need changes
Merge branch 'main' into toolbar
BIN
assets/images/pixelart/Flashlight_click_0.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_click_1.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/images/pixelart/Flashlight_click_2.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_click_3.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_click_4.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_hold_0.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_hold_1.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_hold_2.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_hold_3.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
assets/images/pixelart/Flashlight_hold_4.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
@@ -1,5 +1,6 @@
|
||||
({
|
||||
"lebron": File (path: "images/KingLebron.png"),
|
||||
"flash_hold_4": File (path: "images/pixelart/Flashlight_hold_4.png"),
|
||||
"house": File (path: "meshes/House.glb"),
|
||||
"library": Folder (
|
||||
path: "meshes/library",
|
||||
|
||||
@@ -14,6 +14,7 @@ pub(super) fn plugin(app: &mut App) {
|
||||
.continue_to_state(GameState::Menu)
|
||||
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("main.assets.ron")
|
||||
.load_collection::<ImageAssets>()
|
||||
.load_collection::<FlashlightAssets>()
|
||||
.load_collection::<GltfAssets>(),
|
||||
// .load_collection::<AudioAssets>()
|
||||
// .load_collection::<TextureAssets>()
|
||||
@@ -48,3 +49,9 @@ pub(crate) struct ImageAssets {
|
||||
#[asset(key = "lebron")]
|
||||
pub(crate) king: Handle<Image>,
|
||||
}
|
||||
|
||||
#[derive(AssetCollection, Resource, Clone)]
|
||||
pub(crate) struct FlashlightAssets {
|
||||
#[asset(key = "flash_hold_4")]
|
||||
pub(crate) flash_hold_4: Handle<Image>,
|
||||
}
|
||||
|
||||
8
src/debugging.rs
Normal file
@@ -0,0 +1,8 @@
|
||||
use bevy::{app::App, diagnostic::FrameTimeDiagnosticsPlugin};
|
||||
use bevy::diagnostic::LogDiagnosticsPlugin;
|
||||
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_plugins(FrameTimeDiagnosticsPlugin::default());
|
||||
app.add_plugins(LogDiagnosticsPlugin::default());
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
use bevy::{gltf::GltfMesh, math::Vec3A, prelude::*, render::mesh::MeshAabb};
|
||||
use bevy::{prelude::*};
|
||||
use bevy_rapier3d::prelude::{Collider, RigidBody};
|
||||
|
||||
use crate::{GameState, asset_loading::GltfAssets};
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier3d::prelude::{Collider, RigidBody};
|
||||
|
||||
use crate::{asset_loading::GltfAssets, GameState};
|
||||
|
||||
@@ -12,14 +13,84 @@ fn spawn_level(
|
||||
gltf_assets: Res<GltfAssets>
|
||||
) {
|
||||
println!("LIBRARY: {:?}", gltf_assets.library);
|
||||
let mut x_offset = 0.0;
|
||||
for mesh_name in ["corner_inside", "corner_outside", "wall", "door", "round_door", "round_hole"] {
|
||||
let mesh_names = ["corner_inside", "corner_outside", "wall", "door", "round_door", "round_hole"];
|
||||
let shapes = mesh_names.map(|mesh_name| {
|
||||
let collider: Vec<(Collider, Transform)> = match mesh_name {
|
||||
"corner_inside" => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
"corner_outside" => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
"wall" => vec![
|
||||
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 0.5, -1.0))
|
||||
],
|
||||
"door" => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
"round_door" => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
"round_hole" => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
_ => vec![
|
||||
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
|
||||
],
|
||||
};
|
||||
let path = format!("meshes/library/space_{}.glb", mesh_name);
|
||||
