some physics
This commit is contained in:
72
src/main.rs
72
src/main.rs
@@ -1,7 +1,8 @@
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mod ldtk;
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mod physics;
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mod player;
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use bevy::{image::Image, prelude::*};
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use bevy::{image::Image, math::I64Vec2, prelude::*};
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use crate::player::Player;
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@@ -140,9 +141,9 @@ fn levelload(
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}
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li.entities.iter().for_each(|ei| {
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let pos = IVec2 {
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x: ei.position.x * 16,
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y: 256 - ei.position.y * 16,
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let pos = I64Vec2 {
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x: ei.position.x as i64 * 16,
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y: 256 - ei.position.y as i64 * 16,
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};
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let mut spawned_ent = commands.spawn((
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Name::from(ei.identifier.clone()),
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@@ -150,7 +151,10 @@ fn levelload(
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));
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match ei.identifier.as_str() {
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"Player" => {
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spawned_ent.insert(Player { pos });
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spawned_ent.insert(Player {
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pos,
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vel: I64Vec2::ZERO,
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});
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spawned_ent.insert(Sprite::from_color(Color::WHITE, vec2(16., 16.)));
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}
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"Parsnip" => {
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@@ -167,8 +171,13 @@ fn levelload(
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next_state.set(AppState::Main);
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}
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fn gameloop(keyb: Res<ButtonInput<KeyCode>>, mut player: Single<(&mut Player, &mut Transform)>) {
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let mut dir = IVec2::ZERO;
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fn gameloop(
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keyb: Res<ButtonInput<KeyCode>>,
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mut player_sing: Single<(&mut Player, &mut Transform)>,
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) {
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const UNITS_TO_PX_SCALE: i64 = 100;
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const MAX_SPEED: i64 = 2 * UNITS_TO_PX_SCALE;
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let mut dir = I64Vec2::ZERO;
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if keyb.pressed(KeyCode::KeyA) || keyb.pressed(KeyCode::ArrowLeft) {
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dir.x += -1;
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@@ -186,8 +195,51 @@ fn gameloop(keyb: Res<ButtonInput<KeyCode>>, mut player: Single<(&mut Player, &m
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dir.y = -1;
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}
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let p_pos = player.0.pos + dir;
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player.0.pos = p_pos;
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let player = player_sing.0.as_mut();
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*player.1 = Transform::from_xyz(p_pos.x as f32, p_pos.y as f32, 100.);
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// player vel and pos are in px / 100
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let mut p_vel = player.vel + dir * UNITS_TO_PX_SCALE * MAX_SPEED;
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if dir.length_squared() == 0 {
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p_vel = (p_vel * 8) / 10;
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info!("Slowing! {p_vel}");
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} else {
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info!("Changing vel: {p_vel}")
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}
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// want unit vector with int math
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// normally this would be x / len, y / len
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// eg (2,2) -> length of 4 -> (0.5, 0.5)
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// how to do with squares?
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// (2, 2) -> sqr length of 8 -> sqr x / 8 -> 0.5... yes?
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// but we can't get half units obvs so we need to work in centi-units
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// 200, 200 -> should become 50, 50
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// max speed is 3 px per update
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if p_vel.length_squared() >= MAX_SPEED.pow(2) {
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let l = p_vel.length_squared();
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let x = p_vel.x * p_vel.x;
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let y = p_vel.y * p_vel.y;
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p_vel.x = match p_vel.x {
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..0 => (x * -MAX_SPEED) / l,
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_ => (x * MAX_SPEED) / l,
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};
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p_vel.y = match p_vel.y {
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..0 => (y * -MAX_SPEED) / l,
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_ => (y * MAX_SPEED) / l,
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};
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info!("Nerfed speed {p_vel}");
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}
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player.vel = p_vel;
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player.pos += p_vel;
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*player_sing.1 = Transform::from_xyz(
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(player.pos.x as f32) / UNITS_TO_PX_SCALE as f32,
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(player.pos.y as f32) / UNITS_TO_PX_SCALE as f32,
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100.,
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);
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}
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0
src/physics.rs
Normal file
0
src/physics.rs
Normal file
@@ -1,6 +1,10 @@
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use bevy::{ecs::component::Component, math::IVec2};
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use bevy::{
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ecs::component::Component,
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math::{I64Vec2, IVec2},
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};
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#[derive(Default, Debug, Component)]
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pub struct Player {
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pub pos: IVec2,
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pub pos: I64Vec2,
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pub vel: I64Vec2,
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}
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