WIP movement
This commit is contained in:
parent
72918dd102
commit
1c787d17ff
3 changed files with 99 additions and 0 deletions
|
@ -2,6 +2,8 @@ use bevy::prelude::*;
|
|||
|
||||
mod assets;
|
||||
mod camera;
|
||||
mod movement;
|
||||
mod player;
|
||||
|
||||
fn main() {
|
||||
let mut app = App::new();
|
||||
|
|
40
src/movement.rs
Normal file
40
src/movement.rs
Normal file
|
@ -0,0 +1,40 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
pub struct MovementPlugin;
|
||||
|
||||
#[derive(Component, Debug, Default)]
|
||||
pub struct Velocity(Vec2);
|
||||
|
||||
#[derive(Component, Debug, Default)]
|
||||
pub struct Heading(Vec2);
|
||||
|
||||
#[derive(Component, Debug, Default)]
|
||||
pub struct Speed(f32);
|
||||
|
||||
impl Velocity {
|
||||
pub fn from_speed_heading(heading: Vec2, speed: f32) -> Self {
|
||||
Self(heading.normalize_or_zero() * speed)
|
||||
}
|
||||
|
||||
pub fn new(x: f32, y: f32) -> Self {
|
||||
Self(Vec2::new(x, y))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Bundle, Debug, Default)]
|
||||
pub struct MovementBundle {
|
||||
pub velocity: Velocity,
|
||||
}
|
||||
|
||||
impl Plugin for MovementPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Update, update_position);
|
||||
}
|
||||
}
|
||||
|
||||
fn update_position(mut query: Query<(&Velocity, &mut Transform)>, time: Res<Time>) {
|
||||
for (velocity, mut transform) in query.iter_mut() {
|
||||
// TODO: convert vec2 to vec3 with a zero Z value?
|
||||
transform.translation += velocity.0 * time.delta_seconds();
|
||||
}
|
||||
}
|
57
src/player.rs
Normal file
57
src/player.rs
Normal file
|
@ -0,0 +1,57 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
assets::Assets,
|
||||
movement::{MovementBundle, Velocity},
|
||||
};
|
||||
|
||||
const PLAYER_SPEED: f32 = 50.;
|
||||
|
||||
pub struct PlayerPlugin;
|
||||
|
||||
impl Plugin for PlayerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(PostStartup, spawn_player)
|
||||
.add_systems(Update, player_movement);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Player;
|
||||
|
||||
fn spawn_player(mut commands: Commands, sprite_assets: Res<SpriteAssets>) {
|
||||
commands.spawn((
|
||||
Player,
|
||||
SpriteBundle {
|
||||
texture: sprite_assets.knight.clone(),
|
||||
transform: Transform::from_xyz(0., 0., 0.),
|
||||
..Default::default()
|
||||
},
|
||||
MovementBundle {
|
||||
velocity: Velocity::new(0., 0.),
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn player_movement(mut query: Query<&mut Velocity, With<Player>>, input: Res<Input<KeyCode>>) {
|
||||
let mut direction = Vec3::ZERO;
|
||||
for key in input.get_pressed() {
|
||||
match key {
|
||||
KeyCode::W | KeyCode::Up => {
|
||||
direction += Vec3::Y;
|
||||
}
|
||||
KeyCode::A | KeyCode::Left => {
|
||||
direction += Vec3::NEG_X;
|
||||
}
|
||||
KeyCode::S | KeyCode::Down => {
|
||||
direction += Vec3::NEG_Y;
|
||||
}
|
||||
KeyCode::D | KeyCode::Right => {
|
||||
direction += Vec3::X;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
let mut velocity = query.single_mut();
|
||||
velocity.change_direction_speed(direction, PLAYER_SPEED);
|
||||
}
|
Loading…
Reference in a new issue