let handle = gltf_assets.library.get(&path).expect(&format!("Couldn't find {} in library", mesh_name));
|
||||
let gltf = models.get(handle).expect(&format!("No model for {}", mesh_name));
|
||||
|
||||
let asset = gltf.default_scene.as_ref().expect(&format!("No scene in {}", mesh_name));
|
||||
commands.spawn((SceneRoot(asset.clone()), TransformBundle::from_transform(Transform::from_xyz(x_offset, 0.0, 0.0))));
|
||||
x_offset += 2.0;
|
||||
(SceneRoot(asset.clone()), collider)
|
||||
});
|
||||
let [
|
||||
corner_inside,
|
||||
corner_outside,
|
||||
wall,
|
||||
door,
|
||||
round_door,
|
||||
round_hole
|
||||
] = shapes;
|
||||
for i in 0..30 {
|
||||
commands.spawn((
|
||||
wall.0.clone(),
|
||||
Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0),
|
||||
)).with_children(|parent| {
|
||||
for ele in wall.1.clone() {
|
||||
parent.spawn((
|
||||
RigidBody::Fixed,
|
||||
ele.0,
|
||||
ele.1,
|
||||
));
|
||||
}
|
||||
});
|
||||
|
||||
commands.spawn((
|
||||
wall.0.clone(),
|
||||
Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0)
|
||||
.with_rotation(Quat::from_rotation_y(std::f32::consts::PI)),
|
||||
)).with_children(|parent| {
|
||||
for ele in wall.1.clone() {
|
||||
parent.spawn((
|
||||
RigidBody::Fixed,
|
||||
ele.0,
|
||||
ele.1,
|
||||
));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// huge floor
|
||||
commands.spawn((
|
||||
RigidBody::Fixed,
|
||||
Collider::cuboid(1000.0, 0.1, 1000.0),
|
||||
Transform::from_xyz(-500.0, 0.0, -500.0),
|
||||
));
|
||||
commands.spawn((
|
||||
RigidBody::Fixed,
|
||||
Collider::cuboid(1000.0, 0.1, 1000.0),
|
||||
Transform::from_xyz(-500.0, 3.0, -500.0),
|
||||
));
|
||||
}
|
||||
|
||||
15
src/main.rs
@@ -1,5 +1,5 @@
|
||||
use asset_loading::ImageAssets;
|
||||
use bevy::prelude::*;
|
||||
use bevy::{prelude::*};
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
mod asset_loading;
|
||||
@@ -9,6 +9,7 @@ mod level_instantiation;
|
||||
mod main_menu;
|
||||
mod player;
|
||||
mod util;
|
||||
mod debugging;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
@@ -17,10 +18,11 @@ fn main() {
|
||||
asset_loading::plugin,
|
||||
main_menu::plugin,
|
||||
level_instantiation::map_plugin,
|
||||
player::plugin,
|
||||
interaction::plugin,
|
||||
RapierPhysicsPlugin::<NoUserData>::default(),
|
||||
RapierDebugRenderPlugin::default(),
|
||||
player::plugin,
|
||||
debugging::plugin
|
||||
))
|
||||
.init_state::<GameState>()
|
||||
.add_systems(OnEnter(GameState::Playing), setup)
|
||||
@@ -38,19 +40,16 @@ enum GameState {
|
||||
Menu,
|
||||
}
|
||||
|
||||
fn debug_our_king(mut commands: Commands, images: Res<ImageAssets>) {
|
||||
commands.spawn(Sprite::from_image(images.king.clone()));
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
image: Res<ImageAssets>
|
||||
) {
|
||||
// circular base
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Circle::new(4.0))),
|
||||
MeshMaterial3d(materials.add(Color::WHITE)),
|
||||
MeshMaterial3d(materials.add(image.king.clone())),
|
||||
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
|
||||
));
|
||||
commands.spawn((RigidBody::Fixed, Collider::cylinder(0.1, 4.0)));
|
||||
@@ -58,7 +57,7 @@ fn setup(
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
||||
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
||||
Transform::from_xyz(3.0, 0.5, 0.0),
|
||||
Transform::from_xyz(-3.0, 0.5, 0.0),
|
||||
RigidBody::Fixed,
|
||||
Collider::cuboid(0.5, 0.5, 0.5),
|
||||
));
|
||||
|
||||
238
src/player.rs
@@ -1,29 +1,18 @@
|
||||
|
||||
use bevy::{
|
||||
input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster, prelude::*,
|
||||
render::view::RenderLayers, window::PrimaryWindow,
|
||||
