Added smooth crouch downards
This commit is contained in:
parent
b8fcb2d765
commit
e362d6f9fa
@ -4,7 +4,7 @@
|
|||||||
- [x] ~~Glitch: Fall does not remove linear damping, only after jump~~
|
- [x] ~~Glitch: Fall does not remove linear damping, only after jump~~
|
||||||
- [x] ~~Glitch: Negative linear damping on jump allows for bunny hopping~~
|
- [x] ~~Glitch: Negative linear damping on jump allows for bunny hopping~~
|
||||||
|
|
||||||
- [ ] Feature: Add smooth camera movement to camera on crouch. Right now it's too fast and looks arcade af.
|
- [x] Feature: Add smooth camera movement to camera on crouch. Right now it's too fast and looks arcade af.
|
||||||
- [ ] Feature: Add jump effect to camera
|
- [ ] Feature: Add jump effect to camera
|
||||||
- [ ] Feature: Add Stamina (with bar?)
|
- [ ] Feature: Add Stamina (with bar?)
|
||||||
- [ ] Feature: Subtle Headbob, FOV change on movement (Distinguish between sprinting and walking).
|
- [ ] Feature: Subtle Headbob, FOV change on movement (Distinguish between sprinting and walking).
|
||||||
|
@ -41,7 +41,7 @@ pub fn capture_input(
|
|||||||
]) {
|
]) {
|
||||||
let player_movement_input = PlayerMovementInput {
|
let player_movement_input = PlayerMovementInput {
|
||||||
up: keyboard_input.just_pressed(KeyCode::Space),
|
up: keyboard_input.just_pressed(KeyCode::Space),
|
||||||
down: keyboard_input.pressed(KeyCode::C),
|
down: keyboard_input.just_pressed(KeyCode::C),
|
||||||
left: keyboard_input.pressed(KeyCode::A),
|
left: keyboard_input.pressed(KeyCode::A),
|
||||||
right: keyboard_input.pressed(KeyCode::D),
|
right: keyboard_input.pressed(KeyCode::D),
|
||||||
front: keyboard_input.pressed(KeyCode::W),
|
front: keyboard_input.pressed(KeyCode::W),
|
||||||
|
@ -8,9 +8,10 @@ pub const PLAYER_CROUCH_SPEED_MULTIPLIER: f32 = 0.25;
|
|||||||
pub const PLAYER_INITIAL_WEIGHT: f32 = 75.0;
|
pub const PLAYER_INITIAL_WEIGHT: f32 = 75.0;
|
||||||
pub const PLAYER_GRAVITY_SCALE: f32 = 4.0;
|
pub const PLAYER_GRAVITY_SCALE: f32 = 4.0;
|
||||||
|
|
||||||
pub const PLAYER_HEIGHT: f32 = 2.0;
|
pub const PLAYER_HEIGHT: f32 = 2.5;
|
||||||
pub const PLAYER_CAMERA_HEIGHT: f32 = 1.0;
|
pub const PLAYER_CAMERA_HEIGHT: f32 = 1.0;
|
||||||
pub const PLAYER_CROUCH_HEIGHT: f32 = 0.0;
|
pub const PLAYER_CROUCH_HEIGHT: f32 = 0.0;
|
||||||
|
pub const PLAYER_CROUCH_TIME_MS: u128 = 130;
|
||||||
|
|
||||||
pub const PLAYER_LINEAR_DAMPING: f32 = 3.5;
|
pub const PLAYER_LINEAR_DAMPING: f32 = 3.5;
|
||||||
pub const PLAYER_LINEAR_DAMPING_WHILE_JUMPING: f32 = 0.25;
|
pub const PLAYER_LINEAR_DAMPING_WHILE_JUMPING: f32 = 0.25;
|
||||||
|
@ -3,7 +3,7 @@ use bevy::{input::mouse::MouseMotion, prelude::*};
|
|||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
comps::core::{camera::MainCamera, markers::player::Player},
|
comps::core::{camera::MainCamera, markers::player::Player},
|
||||||
constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT},
|
constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_MS},
|
||||||
};
|
};
|
||||||
|
|
||||||
use super::player_movement::PlayerLinearXZState;
|
use super::player_movement::PlayerLinearXZState;
|
||||||
@ -28,13 +28,21 @@ impl Default for MouseMovementSettings {
|
|||||||
pub fn sync_camera_to_player(
|
pub fn sync_camera_to_player(
|
||||||
mut player: Query<(&mut Transform, &PlayerLinearXZState), (With<Player>, Without<MainCamera>)>,
|
mut player: Query<(&mut Transform, &PlayerLinearXZState), (With<Player>, Without<MainCamera>)>,
|
||||||
mut camera: Query<&mut Transform, (With<MainCamera>, Without<Player>)>,
|
mut camera: Query<&mut Transform, (With<MainCamera>, Without<Player>)>,
|
||||||
|
time: Res<Time>,
|
||||||
) {
|
) {
|
||||||
let Ok((mut player, player_linear_xz_state)) = player.get_single_mut() else { return };
|
let Ok((mut player, player_linear_xz_state)) = player.get_single_mut() else { return };
|
||||||
let Ok(mut camera_transform) = camera.get_single_mut() else { return };
|
let Ok(mut camera_transform) = camera.get_single_mut() else { return };
|
||||||
|
|
||||||
camera_transform.translation = player.translation;
|
camera_transform.translation = player.translation;
|
||||||
if player_linear_xz_state.is_crouched() {
|
if let PlayerLinearXZState::Crouched(since) = player_linear_xz_state {
|
||||||
|
// Lerp/Smooth out this movement
|
||||||
|
let delta = time.elapsed().as_millis() - since;
|
||||||
|
if delta > PLAYER_CROUCH_TIME_MS {
|
||||||
camera_transform.translation.y += PLAYER_CROUCH_HEIGHT;
|
camera_transform.translation.y += PLAYER_CROUCH_HEIGHT;
|
||||||
|
} else {
|
||||||
|
// Starts at player_camera_height -> ends at player_crouch_height (Only works if player_crouch_height is 0)
|
||||||
|
camera_transform.translation.y += PLAYER_CAMERA_HEIGHT * (1.0 - (delta as f32 / PLAYER_CROUCH_TIME_MS as f32))
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
