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92c83c7b30 | ||
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711250d87a | ||
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122e09a6a9 | ||
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8a3b485ece | ||
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cf4beb0b9a |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1,3 @@
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*.DS_Store
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/target
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@@ -10,4 +10,4 @@ bevy = { version = "0.17.3", features = ["dynamic_linking"] }
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opt-level = 1
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[profile.dev.package."*"]
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opt-level = 3
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opt-level = 3
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91
src/main.rs
91
src/main.rs
@@ -18,10 +18,26 @@ struct InputState {
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y: f32,
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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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#[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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@@ -50,6 +66,7 @@ fn sprite_setup(assets: Res<AssetServer>, mut commands: Commands) {
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},
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EntityPhysics::default(),
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InputState::default(),
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SailboatState::default(),
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))
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.with_child((
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Sprite {
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@@ -93,32 +110,74 @@ 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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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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fn player_physics(
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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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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.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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} else {
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physics.turn_speed *= 0.99;
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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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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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boat_state.sail_extension = boat_state.sail_extension.clamp(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 *= 0.999;
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physics.speed *= 0.99;
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// using just the heading is incorrect, as the sail adjusts based on heading vs wind
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let sail_dir_x = physics.heading.sin();
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let sail_dir_y = physics.heading.cos();
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let wind_dir_x = wind_conditions.direction.sin();
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let wind_dir_y = wind_conditions.direction.cos();
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let sail_dir_vec = Vec2 {
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x: sail_dir_x,
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y: sail_dir_y,
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};
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let wind_dir_vec = Vec2 {
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x: wind_dir_x,
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y: wind_dir_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_dir_vec
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.dot(wind_dir_vec)
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.clamp(-0.8, 1.)
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.remap(-0.8, 1., 0., 1.)
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* wind_conditions.strength;
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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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boat_state.rudder_dir = (1.0 + boat_state.rudder_dir) * 0.5;
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} else {
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boat_state.rudder_dir *= 0.5;
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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.heading += physics.turn_speed * 0.1;
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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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