Initial commit
This commit is contained in:
commit
f55faadbe4
1
.gitignore
vendored
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.gitignore
vendored
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/target
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3907
Cargo.lock
generated
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3907
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
19
Cargo.toml
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Cargo.toml
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[package]
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name = "experiment"
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version = "0.1.0"
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edition = "2021"
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# Enable a small amount of optimization in debug mode
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[profile.dev]
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opt-level = 1
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# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
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[profile.dev.package."*"]
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opt-level = 3
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[profile.dev.package.bevy_rapier3d]
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opt-level = 3
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[dependencies]
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bevy = { version = "0.11.2", features = ["dynamic_linking"]}
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bevy_rapier3d = { version = "0.22.0", features = ["debug-render-3d"] }
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2
rust-toolchain.toml
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rust-toolchain.toml
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[toolchain]
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channel = "nightly"
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1
src/assets/mod.rs
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src/assets/mod.rs
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5
src/comps/core/camera.rs
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src/comps/core/camera.rs
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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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24
src/comps/core/controller.rs
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src/comps/core/controller.rs
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::logic::core::player::player_movement::{PlayerMovementInput, move_player};
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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), With<Player>>, time: Res<Time>) {
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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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let player_movement_input = PlayerMovementInput {
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up: keyboard_input.pressed(KeyCode::Space),
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down: keyboard_input.pressed(KeyCode::C),
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left: keyboard_input.pressed(KeyCode::A),
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right: keyboard_input.pressed(KeyCode::D),
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front: keyboard_input.pressed(KeyCode::W),
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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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}
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}
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1
src/comps/core/markers/mod.rs
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src/comps/core/markers/mod.rs
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pub mod player;
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4
src/comps/core/markers/player.rs
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src/comps/core/markers/player.rs
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use bevy::prelude::Component;
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#[derive(Component)]
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pub struct Player;
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3
src/comps/core/mod.rs
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src/comps/core/mod.rs
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pub mod camera;
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pub mod controller;
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pub mod markers;
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src/comps/mod.rs
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src/comps/mod.rs
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pub mod core;
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1
src/constants/mod.rs
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src/constants/mod.rs
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pub mod player_values;
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3
src/constants/player_values.rs
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src/constants/player_values.rs
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pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 10.0;
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pub const PLAYER_ACCELERATION: f32 = 10.0;
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1
src/logic/core/mod.rs
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src/logic/core/mod.rs
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pub mod player;
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19
src/logic/core/player/camera_player_sync.rs
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src/logic/core/player/camera_player_sync.rs
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use bevy::prelude::*;
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use crate::{comps::core::{markers::player::Player, camera::MainCamera}, utils::rad_deg::radians_from_degrees};
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pub fn sync_camera_to_player(
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player: Query<&Transform, (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(player) = player.get_single() 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.rotation = player.rotation;
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camera_transform.translation.y += 0.5;
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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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3
src/logic/core/player/mod.rs
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src/logic/core/player/mod.rs
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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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87
src/logic/core/player/player_movement.rs
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src/logic/core/player/player_movement.rs
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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}};
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/// Holds all the possible ways a player can be attempting to move at any time.
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#[derive(Default)]
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pub struct PlayerMovementInput {
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/// Means the player is pressing the space bar key. (JUMP)
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/// ## DOES NOT MEAN the player should gain upwards velocity
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pub up: bool,
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/// Means the player is pressing the control key. (CROUCH)
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/// ## DOES NOT MEAN the player should gain downards velocity
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pub down: bool,
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/// A KEY
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pub left: bool,
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/// D KEY
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pub right: bool,
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/// W KEY
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pub front: bool,
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/// S KEY
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pub back: bool,
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// LShift (SPRINTING)
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pub sprint: bool,
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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), With<Player>>, time: Res<Time>,) {
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for (mut player_velocity, mut player_external_force) in &mut query {
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let crouch_multiplier = if player_movement_input.down {
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0.25
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} else {
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1.0
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};
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let sprint_multiplier = if player_movement_input.sprint && !player_movement_input.down {
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2.5
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} else {
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1.0
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};
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if player_movement_input.front {
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player_velocity.linvel.z = apply_movement_acceleration(player_velocity.linvel.z, false, time.delta_seconds(), sprint_multiplier);
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}
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if player_movement_input.back {
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player_velocity.linvel.z = apply_movement_acceleration(player_velocity.linvel.z, true, time.delta_seconds(), 1.0);
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}
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if player_movement_input.right {
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player_velocity.linvel.x = apply_movement_acceleration(player_velocity.linvel.x, true, time.delta_seconds(), 1.0);
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}
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if player_movement_input.left {
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player_velocity.linvel.x = apply_movement_acceleration(player_velocity.linvel.x, false, time.delta_seconds(), 1.0);
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}
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if player_movement_input.up {
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player_external_force.impulse = Vec3::new(0.0, 200.0, 0.0);
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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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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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}
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if player_velocity.linvel.z.abs() > MAX_LINEAR_PLAYER_VELOCITY * crouch_multiplier {
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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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}
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}
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}
