lol
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@@ -6,6 +6,21 @@ use bevy_rapier3d::prelude::*;
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use crate::GameState;
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mod toolbar;
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pub fn plugin(app: &mut App) {
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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(
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Update,
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(move_camera, handle_input).run_if(in_state(GameState::Playing)),
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)
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.add_systems(
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FixedUpdate,
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apply_player_movement.run_if(in_state(GameState::Playing)),
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);
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}
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#[derive(Debug, Component)]
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pub struct Player;
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@@ -25,18 +40,6 @@ pub struct PlayerInput {
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movement_direction: Vec3,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
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.add_systems(
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Update,
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(move_camera, handle_input).run_if(in_state(GameState::Playing)),
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)
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.add_systems(
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FixedUpdate,
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apply_player_movement.run_if(in_state(GameState::Playing)),
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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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const STATIC_LAYER: usize = 1;
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@@ -54,7 +57,7 @@ pub fn init_player(
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PlayerAction::default(),
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CameraSensitivity::default(),
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PlayerInput::default(),
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toolbar::Item::none(),
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// rapier
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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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@@ -64,10 +67,9 @@ pub fn init_player(
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linear_damping: 6.0,
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angular_damping: 1.0,
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},
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GravityScale(3.0),
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Transform::from_xyz(0.0, 1.0, 0.0),
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GlobalTransform::default(),
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Visibility::default(),
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InheritedVisibility::default(),
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ViewVisibility::default(),
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))
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@@ -161,7 +163,7 @@ pub fn handle_input(
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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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) {
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for (transform, mut input) in query.iter_mut() {
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for (transform, mut input, mut action) in query.iter_mut() {
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let forward = transform.forward();
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let right = transform.right();
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let mut movement_direction = Vec3::ZERO;
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@@ -187,32 +189,29 @@ pub fn handle_input(
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if keyboard_input.pressed(KeyCode::KeyE) {
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*action = PlayerAction::Interact
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}
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velocity.0 = input.normalize_or_zero() * SPEED;
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input.movement_direction = movement_direction.normalize_or_zero();
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}
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}
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pub fn apply_player_movement(
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mut player_query: Query<(&PlayerInput, &mut Velocity), With<Player>>,
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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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const SPEED: f32 = 3.0;
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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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let horizontal_movement = Vec3::new(
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input.movement_direction.x * SPEED,
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0.0,
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input.movement_direction.z * SPEED,
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);
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velocity.linvel.x = horizontal_movement.x;
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velocity.linvel.z = horizontal_movement.z;
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if input.movement_direction.y > 0.0 {
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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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velocity.linvel.y = -SPEED;
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velocity.linvel.y = -SPEED;
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}
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}
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}
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}
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