head bobbing and sprite resizing
This commit is contained in:
@@ -1,4 +1,4 @@
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use bevy::{gltf::GltfMesh, math::Vec3A, prelude::*, render::mesh::MeshAabb};
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use bevy::{prelude::*};
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use bevy_rapier3d::prelude::{Collider, RigidBody};
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use bevy_rapier3d::prelude::{Collider, RigidBody};
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use crate::{GameState, asset_loading::GltfAssets};
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use crate::{GameState, asset_loading::GltfAssets};
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177
src/player.rs
177
src/player.rs
@@ -1,14 +1,17 @@
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use bevy::{
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use bevy::{
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input::mouse::AccumulatedMouseMotion, prelude::*, render::view::RenderLayers, transform, window::{self, PrimaryWindow}
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input::mouse::AccumulatedMouseMotion, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
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};
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};
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use bevy_rapier3d::prelude::*;
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use bevy_rapier3d::prelude::*;
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pub mod toolbar;
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pub mod toolbar;
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use crate::{asset_loading::{FlashlightAssets}, GameState};
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use crate::{asset_loading::FlashlightAssets, GameState};
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#[derive(Debug, Component)]
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#[derive(Debug, Component, Default)]
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pub struct Player;
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pub struct Player {
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pub speed_factor: f32,
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}
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#[derive(Debug, Component, Deref, DerefMut)]
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#[derive(Debug, Component, Deref, DerefMut)]
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pub struct CameraSensitivity(Vec2);
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pub struct CameraSensitivity(Vec2);
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@@ -19,19 +22,41 @@ impl Default for CameraSensitivity {
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}
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}
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#[derive(Debug, Component)]
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#[derive(Debug, Component)]
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struct WorldModelCamera;
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pub struct WorldModelCamera;
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#[derive(Debug, Component, Default)]
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#[derive(Debug, Component, Default)]
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pub struct PlayerInput {
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pub struct PlayerInput {
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movement_direction: Vec3,
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movement_direction: Vec3,
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}
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}
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#[derive(Component, Debug)]
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pub struct HeadBob {
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pub enabled: bool,
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pub intensity: f32,
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pub speed: f32,
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pub time_offset: f32,
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}
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impl Default for HeadBob {
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fn default() -> Self {
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Self {
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enabled: true,
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intensity: 0.05,
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speed: 10.0,
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time_offset: 0.0,
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}
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}
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}
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#[derive(Component, Debug)]
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pub struct BaseTransform(pub Transform);
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pub fn plugin(app: &mut App) {
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pub fn plugin(app: &mut App) {
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app.add_plugins(toolbar::plugin)
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app.add_plugins(toolbar::plugin)
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.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
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.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
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.add_systems(
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.add_systems(
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Update,
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Update,
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(move_camera, handle_input).run_if(in_state(GameState::Playing)),
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(move_camera, handle_input, apply_head_bob, on_resize_system).run_if(in_state(GameState::Playing)),
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)
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)
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.add_systems(
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.add_systems(
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FixedUpdate,
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FixedUpdate,
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@@ -39,7 +64,7 @@ pub fn plugin(app: &mut App) {
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);
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);
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}
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}
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/// used by the view model camera and the player's arm.
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// used by the view model camera and the player's arm.