camera_transform.translation.y += PLAYER_CAMERA_HEIGHT;
|
camera_transform.translation.y += PLAYER_CAMERA_HEIGHT;
|
||||||
}
|
}
|
||||||
|
@ -42,7 +42,7 @@ impl PlayerLinearYState {
|
|||||||
|
|
||||||
#[derive(Component, Default, Debug)]
|
#[derive(Component, Default, Debug)]
|
||||||
pub enum PlayerLinearXZState {
|
pub enum PlayerLinearXZState {
|
||||||
Crouched,
|
Crouched(u128),
|
||||||
Walking,
|
Walking,
|
||||||
#[default]
|
#[default]
|
||||||
Stopped,
|
Stopped,
|
||||||
@ -52,10 +52,17 @@ pub enum PlayerLinearXZState {
|
|||||||
impl PlayerLinearXZState {
|
impl PlayerLinearXZState {
|
||||||
pub fn is_crouched(&self) -> bool {
|
pub fn is_crouched(&self) -> bool {
|
||||||
match self {
|
match self {
|
||||||
Self::Crouched => true,
|
Self::Crouched(_) => true,
|
||||||
_ => false,
|
_ => false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
pub fn toggle_crouch(&mut self, time: u128) {
|
||||||
|
if let Self::Crouched(_) = self {
|
||||||
|
*self = Self::Stopped;
|
||||||
|
} else {
|
||||||
|
*self = Self::Crouched(time);
|
||||||
|
}
|
||||||
|
}
|
||||||
pub fn is_sprinting(&self) -> bool {
|
pub fn is_sprinting(&self) -> bool {
|
||||||
match self {
|
match self {
|
||||||
Self::Sprinting => true,
|
Self::Sprinting => true,
|
||||||
@ -110,13 +117,15 @@ pub fn move_player(
|
|||||||
mut player_damping,
|
mut player_damping,
|
||||||
) in &mut query
|
) in &mut query
|
||||||
{
|
{
|
||||||
let crouch_multiplier = if player_movement_input.down {
|
if player_movement_input.down {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Crouched;
|
player_linear_xz_state.toggle_crouch(time.elapsed().as_millis());
|
||||||
|
}
|
||||||
|
let crouch_multiplier = if player_linear_xz_state.is_crouched() {
|
||||||
PLAYER_CROUCH_SPEED_MULTIPLIER
|
PLAYER_CROUCH_SPEED_MULTIPLIER
|
||||||
} else {
|
} else {
|
||||||
1.0
|
1.0
|
||||||
};
|
};
|
||||||
let sprint_multiplier = if player_movement_input.sprint && !player_movement_input.down {
|
let sprint_multiplier = if player_movement_input.sprint && !player_linear_xz_state.is_crouched() {
|
||||||
PLAYER_SPRINT_SPEED_MULTIPLIER
|
PLAYER_SPRINT_SPEED_MULTIPLIER
|
||||||
} else {
|
} else {
|
||||||
1.0
|
1.0
|
||||||
@ -129,9 +138,7 @@ pub fn move_player(
|
|||||||
if player_movement_input.front {
|
if player_movement_input.front {
|
||||||
if sprint_multiplier == PLAYER_SPRINT_SPEED_MULTIPLIER {
|
if sprint_multiplier == PLAYER_SPRINT_SPEED_MULTIPLIER {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Sprinting;
|
*player_linear_xz_state = PlayerLinearXZState::Sprinting;
|
||||||
} else if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
|
} else if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Crouched;
|
|
||||||
} else {
|
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
||||||
}
|
}
|
||||||
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
||||||
@ -142,9 +149,7 @@ pub fn move_player(
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
if player_movement_input.back {
|
if player_movement_input.back {
|
||||||
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
|
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Crouched;
|
|
||||||
} else {
|
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
||||||
}
|
}
|
||||||
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
||||||
@ -155,9 +160,7 @@ pub fn move_player(
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
if player_movement_input.right {
|
if player_movement_input.right {
|
||||||
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
|
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Crouched;
|
|
||||||
} else {
|
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
||||||
}
|
}
|
||||||
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
||||||
@ -172,9 +175,7 @@ pub fn move_player(
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
if player_movement_input.left {
|
if player_movement_input.left {
|
||||||
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
|
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Crouched;
|
|
||||||
} else {
|
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
*player_linear_xz_state = PlayerLinearXZState::Walking;
|
||||||
}
|
}
|
||||||
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
player_velocity.linvel = apply_movement_acceleration_to_vec(
|
||||||
@ -224,7 +225,7 @@ pub fn move_player(
|
|||||||
&& player_velocity.linvel.x < 1.0
|
&& player_velocity.linvel.x < 1.0
|
||||||
&& player_velocity.linvel.z > -1.0
|
&& player_velocity.linvel.z > -1.0
|
||||||
&& player_velocity.linvel.z < 1.0
|
&& player_velocity.linvel.z < 1.0
|
||||||
&& !player_movement_input.down
|
&& !player_linear_xz_state.is_crouched()
|
||||||
{
|
{
|
||||||
*player_linear_xz_state = PlayerLinearXZState::Stopped;
|
*player_linear_xz_state = PlayerLinearXZState::Stopped;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user