input::mouse::AccumulatedMouseMotion, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
|
||||
};
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
use crate::GameState;
|
||||
pub mod toolbar;
|
||||
|
||||
mod toolbar;
|
||||
use crate::{asset_loading::FlashlightAssets, GameState};
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_plugins(toolbar::plugin)
|
||||
.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
|
||||
.add_systems(
|
||||
Update,
|
||||
(move_camera, handle_input).run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
.add_systems(
|
||||
FixedUpdate,
|
||||
apply_player_movement.run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
#[derive(Debug, Component, Default)]
|
||||
pub struct Player {
|
||||
pub speed_factor: f32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Component)]
|
||||
pub struct Player;
|
||||
|
||||
#[derive(Debug, Component, Deref, DerefMut)]
|
||||
pub struct CameraSensitivity(Vec2);
|
||||
impl Default for CameraSensitivity {
|
||||
@@ -33,31 +22,64 @@ impl Default for CameraSensitivity {
|
||||
}
|
||||
|
||||
#[derive(Debug, Component)]
|
||||
struct WorldModelCamera;
|
||||
pub struct WorldModelCamera;
|
||||
|
||||
#[derive(Debug, Component, Default)]
|
||||
pub struct PlayerInput {
|
||||
movement_direction: Vec3,
|
||||
}
|
||||
|
||||
/// used by the view model camera and the player's arm.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct HeadBob {
|
||||
pub enabled: bool,
|
||||
pub intensity: f32,
|
||||
pub speed: f32,
|
||||
pub time_offset: f32,
|
||||
}
|
||||
|
||||
impl Default for HeadBob {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
enabled: true,
|
||||
intensity: 0.05,
|
||||
speed: 10.0,
|
||||
time_offset: 0.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct BaseTransform(pub Transform);
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_plugins(toolbar::plugin)
|
||||
.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
|
||||
.add_systems(
|
||||
Update,
|
||||
(move_camera, handle_input, apply_head_bob, on_resize_system).run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
.add_systems(
|
||||
FixedUpdate,
|
||||
apply_player_movement.run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
|
||||
// used by the view model camera and the player's arm.
|
||||
const STATIC_LAYER: usize = 1;
|
||||
|
||||
pub fn init_player(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
flashlights: Res<FlashlightAssets>,
|
||||
window: Query<&Window>,
|
||||
) {
|
||||
let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
|
||||
let arm_material = materials.add(Color::WHITE);
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
Player,
|
||||
Player::default(),
|
||||
PlayerAction::default(),
|
||||
CameraSensitivity::default(),
|
||||
PlayerInput::default(),
|
||||
toolbar::Item::none(),
|
||||
HeadBob::default(),
|
||||
// rapier
|
||||
RigidBody::Dynamic,
|
||||
Collider::capsule(Vec3::new(0.0, -0.5, 0.0), Vec3::new(0.0, 0.5, 0.0), 0.5),
|
||||
@@ -68,10 +90,7 @@ pub fn init_player(
|
||||
angular_damping: 1.0,
|
||||
},
|
||||
GravityScale(3.0),
|
||||
Transform::from_xyz(0.0, 1.0, 0.0),
|
||||
GlobalTransform::default(),
|
||||
InheritedVisibility::default(),
|
||||
ViewVisibility::default(),
|
||||
Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn((
|
||||
@@ -81,47 +100,57 @@ pub fn init_player(
|
||||
fov: 90.0_f32.to_radians(),
|
||||
..default()
|
||||
}),
|
||||
Transform::default(),
|
||||
GlobalTransform::default(),
|
||||
Visibility::default(),
|
||||
InheritedVisibility::default(),
|
||||
ViewVisibility::default(),
|
||||
));
|
||||
|
||||
// camera voor pitslampke
|
||||
parent.spawn((
|
||||
Camera3d::default(),
