Wind!
This commit is contained in:
62
src/main.rs
62
src/main.rs
@@ -24,10 +24,20 @@ struct SailboatState {
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rudder_dir: f32,
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}
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#[derive(Default, Resource)]
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struct WindConditions {
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direction: f32,
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strength: f32,
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}
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fn main() {
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let mut app = App::new();
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app.add_plugins((DefaultPlugins, Wireframe2dPlugin::default()))
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.insert_resource(WindConditions {
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strength: 1.0,
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..default()
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})
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.add_systems(Startup, (hello_world, camera_setup, sprite_setup).chain())
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.add_systems(Update, (handle_keys, player_physics).chain());
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@@ -107,11 +117,47 @@ fn player_physics(
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&mut EntityPhysics,
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&mut Transform,
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)>,
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wind_conditions: Res<WindConditions>,
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) {
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let Ok((input, mut boat_state, mut physics, mut transform)) = q_player.single_mut() else {
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return;
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};
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if input.y > 0. {
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boat_state.sail_extension = (1.0 + boat_state.sail_extension) * 0.5;
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} else if input.y < 0. {
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boat_state.sail_extension *= 0.5;
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}
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boat_state.sail_extension = boat_state.sail_extension.clamp(0., 1.);
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physics.speed *= 0.99;
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let sail_speed_x = physics.heading.sin();
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let sail_speed_y = physics.heading.cos();
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let wind_speed_x = wind_conditions.direction.sin();
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let wind_speed_y = wind_conditions.direction.cos();
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let sail_speed_vec = Vec2 {
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x: sail_speed_x,
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y: sail_speed_y,
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};
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let wind_speed_vec = Vec2 {
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x: wind_speed_x,
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y: wind_speed_y,
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};
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// technically you could put your sail out and try to go backwards but..
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// let's not tackle that (Yet?)
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let sail_strength = sail_speed_vec.dot(wind_speed_vec).clamp(0., 1.);
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if boat_state.sail_extension > 0. {
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physics.speed += 0.01 * boat_state.sail_extension * sail_strength;
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}
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physics.speed = physics.speed.clamp(-MAX_SAILING_SPEED, MAX_SAILING_SPEED);
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if input.x < 0. {
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boat_state.rudder_dir = (-1.0 + boat_state.rudder_dir) * 0.5;
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} else if input.x > 0. {
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@@ -127,22 +173,6 @@ fn player_physics(
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physics.turn_speed = physics.turn_speed.clamp(-MAX_TURN_SPEED, MAX_TURN_SPEED);
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physics.heading += physics.turn_speed * 0.1;
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if input.y > 0. {
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boat_state.sail_extension = (1.0 + boat_state.sail_extension) * 0.5;
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} else if input.y < 0. {
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boat_state.sail_extension *= 0.5;
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}
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boat_state.sail_extension = boat_state.sail_extension.clamp(0., 1.);
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physics.speed *= 0.99;
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if boat_state.sail_extension > 0. {
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physics.speed += 0.01 * boat_state.sail_extension;
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}
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physics.speed = physics.speed.clamp(-MAX_SAILING_SPEED, MAX_SAILING_SPEED);
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let x_speed = physics.heading.sin() * physics.speed;
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let y_speed = physics.heading.cos() * physics.speed;
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