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const STATIC_LAYER: usize = 1;
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const STATIC_LAYER: usize = 1;
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pub fn init_player(
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pub fn init_player(
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@@ -47,15 +72,14 @@ pub fn init_player(
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flashlights: Res<FlashlightAssets>,
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flashlights: Res<FlashlightAssets>,
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window: Query<&Window>,
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window: Query<&Window>,
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) {
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) {
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let window = window.single();
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commands
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commands
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.spawn((
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.spawn((
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Player,
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Player::default(),
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PlayerAction::default(),
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PlayerAction::default(),
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CameraSensitivity::default(),
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CameraSensitivity::default(),
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PlayerInput::default(),
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PlayerInput::default(),
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toolbar::Item::none(),
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toolbar::Item::none(),
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HeadBob::default(),
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// rapier
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// rapier
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RigidBody::Dynamic,
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RigidBody::Dynamic,
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Collider::capsule(Vec3::new(0.0, -0.5, 0.0), Vec3::new(0.0, 0.5, 0.0), 0.5),
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Collider::capsule(Vec3::new(0.0, -0.5, 0.0), Vec3::new(0.0, 0.5, 0.0), 0.5),
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@@ -88,24 +112,45 @@ pub fn init_player(
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RenderLayers::layer(STATIC_LAYER),
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RenderLayers::layer(STATIC_LAYER),
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));
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));
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let window_size = Vec2::new(window.resolution.width(), window.resolution.height());
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let window = window.single();
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let sprite_size = Vec2::new(101.0, 101.0);
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let transform = flashlight_base_transform(window.width(), window.height());
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let scale = window.resolution.width() / 600.0;
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let world_size = sprite_size * scale;
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let offset = window_size.x / 4.0 - 40.0;
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let mut transform = Transform::from_translation(
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Vec3::new(window_size.x / 2.0 - world_size.x / 2.0 - offset, -window_size.y / 2.0 + world_size.y / 2.0, 0.0)
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);
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transform.scale = Vec3::new(scale, scale, 1.0);
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parent.spawn((
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parent.spawn((
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Sprite::from_image(flashlights.flash_hold_4.clone()),
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Sprite::from_image(flashlights.flash_hold_4.clone()),
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transform.0.clone(),
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transform,
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transform,
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RenderLayers::layer(STATIC_LAYER),
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RenderLayers::layer(STATIC_LAYER),
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));
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));
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});
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});
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}
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}
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fn on_resize_system(
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mut resize_reader: EventReader<WindowResized>,
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mut sprites: Query<(&mut Transform, &mut BaseTransform), With<Sprite>>,
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) {
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for e in resize_reader.read() {
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for (mut transform, mut base_transform) in sprites.iter_mut() {
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let new_pos = flashlight_base_transform(e.width, e.height);
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*transform = new_pos.0.clone();
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*base_transform = new_pos;
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}
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}
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}
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fn flashlight_base_transform(width: f32, height: f32) -> BaseTransform {
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let window_size = Vec2::new(width, height);
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let sprite_size = Vec2::new(101.0, 101.0);
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let scale = width / 600.0;
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let world_size = sprite_size * scale;
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let xoffset = window_size.x / 4.0 - 40.0;
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let yoffset = 15.0;
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let mut transform = Transform::from_translation(
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Vec3::new(window_size.x / 2.0 - world_size.x / 2.0 - xoffset, -window_size.y / 2.0 + world_size.y / 2.0 - yoffset, 0.0)
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);
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transform.scale = Vec3::new(scale, scale, 1.0);
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return BaseTransform(transform);
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}
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fn hide_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
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fn hide_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
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for mut window in windows.iter_mut() {
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for mut window in windows.iter_mut() {
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window.cursor_options.visible = false;
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window.cursor_options.visible = false;
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@@ -145,9 +190,9 @@ pub(crate) enum PlayerAction {
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pub fn handle_input(
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pub fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction), With<Player>>,
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mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction, &mut Player), With<Player>>,
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) {
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) {
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for (transform, mut input, mut action) in query.iter_mut() {
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for (transform, mut input, mut action, mut player) in query.iter_mut() {
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let forward = transform.forward();
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let forward = transform.forward();
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let right = transform.right();
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let right = transform.right();
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let mut movement_direction = Vec3::ZERO;
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let mut movement_direction = Vec3::ZERO;
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@@ -168,7 +213,11 @@ pub fn handle_input(
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movement_direction += Vec3::Y;
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movement_direction += Vec3::Y;
