Physics refactored out

This commit is contained in:
JP Stringham
2026-02-07 19:09:58 -05:00
parent 01c5d76586
commit 25c7fa695a
4 changed files with 51 additions and 54 deletions

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@@ -4,7 +4,9 @@ mod player;
use bevy::{image::Image, math::I64Vec2, prelude::*};
use crate::player::Player;
use crate::{physics::PhysicsBody2D, player::Player};
const UNITS_TO_PX_SCALE: i64 = 256;
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
enum AppState {
@@ -151,10 +153,8 @@ fn levelload(
));
match ei.identifier.as_str() {
"Player" => {
spawned_ent.insert(Player {
pos,
vel: I64Vec2::ZERO,
});
spawned_ent.insert(Player {});
spawned_ent.insert(PhysicsBody2D { pos, ..default() });
spawned_ent.insert(Sprite::from_color(Color::WHITE, vec2(16., 16.)));
}
"Parsnip" => {
@@ -173,10 +173,8 @@ fn levelload(
fn gameloop(
keyb: Res<ButtonInput<KeyCode>>,
mut player_sing: Single<(&mut Player, &mut Transform)>,
mut player_sing: Single<(&mut PhysicsBody2D, &mut Transform), With<Player>>,
) {
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) {
@@ -195,51 +193,22 @@ fn gameloop(
dir.y = -1;
}
let player = player_sing.0.as_mut();
let play_phys = player_sing.0.as_mut();
// player vel and pos are in px / 100
let mut p_vel = player.vel + dir * UNITS_TO_PX_SCALE * MAX_SPEED;
// player vel and pos are in UNITS_TO_PX_SCALE
if dir.length_squared() == 0 {
p_vel = (p_vel * 8) / 10;
info!("Slowing! {p_vel}");
// very bare bones player friction
play_phys.vel *= 6;
play_phys.vel /= 10;
} else {
info!("Changing vel: {p_vel}")
play_phys.add_vel(dir * UNITS_TO_PX_SCALE);
}
// 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;
play_phys.tick();
*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,
(play_phys.pos.x as f32) / UNITS_TO_PX_SCALE as f32,
(play_phys.pos.y as f32) / UNITS_TO_PX_SCALE as f32,
100.,
);
}

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@@ -0,0 +1,34 @@
use bevy::{ecs::component::Component, math::I64Vec2};
const MAX_SPEED: i64 = 256;
#[derive(Default, Debug, Component)]
pub struct PhysicsBody2D {
pub pos: I64Vec2,
pub vel: I64Vec2,
}
impl PhysicsBody2D {
pub fn tick(&mut self) {
self.pos += self.vel;
}
pub fn add_vel(&mut self, force: I64Vec2) {
let mut vel = self.vel + force;
if vel.length_squared() >= MAX_SPEED.pow(2) {
let l = vel.length_squared();
let x = vel.x * vel.x;
let y = vel.y * vel.y;
vel.x = match vel.x {
..0 => (x * -MAX_SPEED) / l,
_ => (x * MAX_SPEED) / l,
};
vel.y = match vel.y {
..0 => (y * -MAX_SPEED) / l,
_ => (y * MAX_SPEED) / l,
};
}
self.vel = vel;
}
}

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@@ -1,10 +1,4 @@
use bevy::{
ecs::component::Component,
math::{I64Vec2, IVec2},
};
use bevy::ecs::component::Component;
#[derive(Default, Debug, Component)]
pub struct Player {
pub pos: I64Vec2,
pub vel: I64Vec2,
}
pub struct Player {}