Playing with sails and rudders
This commit is contained in:
42
src/main.rs
42
src/main.rs
@@ -18,6 +18,12 @@ struct InputState {
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y: f32,
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y: f32,
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}
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}
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#[derive(Component, Default)]
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struct SailboatState {
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sail_extension: f32,
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rudder_dir: f32,
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}
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fn main() {
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fn main() {
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let mut app = App::new();
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let mut app = App::new();
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@@ -50,6 +56,7 @@ fn sprite_setup(assets: Res<AssetServer>, mut commands: Commands) {
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},
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},
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EntityPhysics::default(),
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EntityPhysics::default(),
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InputState::default(),
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InputState::default(),
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SailboatState::default(),
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))
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))
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.with_child((
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.with_child((
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Sprite {
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Sprite {
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@@ -93,28 +100,45 @@ fn handle_keys(mut q_player: Query<&mut InputState>, keys: Res<ButtonInput<KeyCo
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}
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}
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}
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}
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fn player_physics(mut q_player: Query<(&InputState, &mut EntityPhysics, &mut Transform)>) {
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fn player_physics(
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let Ok((input, mut physics, mut transform)) = q_player.single_mut() else {
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mut q_player: Query<(
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&InputState,
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&mut SailboatState,
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&mut EntityPhysics,
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&mut Transform,
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)>,
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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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return;
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};
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};
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if input.x < 0. {
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if input.x < 0. {
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physics.turn_speed -= 0.1;
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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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} else if input.x > 0. {
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physics.turn_speed += 0.1;
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boat_state.rudder_dir = (1.0 + boat_state.rudder_dir) * 0.5;
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} else {
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} else {
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physics.turn_speed *= 0.99;
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boat_state.rudder_dir *= 0.5;
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}
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}
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physics.turn_speed *= 0.1;
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physics.turn_speed += boat_state.rudder_dir * (physics.speed.abs() / MAX_SAILING_SPEED);
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physics.turn_speed = physics.turn_speed.clamp(-MAX_TURN_SPEED, MAX_TURN_SPEED);
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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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physics.heading += physics.turn_speed * 0.1;
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if input.y > 0. {
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if input.y > 0. {
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physics.speed += 0.1;
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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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} else if input.y < 0. {
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physics.speed -= 0.1;
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boat_state.sail_extension *= 0.5;
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} else {
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}
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physics.speed *= 0.999;
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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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}
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physics.speed = physics.speed.clamp(-MAX_SAILING_SPEED, MAX_SAILING_SPEED);
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physics.speed = physics.speed.clamp(-MAX_SAILING_SPEED, MAX_SAILING_SPEED);
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