Crosshair aims 🎉
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d05fc09e8a
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7bf8602796
3 changed files with 46 additions and 4 deletions
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@ -22,13 +22,13 @@ bevy = { version = "0.14.0", default-features = false, features = [
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"wayland",
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"wav", # sound files
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"sysinfo_plugin", # probably will want this for troubleshooting or just surfacing useful information to the gamer (such as FPS?)
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"bevy_gizmos", # debug geometry?
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# TODO: would be nice to get this working while developing
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"dynamic_linking",
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# NOTE: Features we may want at some point.
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# "vorbis", # music -- maybe mp3?
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# "bevy_gizmos", # debug geometry?
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# "track_change_detection", # for hot-reloading of assets? (scripts?)
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# "file_watcher", # for hot-reloading of assets? (scripts?)
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# "serialize" # for saving games or game-related information?
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36
src/input.rs
36
src/input.rs
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@ -1,4 +1,8 @@
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use bevy::prelude::*;
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use bevy::{
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color::palettes::css::{GREEN, RED},
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prelude::*,
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window::PrimaryWindow,
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};
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#[derive(Resource, Default, Debug, Clone, PartialEq)]
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pub struct Input {
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@ -9,9 +13,11 @@ pub struct Input {
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}
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pub fn process_input(
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mut gizmos: Gizmos,
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mut input: ResMut<Input>,
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keys: Res<ButtonInput<KeyCode>>,
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// mouse: Res<ButtonInput<MouseButton>>,
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window: Query<&Window, With<PrimaryWindow>>,
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) {
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input.movement.x = 0.;
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input.movement.y = 0.;
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@ -33,10 +39,36 @@ pub fn process_input(
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}
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}
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input.movement = input.movement.normalize_or_zero();
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// input.target // not set using keyboard, see mouse
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input.action = input.action || keys.any_pressed([KeyCode::Space, KeyCode::Enter]);
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input.cancel = input.cancel || keys.just_pressed(KeyCode::Escape);
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// FOR CURSOR POSITION
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// origin is top-left
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// x increases as mouse goes right
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// y increases as mouse goes down
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// FOR 2D WORLD COORDINATE
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// origin is bottom-left
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// x increases as thing moves right
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// y increases as thing moves up
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// with this in mind, to convert mouse coordinates to world coordinates for comparing against our logical window center, we take the absolute of the difference in height
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gizmos.line(Vec3::ZERO, Vec3::X * 100., GREEN);
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if let Ok(window) = window.get_single() {
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if let Some(target) = window.cursor_position() {
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let size = window.size();
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let center = size / 2.;
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let modified_target = target.with_y(size.y - target.y) - center;
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gizmos.line(Vec2::ZERO.extend(0.), modified_target.extend(0.), RED);
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input.angle = modified_target.to_angle();
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info!(
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"pos@{target:?} -- {center:?} -> {modified_target:?} for angle of {:?}",
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input.angle
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);
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}
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}
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info!("Input: {:#?}", input);
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}
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@ -1,3 +1,5 @@
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use std::f32::consts::TAU;
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use crate::camera::Watched;
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use crate::movement::{Heading, Mover, Speed, Velocity, YSortable};
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use crate::prelude::*;
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@ -89,10 +91,18 @@ pub fn startup(
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});
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}
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pub fn control(input: Res<Input>, mut player: Query<&mut Heading, With<Player>>) {
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pub fn control(
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input: Res<Input>,
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mut crosshair: Query<&mut Transform, With<Crosshair>>,
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mut player: Query<&mut Heading, With<Player>>,
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// time: Res<Time>,
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) {
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if let Ok(mut heading) = player.get_single_mut() {
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heading.0 = input.movement;
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}
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if let Ok(mut transform) = crosshair.get_single_mut() {
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transform.rotation = Quat::from_rotation_z(input.angle + (TAU / 4.));
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}
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}
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pub fn player_debug_info(mut player: Query<(&Heading, &Transform), With<Player>>) {
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