some physics

This commit is contained in:
JP Stringham
2026-02-07 18:15:14 -05:00
parent a0e66a0430
commit 01c5d76586
3 changed files with 68 additions and 12 deletions

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

0
src/physics.rs Normal file
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@@ -1,6 +1,10 @@
use bevy::{ecs::component::Component, math::IVec2};
use bevy::{
ecs::component::Component,
math::{I64Vec2, IVec2},
};
#[derive(Default, Debug, Component)]
pub struct Player {
pub pos: IVec2,
pub pos: I64Vec2,
pub vel: I64Vec2,
}