Sailing physics sketching
This commit is contained in:
67
src/main.rs
67
src/main.rs
@@ -1,13 +1,23 @@
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use bevy::prelude::*;
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#[derive(Component)]
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const MAX_SAILING_SPEED: f32 = 0.9;
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const MAX_TURN_SPEED: f32 = 0.1;
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#[derive(Component, Default)]
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struct EntityPhysics {
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x: f32,
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y: f32,
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speed: f32,
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turn_speed: f32,
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heading: f32,
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}
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#[derive(Component, Default)]
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struct InputState {
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x: f32,
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y: f32,
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}
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fn main() {
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let mut app = App::new();
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@@ -36,42 +46,61 @@ fn sprite_setup(assets: Res<AssetServer>, mut commands: Commands) {
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image: sprite_handle,
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..default()
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},
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EntityPhysics {
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x: 0.,
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y: 0.,
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speed: 0.,
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heading: 0.,
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},
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EntityPhysics::default(),
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InputState::default(),
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));
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}
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fn handle_keys(mut q_player: Query<&mut EntityPhysics>, keys: Res<ButtonInput<KeyCode>>) {
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fn handle_keys(mut q_player: Query<&mut InputState>, keys: Res<ButtonInput<KeyCode>>) {
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if keys.just_pressed(KeyCode::KeyQ) {
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info!("Quit.");
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}
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let Ok(mut player) = q_player.single_mut() else {
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let Ok(mut input) = q_player.single_mut() else {
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return;
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};
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if keys.just_pressed(KeyCode::ArrowUp) {
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player.speed += 0.1;
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if keys.pressed(KeyCode::ArrowUp) {
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input.y = 1.;
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} else if keys.pressed(KeyCode::ArrowDown) {
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input.y = -1.;
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} else {
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input.y = 0.;
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}
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if keys.just_pressed(KeyCode::ArrowRight) {
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player.heading += 0.1;
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}
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if keys.just_pressed(KeyCode::ArrowLeft) {
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player.heading -= 0.1;
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if keys.pressed(KeyCode::ArrowRight) {
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input.x = 1.;
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} else if keys.pressed(KeyCode::ArrowLeft) {
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input.x = -1.;
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} else {
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input.x = 0.;
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}
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}
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fn player_physics(mut q_player: Query<(&mut EntityPhysics, &mut Transform)>) {
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let Ok((mut physics, mut transform)) = q_player.single_mut() else {
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fn player_physics(mut q_player: Query<(&InputState, &mut EntityPhysics, &mut Transform)>) {
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let Ok((input, mut physics, mut transform)) = q_player.single_mut() else {
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return;
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};
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if input.x < 0. {
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physics.turn_speed -= 0.1;
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} else if input.x > 0. {
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physics.turn_speed += 0.1;
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}
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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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physics.speed += 0.1;
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} else if input.y < 0. {
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physics.speed -= 0.1;
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} else {
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physics.speed *= 0.99;
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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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