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}
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}
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if keyboard_input.pressed(KeyCode::ShiftLeft) {
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if keyboard_input.pressed(KeyCode::ShiftLeft) {
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movement_direction -= Vec3::Y;
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player.speed_factor = 1.35;
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} else if keyboard_input.pressed(KeyCode::ControlLeft) {
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player.speed_factor = 0.65;
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} else {
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player.speed_factor = 1.0;
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}
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}
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if keyboard_input.pressed(KeyCode::KeyE) {
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if keyboard_input.pressed(KeyCode::KeyE) {
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*action = PlayerAction::Interact
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*action = PlayerAction::Interact
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@@ -178,15 +227,16 @@ pub fn handle_input(
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}
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}
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}
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}
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pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity), With<Player>>) {
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pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>) {
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const SPEED: f32 = 3.0;
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const SPEED: f32 = 2.6;
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const JUMP_FORCE: f32 = 4.0;
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const JUMP_FORCE: f32 = 4.0;
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for (input, mut velocity) in player_query.iter_mut() {
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for (input, mut velocity, player) in player_query.iter_mut() {
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let speed = SPEED * player.speed_factor;
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let horizontal_movement = Vec3::new(
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let horizontal_movement = Vec3::new(
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input.movement_direction.x * SPEED,
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input.movement_direction.x * speed,
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0.0,
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0.0,
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input.movement_direction.z * SPEED,
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input.movement_direction.z * speed,
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);
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);
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velocity.linvel.x = horizontal_movement.x;
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velocity.linvel.x = horizontal_movement.x;
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@@ -194,8 +244,75 @@ pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocit
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if input.movement_direction.y > 0.0 {
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if input.movement_direction.y > 0.0 {
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velocity.linvel.y = JUMP_FORCE;
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velocity.linvel.y = JUMP_FORCE;
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} else if input.movement_direction.y < 0.0 {
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}
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velocity.linvel.y = -SPEED;
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}
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}
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pub fn apply_head_bob(
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time: Res<Time>,
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mut query: Query<(&PlayerInput, &mut HeadBob, &Player), With<Player>>,
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mut camera_query: Query<&mut Transform, (With<WorldModelCamera>, Without<Player>)>,
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mut sprite_query: Query<(&mut Transform, &Sprite, &BaseTransform), (With<Sprite>, Without<WorldModelCamera>, Without<Player>)>,
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) {
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let Ok((input, mut head_bob, player)) = query.get_single_mut() else {
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return;
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};
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// bob when moving horizontally
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let horizontal_movement = Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
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let is_moving = horizontal_movement.length_squared() > 0.01;
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let bobbing_speed = head_bob.speed * player.speed_factor;
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let mut offset = bobbing_speed * time.delta_secs();
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if !is_moving {
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// decrease bobbing frequency when stationary
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offset *= 0.2;
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// bob returns to neutral position when stopped
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if let Some(camera_transform) = camera_query.iter_mut().next() {
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let current_offset = camera_transform.translation.y;
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if current_offset.abs() < 0.005 {
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// cancel out so head_bob.time_offset
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offset = -head_bob.time_offset;
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}
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}
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}
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head_bob.time_offset += offset;
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if head_bob.enabled {
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// calculate vertical and horizontal offsets using sine and cosine
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let vertical_offset = head_bob.intensity * f32::sin(head_bob.time_offset);
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let horizontal_offset = (head_bob.intensity * 0.5) * f32::cos(head_bob.time_offset * 0.5);
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// apply
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for mut transform in camera_query.iter_mut() {
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transform.translation.y = vertical_offset;
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if is_moving {
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transform.translation.x = horizontal_offset;
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} else {
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// decrease bobbing magnitued
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transform.translation.x *= 0.8;
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}
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}
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// apply offsets to flashlight
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for (mut transform, _sprite, base_transform) in sprite_query.iter_mut() {
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let scale_factor = 40.0 * player.speed_factor;
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if is_moving {
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transform.translation.x = base_transform.0.translation.x + horizontal_offset * scale_factor;
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transform.translation.y = base_transform.0.translation.y + vertical_offset * scale_factor;
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transform.rotation = Quat::from_euler(
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EulerRot::XYZ,
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0.0,
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0.0,
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horizontal_offset * 0.1,
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);
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} else {
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transform.translation = transform.translation.lerp(base_transform.0.translation, 0.1);
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transform.rotation = transform.rotation.slerp(Quat::IDENTITY, 0.1);
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}
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}
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user