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// currentLinearVelocity + Acceleration * deltaTime
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fn apply_movement_acceleration(current_linvel: f32, positive: bool, delta_time_secs: f32, multiplier: f32) -> f32 {
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if positive {
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if current_linvel.is_sign_positive() {
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current_linvel + PLAYER_ACCELERATION * delta_time_secs * multiplier
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} else {
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// Make it so deacceleration is faster
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current_linvel + (PLAYER_ACCELERATION * delta_time_secs * 2.0) * multiplier
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}
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} else {
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if current_linvel.is_sign_negative() {
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current_linvel - PLAYER_ACCELERATION * delta_time_secs * multiplier
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} else {
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// Make it so deacceleration is faster
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current_linvel - (PLAYER_ACCELERATION * delta_time_secs * 2.0) * multiplier
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}
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}
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}
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29
src/logic/core/player/spawn_player.rs
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src/logic/core/player/spawn_player.rs
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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};
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pub fn spawn_player(mut commands: Commands) {
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commands.spawn(Player)
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.insert(RigidBody::Dynamic)
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.insert(GravityScale(1.0))
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.insert(Collider::capsule_y(2.0, 2.0))
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.insert(Restitution::coefficient(0.3))
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.insert(Friction { coefficient: 0.0, ..Default::default() })
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.insert(TransformBundle::from(Transform::from_xyz(3.0, 5.0, 2.0)))
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.insert(Velocity::zero())
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.insert(Damping { linear_damping: 1.0, angular_damping: 1.0 })
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.insert(LockedAxes::ROTATION_LOCKED_X | LockedAxes::ROTATION_LOCKED_Z)
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.insert(ColliderMassProperties::Mass(100.0))
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.insert(ExternalImpulse {
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impulse: Vec3::ZERO,
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torque_impulse: Vec3::ZERO,
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});
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commands.spawn(MainCamera)
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.insert(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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1
src/logic/mod.rs
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src/logic/mod.rs
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pub mod core;
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32
src/main.rs
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src/main.rs
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use scenes::scene1;
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mod assets;
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mod comps;
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mod scenes;
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mod setup;
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mod logic;
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mod constants;
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mod utils;
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fn main() {
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let mut application = App::new();
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setup_plugins(&mut application);
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load(&mut application);
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application.run();
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}
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fn setup_plugins(application: &mut App) {
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application
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.add_plugins(DefaultPlugins)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default()) // Rapier Physics
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;//.add_plugins(RapierDebugRenderPlugin::default()); // Uncomment this to see physics objects as wireframes
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}
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fn load(application: &mut App) {
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scene1::init::load_scene(application);
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}
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1
src/scenes/mod.rs
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src/scenes/mod.rs
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pub mod scene1;
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19
src/scenes/scene1/ground.rs
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src/scenes/scene1/ground.rs
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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pub fn spawn_ground(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,) {
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commands
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.spawn(Collider::cuboid(20.0, 0.1, 20.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, -2.0, 0.0)))
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.insert(RigidBody::Fixed)
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.insert(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(40.0).into()),
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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}
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20
src/scenes/scene1/init.rs
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20
src/scenes/scene1/init.rs
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use bevy::prelude::*;
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use crate::{logic::core::player::{spawn_player::spawn_player, camera_player_sync::sync_camera_to_player}, comps::core::controller::capture_input};
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use super::{ground::spawn_ground, lighting::setup_lighting, obstacles::spawn_obstacles};
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pub fn load_scene(application: &mut App) {
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// Startup
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application.add_systems(Startup, spawn_ground);
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application.add_systems(Startup, spawn_obstacles);
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application.add_systems(Startup, spawn_player);
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// Update
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application.add_systems(Update, capture_input);
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application.add_systems(Update, sync_camera_to_player);
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application.add_systems(Startup, setup_lighting);
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}
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10
src/scenes/scene1/lighting.rs
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10
src/scenes/scene1/lighting.rs
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use bevy::prelude::*;
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pub fn setup_lighting(mut commands: Commands) {
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commands.spawn(SpotLightBundle {
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spot_light: SpotLight { color: Color::WHITE, intensity: 3000.0, range: 500.0, shadows_enabled: true, ..Default::default() },
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transform: Transform::from_xyz(20.0, 20.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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visibility: Visibility::Visible,
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..Default::default()
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});
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}
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5
src/scenes/scene1/mod.rs
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5
src/scenes/scene1/mod.rs
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pub mod init;
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pub mod ground;
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pub mod lighting;
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pub mod obstacles;
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20
src/scenes/scene1/obstacles.rs
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20
src/scenes/scene1/obstacles.rs
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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pub fn spawn_obstacles(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,) {
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let mesh = shape::Box::new(3.0, 7.0, 3.0).into();
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commands
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.spawn(Collider::from_bevy_mesh(&mesh, &Default::default()).unwrap())
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.insert(RigidBody::Fixed)
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.insert(PbrBundle {
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mesh: meshes.add(mesh.into()),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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perceptual_roughness: 1.0,
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..default()
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}),
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transform: Transform::from_xyz(-5.0, 3.5, -10.0),
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..default()
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});
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}
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0
src/setup/mod.rs
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0
src/setup/mod.rs
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2
src/utils/mod.rs
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2
src/utils/mod.rs
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pub mod rad_deg;
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7
src/utils/rad_deg.rs
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7
src/utils/rad_deg.rs
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use std::f32::consts::PI;
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#[allow(unused)]
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pub fn radians_from_degrees(degrees: f32) -> f32 {
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(PI * degrees) / 180.0
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}
|
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