|
||||
Camera2d::default(),
|
||||
Camera {
|
||||
order: 1,
|
||||
..default()
|
||||
},
|
||||
Projection::from(PerspectiveProjection {
|
||||
fov: 70.0_f32.to_radians(),
|
||||
..default()
|
||||
}),
|
||||
RenderLayers::layer(STATIC_LAYER),
|
||||
Transform::default(),
|
||||
GlobalTransform::default(),
|
||||
Visibility::default(),
|
||||
InheritedVisibility::default(),
|
||||
ViewVisibility::default(),
|
||||
));
|
||||
|
||||
// pitslampke
|
||||
|
||||
let window = window.single();
|
||||
let transform = flashlight_base_transform(window.width(), window.height());
|
||||
parent.spawn((
|
||||
Mesh3d(arm),
|
||||
MeshMaterial3d(arm_material),
|
||||
Transform::from_xyz(0.2, -0.1, -0.25),
|
||||
GlobalTransform::default(),
|
||||
Sprite::from_image(flashlights.flash_hold_4.clone()),
|
||||
transform.0.clone(),
|
||||
transform,
|
||||
RenderLayers::layer(STATIC_LAYER),
|
||||
NotShadowCaster,
|
||||
Visibility::default(),
|
||||
InheritedVisibility::default(),
|
||||
ViewVisibility::default(),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
fn on_resize_system(
|
||||
mut resize_reader: EventReader<WindowResized>,
|
||||
mut sprites: Query<(&mut Transform, &mut BaseTransform), With<Sprite>>,
|
||||
) {
|
||||
for e in resize_reader.read() {
|
||||
for (mut transform, mut base_transform) in sprites.iter_mut() {
|
||||
let new_pos = flashlight_base_transform(e.width, e.height);
|
||||
*transform = new_pos.0.clone();
|
||||
*base_transform = new_pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn flashlight_base_transform(window_width: f32, window_height: f32) -> BaseTransform {
|
||||
let window_size = Vec2::new(window_width, window_height);
|
||||
let sprite_size = Vec2::new(101.0, 101.0);
|
||||
let scale = window_width / 600.0;
|
||||
let world_size = sprite_size * scale;
|
||||
let xoffset = window_size.x / 4.0 - 40.0;
|
||||
let yoffset = 15.0;
|
||||
|
||||
let mut transform = Transform::from_translation(
|
||||
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)
|
||||
);
|
||||
transform.scale = Vec3::new(scale, scale, 1.0);
|
||||
return BaseTransform(transform);
|
||||
}
|
||||
|
||||
fn hide_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
|
||||
for mut window in windows.iter_mut() {
|
||||
window.cursor_options.visible = false;
|
||||
@@ -157,13 +186,14 @@ pub(crate) enum PlayerAction {
|
||||
Sprint,
|
||||
Jump,
|
||||
Interact,
|
||||
ToggleFlashlight
|
||||
}
|
||||
|
||||
pub fn handle_input(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction), With<Player>>,
|
||||
mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction, &mut Player), With<Player>>,
|
||||
) {
|
||||
for (transform, mut input, mut action) in query.iter_mut() {
|
||||
for (transform, mut input, mut action, mut player) in query.iter_mut() {
|
||||
let forward = transform.forward();
|
||||
let right = transform.right();
|
||||
let mut movement_direction = Vec3::ZERO;
|
||||
@@ -184,25 +214,34 @@ pub fn handle_input(
|
||||
movement_direction += Vec3::Y;
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::ShiftLeft) {
|
||||
movement_direction -= Vec3::Y;
|
||||
player.speed_factor = 1.35;
|
||||
*action = PlayerAction::Sprint
|
||||
} else if keyboard_input.pressed(KeyCode::ControlLeft) {
|
||||
player.speed_factor = 0.65;
|
||||
} else {
|
||||
player.speed_factor = 1.0;
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::KeyE) {
|
||||
*action = PlayerAction::Interact
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::KeyA) {
|
||||
*action = PlayerAction::ToggleFlashlight;
|
||||
}
|
||||
|
||||
input.movement_direction = movement_direction.normalize_or_zero();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity), With<Player>>) {
