Files
among-me/src/player.rs
2025-04-06 22:07:17 +02:00

490 lines
16 KiB
Rust

use bevy::{
input::mouse::AccumulatedMouseMotion, pbr::VolumetricFog, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
};
use bevy_kira_audio::{Audio, AudioControl};
use bevy_rapier3d::prelude::*;
pub mod toolbar;
use crate::{
GameState,
asset_loading::{AudioAssets, FlashlightAssets},
};
#[derive(Debug, Component, Default)]
pub struct Player {
pub speed_factor: f32,
}
#[derive(Debug, Component, Deref, DerefMut)]
pub struct CameraSensitivity(Vec2);
impl Default for CameraSensitivity {
fn default() -> Self {
Self(Vec2::new(0.003, 0.002))
}
}
#[derive(Debug, Component)]
pub struct WorldModelCamera;
#[derive(Debug, Component, Default)]
pub struct PlayerInput {
movement_direction: Vec3,
}
#[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);
#[derive(Debug, Component)]
pub struct Flashlight {
// 0 - 4
pub charge: f32,
pub is_on: bool,
}
#[derive(Debug, Component)]
pub struct SpotlightFlashlight {
}
#[derive(Component)]
pub struct FlashlightButtonAnimation {
pub timer: Timer,
pub is_pressed: bool,
}
impl Default for FlashlightButtonAnimation {
fn default() -> Self {
Self {
timer: Timer::from_seconds(0.20, TimerMode::Once),
is_pressed: false,
}
}
}
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,
handle_flashlight,
(update_flashlight_button_animation, update_flashlight_charge, update_flashlight_sprite).chain(),
)
.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,
flashlights: Res<FlashlightAssets>,
window: Query<&Window>,
) {
commands
.spawn((
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),
Velocity::zero(),
LockedAxes::ROTATION_LOCKED,
Damping {
linear_damping: 6.0,
angular_damping: 1.0,
},
GravityScale(3.0),
Transform::from_xyz(0.0, 0.5, 0.0),
))
.with_children(|parent| {
parent.spawn((
WorldModelCamera,
Camera3d::default(),
Projection::from(PerspectiveProjection {
fov: 90.0_f32.to_radians(),
..default()
}),
DistanceFog {
color: Color::srgba(0.12, 0.08, 0.08, 0.65),
falloff: FogFalloff::Linear {
start: 3.0,
end: 12.0,
},
..default()
},
));
// camera voor pitslampke
parent.spawn((
Camera2d::default(),
Camera {
order: 1,
..default()
},
RenderLayers::layer(STATIC_LAYER),
));
let window = window.single();
let transform = flashlight_base_transform(window.width(), window.height());
parent.spawn((
Flashlight { charge: 4.0, is_on: false },
Sprite::from_image(flashlights.flash_hold_4.clone()),
transform.0.clone(),
transform,
RenderLayers::layer(STATIC_LAYER),
FlashlightButtonAnimation::default(),
));
// feitelijke pitslamp
parent.spawn((
SpotlightFlashlight{},
SpotLight {
intensity: 0.0,
color: Color::srgba(0.9, 0.628, 0.392, 1.0),
range: 5.0,
outer_angle: 28.0_f32.to_radians(), // wide cone for flashlight
inner_angle: 12.0_f32.to_radians(), // narrower inner cone
shadows_enabled: false, // (set to true for realism)
radius: 0.35, // low value for hard light
..default()
},
Transform::from_xyz(0.0, -0.15, 0.5),
GlobalTransform::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(404.0, 404.0);
let scale = window_width / 2400.0;
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;
}
}
const PITCH_LIMIT: f32 = std::f32::consts::FRAC_PI_2 - 0.01;
pub fn move_camera(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut player: Query<(&mut Transform, &CameraSensitivity), With<Player>>,
) {
let Ok((mut transform, camera_sensitivity)) = player.get_single_mut() else {
return;
};
let delta = accumulated_mouse_motion.delta;
if delta != Vec2::ZERO {
let delta_yaw = -delta.x * camera_sensitivity.x;
let delta_pitch = -delta.y * camera_sensitivity.y;
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw + delta_yaw;
let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
}
}
#[derive(Component, Debug, Clone, Copy, Eq, PartialEq, Hash, Reflect, Default)]
pub(crate) enum PlayerAction {
#[default]
Move,
Sprint,
Jump,
ToggleFlashlight,
OpenDoor,
// Objects and stuff
PickUp,
Drop,
}
pub fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction, &mut Player), With<Player>>,
) {
for (transform, mut input, mut action, mut player) in query.iter_mut() {
*action = PlayerAction::Move;
