Player movement is back
This commit is contained in:
parent
1e8281eedd
commit
7d2e46c263
1 changed files with 60 additions and 58 deletions
118
src/player.rs
118
src/player.rs
|
@ -26,89 +26,91 @@ pub fn startup(
|
|||
) {
|
||||
commands
|
||||
.spawn((
|
||||
// Player,
|
||||
// YSortable,
|
||||
// Watched,
|
||||
// SpriteBundle {
|
||||
// texture: assets.images.player.clone().into(),
|
||||
// ..default()
|
||||
// },
|
||||
// TextureAtlas {
|
||||
// layout: assets.layouts.player.clone().into(),
|
||||
// ..default()
|
||||
// },
|
||||
// Mover {
|
||||
// velocity: Velocity(Vec2::ZERO),
|
||||
// heading: Heading(Vec2::ZERO),
|
||||
// speed: Speed(PLAYER_SPEED),
|
||||
// },
|
||||
// (SpatialBundle::default(), SpatialListener::new(1.)),
|
||||
Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"You",
|
||||
TextStyle {
|
||||
font_size: 11.0,
|
||||
font: assets.fonts.iosevkalytemin.clone(),
|
||||
color: Color::WHITE,
|
||||
..default()
|
||||
},
|
||||
),
|
||||
transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
|
||||
Player,
|
||||
YSortable,
|
||||
Watched,
|
||||
SpriteBundle {
|
||||
texture: assets.images.player.clone(),
|
||||
..default()
|
||||
},
|
||||
TextureAtlas {
|
||||
layout: assets.layouts.player.clone(),
|
||||
..default()
|
||||
},
|
||||
Mover {
|
||||
velocity: Velocity(Vec2::ZERO),
|
||||
heading: Heading(Vec2::ZERO),
|
||||
speed: Speed(PLAYER_SPEED),
|
||||
},
|
||||
))
|
||||
.with_children(|player| {
|
||||
// let mesh = Mesh2dHandle(meshes.add(Capsule2d::new(3.0, 25.0)));
|
||||
// let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
|
||||
// // let global_transform = GlobalTransform::from_xyz(
|
||||
// // 0.0, 20.0,
|
||||
// // // TODO: need some way to ensure this draws above everything else?
|
||||
// // // a UI layer or something?
|
||||
// // 1000.,
|
||||
// // );
|
||||
|
||||
// let transform = Transform::from_xyz(
|
||||
// 0.0, 0.0,
|
||||
let mesh = Mesh2dHandle(meshes.add(Capsule2d::new(3.0, 25.0)));
|
||||
let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
|
||||
// let global_transform = GlobalTransform::from_xyz(
|
||||
// 0.0, 20.0,
|
||||
// // TODO: need some way to ensure this draws above everything else?
|
||||
// // a UI layer or something?
|
||||
// 1000.,
|
||||
// );
|
||||
|
||||
// player.spawn((
|
||||
// Crosshair,
|
||||
// MaterialMesh2dBundle {
|
||||
// // global_transform,
|
||||
// mesh,
|
||||
// material,
|
||||
// transform,
|
||||
// ..default()
|
||||
// },
|
||||
// ));
|
||||
let transform = Transform::from_xyz(
|
||||
0.0, 0.0,
|
||||
// TODO: need some way to ensure this draws above everything else?
|
||||
// a UI layer or something?
|
||||
1000.,
|
||||
);
|
||||
|
||||
player.spawn((
|
||||
Crosshair,
|
||||
// SpatialBundle::default(),
|
||||
// SpatialListener::new(1.),
|
||||
// MaterialMesh2dBundle {
|
||||
// // global_transform,
|
||||
// mesh,
|
||||
// material,
|
||||
// transform,
|
||||
// ..default()
|
||||
// },
|
||||
// Text2dBundle {
|
||||
// text: Text::from_section(
|
||||
// "You",
|
||||
// TextStyle {
|
||||
// font_size: 11.0,
|
||||
// font: assets.fonts.iosevkalytemin.clone(),
|
||||
// color: Color::WHITE,
|
||||
// ..default()
|
||||
// },
|
||||
// ),
|
||||
// transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
|
||||
// ..default()
|
||||
// },
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
pub fn controls(
|
||||
mut commands: Commands,
|
||||
mut player_q: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
|
||||
mut player: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
|
||||
input: Res<ButtonInput<KeyCode>>,
|
||||
mouse_input: Res<ButtonInput<MouseButton>>,
|
||||
assets: Res<AssetLoader>,
|
||||
win_q: Query<&Window, With<PrimaryWindow>>,
|
||||
cam_q: Query<(&Camera, &GlobalTransform), With<Camera>>,
|
||||
win: Query<&Window, With<PrimaryWindow>>,
|
||||
cam: Query<(&Camera, &GlobalTransform), With<Camera>>,
|
||||
mut next_state: ResMut<NextState<crate::View>>,
|
||||
mut crosshair_q: Query<&mut Transform, With<Crosshair>>,
|
||||
mut crosshair: Query<&mut Transform, With<Crosshair>>,
|
||||
) {
|
||||
let (mut sprite, mut texture, mut heading, player_entity) = player_q.single_mut();
|
||||
let (camera, camera_transform) = cam_q.single();
|
||||
let (mut sprite, mut texture, mut heading, player_entity) =
|
||||
player.get_single_mut().expect("no player_q entities");
|
||||
let (camera, camera_transform) = cam.single();
|
||||
|
||||
let mouse_world_position = win_q
|
||||
let mouse_world_position = win
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor))
|
||||
.map(|ray| ray.origin.truncate());
|
||||
|
||||
if let Some(pos) = mouse_world_position {
|
||||
if let Ok(mut t) = crosshair_q.get_single_mut() {
|
||||
if let Ok(mut t) = crosshair.get_single_mut() {
|
||||
t.look_at(Vec3::ZERO, pos.extend(0.));
|
||||
t.translation = camera_transform.translation();
|
||||
}
|
||||
|
@ -118,7 +120,7 @@ pub fn controls(
|
|||
for button in mouse_input.get_just_pressed() {
|
||||
match button {
|
||||
MouseButton::Left => {
|
||||
if let Some(world_position) = win_q
|
||||
if let Some(world_position) = win
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor))
|
||||
|
|
Loading…
Reference in a new issue