|
||||
const SPEED: f32 = 3.0;
|
||||
pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>) {
|
||||
const SPEED: f32 = 2.6;
|
||||
const JUMP_FORCE: f32 = 4.0;
|
||||
|
||||
for (input, mut velocity) in player_query.iter_mut() {
|
||||
for (input, mut velocity, player) in player_query.iter_mut() {
|
||||
let speed = SPEED * player.speed_factor;
|
||||
let horizontal_movement = Vec3::new(
|
||||
input.movement_direction.x * SPEED,
|
||||
input.movement_direction.x * speed,
|
||||
0.0,
|
||||
input.movement_direction.z * SPEED,
|
||||
input.movement_direction.z * speed,
|
||||
);
|
||||
|
||||
velocity.linvel.x = horizontal_movement.x;
|
||||
@@ -210,8 +249,75 @@ pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocit
|
||||
|
||||
if input.movement_direction.y > 0.0 {
|
||||
velocity.linvel.y = JUMP_FORCE;
|
||||
} else if input.movement_direction.y < 0.0 {
|
||||
velocity.linvel.y = -SPEED;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_head_bob(
|
||||
time: Res<Time>,
|
||||
mut query: Query<(&PlayerInput, &mut HeadBob, &Player), With<Player>>,
|
||||
mut camera_query: Query<&mut Transform, (With<WorldModelCamera>, Without<Player>)>,
|
||||
mut sprite_query: Query<(&mut Transform, &Sprite, &BaseTransform), (With<Sprite>, Without<WorldModelCamera>, Without<Player>)>,
|
||||
) {
|
||||
let Ok((input, mut head_bob, player)) = query.get_single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
// bob when moving horizontally
|
||||
let horizontal_movement = Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
|
||||
let is_moving = horizontal_movement.length_squared() > 0.01;
|
||||
let bobbing_speed = head_bob.speed * player.speed_factor;
|
||||
|
||||
let mut offset = bobbing_speed * time.delta_secs();
|
||||
if !is_moving {
|
||||
// decrease bobbing frequency when stationary
|
||||
offset *= 0.2;
|
||||
|
||||
// bob returns to neutral position when stopped
|
||||
if let Some(camera_transform) = camera_query.iter_mut().next() {
|
||||
let current_offset = camera_transform.translation.y;
|
||||
if current_offset.abs() < 0.005 {
|
||||
// cancel out so head_bob.time_offset
|
||||
offset = -head_bob.time_offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
head_bob.time_offset += offset;
|
||||
|
||||
if head_bob.enabled {
|
||||
// calculate vertical and horizontal offsets using sine and cosine
|
||||
let vertical_offset = head_bob.intensity * f32::sin(head_bob.time_offset);
|
||||
let horizontal_offset = (head_bob.intensity * 0.5) * f32::cos(head_bob.time_offset * 0.5);
|
||||
|
||||
// apply
|
||||
for mut transform in camera_query.iter_mut() {
|
||||
transform.translation.y = vertical_offset;
|
||||
if is_moving {
|
||||
transform.translation.x = horizontal_offset;
|
||||
} else {
|
||||
// decrease bobbing magnitued
|
||||
transform.translation.x *= 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
// apply offsets to flashlight
|
||||
for (mut transform, _sprite, base_transform) in sprite_query.iter_mut() {
|
||||
let scale_factor = 40.0 * player.speed_factor;
|
||||
|
||||
if is_moving {
|
||||
transform.translation.x = base_transform.0.translation.x + horizontal_offset * scale_factor;
|
||||
transform.translation.y = base_transform.0.translation.y + vertical_offset * scale_factor;
|
||||
|
||||
transform.rotation = Quat::from_euler(
|
||||
EulerRot::XYZ,
|
||||
0.0,
|
||||
0.0,
|
||||
horizontal_offset * 0.1,
|
||||
);
|
||||
} else {
|
||||
transform.translation = transform.translation.lerp(base_transform.0.translation, 0.1);
|
||||
transform.rotation = transform.rotation.slerp(Quat::IDENTITY, 0.1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||