let forward = transform.forward();
let right = transform.right();
let mut movement_direction = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::KeyW) {
movement_direction += Vec3::new(forward.x, 0.0, forward.z).normalize_or_zero();
}
if keyboard_input.pressed(KeyCode::KeyS) {
movement_direction -= Vec3::new(forward.x, 0.0, forward.z).normalize_or_zero();
}
if keyboard_input.pressed(KeyCode::KeyA) {
movement_direction -= Vec3::new(right.x, 0.0, right.z).normalize_or_zero();
}
if keyboard_input.pressed(KeyCode::KeyD) {
movement_direction += Vec3::new(right.x, 0.0, right.z).normalize_or_zero();
}
if keyboard_input.pressed(KeyCode::Space) {
movement_direction += Vec3::Y;
}
if keyboard_input.pressed(KeyCode::ShiftLeft) {
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.just_pressed(KeyCode::KeyE) {
*action = PlayerAction::PickUp;
}
if keyboard_input.just_pressed(KeyCode::KeyQ) {
*action = PlayerAction::Drop;
}
if keyboard_input.just_pressed(KeyCode::KeyF) {
*action = PlayerAction::ToggleFlashlight;
}
if keyboard_input.just_pressed(KeyCode::KeyK) {
*action = PlayerAction::OpenDoor;
}
input.movement_direction = movement_direction.normalize_or_zero();
}
}
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, player) in player_query.iter_mut() {
let speed = SPEED * player.speed_factor;
let horizontal_movement = Vec3::new(
input.movement_direction.x * speed,
0.0,
input.movement_direction.z * speed,
);
velocity.linvel.x = horizontal_movement.x;
velocity.linvel.z = horizontal_movement.z;
if input.movement_direction.y > 0.0 {
velocity.linvel.y = JUMP_FORCE;
}
}
}
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 magnitude
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);
}
}
}
}
pub fn handle_flashlight(
player_query: Query<&PlayerAction, With<Player>>,
mut flashlight_query: Query<&mut SpotLight, With<SpotlightFlashlight>>,
mut flashlight_sprite_query: Query<&mut FlashlightButtonAnimation>,
audio_assets: Res<AudioAssets>,
audio: Res<Audio>,
) {
let Ok(action) = player_query.get_single() else {
return;
};
if *action != PlayerAction::ToggleFlashlight {
return;
}
if let Ok(mut animation) = flashlight_sprite_query.get_single_mut() {
animation.is_pressed = true;
animation.timer.reset();
}
if let Ok(mut spotlight) = flashlight_query.get_single_mut() {
audio.play(audio_assets.flash_click.clone());
spotlight.intensity = if spotlight.intensity > 0.0 {
0.0
} else {
320_000.0
};
}
}
pub fn update_flashlight_charge(
time: Res<Time>,
mut flashlight_query: Query<&mut Flashlight>,
) {
for mut flashlight in flashlight_query.iter_mut() {
if flashlight.is_on {
flashlight.charge = flashlight.charge - time.delta_secs() * 0.1;
} else {
flashlight.charge = flashlight.charge + time.delta_secs() * 0.1;
}
flashlight.charge = flashlight.charge.clamp(0.0, 4.0);
if flashlight.charge <= 0.0 {
flashlight.is_on = false;
}
}
}
pub fn update_flashlight_button_animation(
time: Res<Time>,
mut query: Query<&mut FlashlightButtonAnimation>,
) {
for mut animation in query.iter_mut() {
if animation.is_pressed {
animation.timer.tick(time.delta());
if animation.timer.finished() {
animation.is_pressed = false;
} else {
}
}
}
}
pub fn update_flashlight_sprite(
mut query: Query<(&FlashlightButtonAnimation, &mut Sprite, &Flashlight)>,
flashlights: Res<FlashlightAssets>,
){
for (animation, mut image, flashlight) in query.iter_mut() {
println!("charge: {}", flashlight.charge);
let charge = flashlight.charge.ceil() as i32;
println!("charge: {}", charge);
let sprite_image = match (charge, animation.is_pressed) {
(4, true) => flashlights.flash_hold_4_pressed.clone(),
(4, false) => flashlights.flash_hold_4.clone(),
(3, true) => flashlights.flash_hold_3_pressed.clone(),
(3, false) => flashlights.flash_hold_3.clone(),
(2, true) => flashlights.flash_hold_2_pressed.clone(),
(2, false) => flashlights.flash_hold_2.clone(),
(1, true) => flashlights.flash_hold_1_pressed.clone(),
(1, false) => flashlights.flash_hold_1.clone(),
(0, true) => flashlights.flash_hold_0_pressed.clone(),
(0, false) => flashlights.flash_hold_0.clone(),
_ => flashlights.flash_hold_0.clone()
};
*image = Sprite::from_image(sprite_image);
}
}