Player can move around

This commit is contained in:
Daniel Flanagan 2023-12-20 22:08:40 -06:00
parent 58a7b56f43
commit 529258a7d4
Signed by: lytedev
GPG key ID: 5B2020A0F9921EF4
3 changed files with 43 additions and 49 deletions

View file

@ -15,7 +15,12 @@ fn main() {
}),
..Default::default()
}))
.add_plugins((camera::Camera, assets::AssetLoader))
.add_plugins((
camera::Camera,
assets::AssetLoader,
player::Player,
movement::Movement,
))
.add_systems(Update, keyboard_input_system)
.insert_resource(ClearColor(Color::rgb(0.3, 0., 0.5)))
.insert_resource(AmbientLight {

View file

@ -1,43 +1,37 @@
use bevy::prelude::*;
pub struct MovementPlugin;
#[derive(Component, Debug, Default)]
#[derive(Component, Deref, DerefMut, Debug, Default)]
pub struct Velocity(pub Vec2);
impl Velocity {
pub fn from_speed_heading(heading: Vec2, speed: f32) -> Self {
Self(heading.normalize_or_zero() * speed)
}
}
#[derive(Component, Debug, Default)]
#[derive(Component, Deref, DerefMut, Debug, Default)]
pub struct Heading(pub Vec2);
#[derive(Component, Debug, Default)]
#[derive(Component, Deref, DerefMut, Debug, Default)]
pub struct Speed(pub f32);
impl Heading {
pub fn new(x: f32, y: f32) -> Self {
Self(Vec2::new(x, y))
}
}
#[derive(Bundle, Debug, Default)]
pub struct MovementBundle {
pub velocity: Velocity,
pub heading: Heading,
pub speed: Speed,
}
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() {
transform.translation += (velocity.0 * time.delta_seconds()).extend(0.);
}
}
fn mover_movement(mut query: Query<(&mut Velocity, &Speed, &Heading)>, input: Res<Input<KeyCode>>) {
let (mut velocity, speed, heading) = query.single_mut();
**velocity = heading.normalize_or_zero() * (**speed);
}
#[derive(Bundle, Debug, Default)]
pub struct Mover {
pub velocity: Velocity,
pub heading: Heading,
pub speed: Speed,
}
pub struct Movement;
impl Plugin for Movement {
fn build(&self, app: &mut App) {
// TODO: these systems probably needs ordering?
app.add_systems(Update, (mover_movement, update_position));
}
}

View file

@ -2,23 +2,21 @@ use bevy::prelude::*;
use crate::{
assets::Assets,
movement::{Heading, MovementBundle, Speed, Velocity},
movement::{Heading, Mover, Speed, Velocity},
};
const PLAYER_SPEED: f32 = 50.;
const PLAYER_SPEED: f32 = 500.;
pub struct PlayerPlugin;
#[derive(Component, Debug)]
pub struct Player;
impl Plugin for PlayerPlugin {
impl Plugin for Player {
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, assets: Res<Assets>) {
commands.spawn((
Player,
@ -27,7 +25,7 @@ fn spawn_player(mut commands: Commands, assets: Res<Assets>) {
transform: Transform::from_xyz(0., 0., 0.),
..Default::default()
},
MovementBundle {
Mover {
velocity: Velocity(Vec2::ZERO),
heading: Heading(Vec2::ZERO),
speed: Speed(PLAYER_SPEED),
@ -35,25 +33,22 @@ fn spawn_player(mut commands: Commands, assets: Res<Assets>) {
));
}
fn player_movement(
mut query: Query<(&mut Velocity, &Speed, &mut Heading), With<Player>>,
input: Res<Input<KeyCode>>,
) {
let (mut velocity, speed, mut heading) = query.single_mut();
heading = Vec2::ZERO;
fn player_movement(mut query: Query<&mut Heading, With<Player>>, input: Res<Input<KeyCode>>) {
let mut heading = query.single_mut();
**heading = Vec2::ZERO;
for key in input.get_pressed() {
match key {
KeyCode::W | KeyCode::Up => {
heading += Vec3::Y;
**heading += Vec2::Y;
}
KeyCode::S | KeyCode::Down => {
heading -= Vec3::Y;
**heading -= Vec2::Y;
}
KeyCode::A | KeyCode::Left => {
heading -= Vec3::X;
**heading -= Vec2::X;
}
KeyCode::D | KeyCode::Right => {
heading += Vec3::X;
**heading += Vec2::X;
}
_ => {}
}