Player movement is back
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parent
1e8281eedd
commit
7d2e46c263
100
src/player.rs
100
src/player.rs
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@ -26,56 +26,44 @@ pub fn startup(
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) {
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commands
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.spawn((
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// Player,
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// YSortable,
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// Watched,
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// SpriteBundle {
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// texture: assets.images.player.clone().into(),
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// ..default()
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// },
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// TextureAtlas {
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// layout: assets.layouts.player.clone().into(),
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// ..default()
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// },
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// Mover {
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// velocity: Velocity(Vec2::ZERO),
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// heading: Heading(Vec2::ZERO),
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// speed: Speed(PLAYER_SPEED),
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// },
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// (SpatialBundle::default(), SpatialListener::new(1.)),
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Text2dBundle {
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text: Text::from_section(
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"You",
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TextStyle {
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font_size: 11.0,
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font: assets.fonts.iosevkalytemin.clone(),
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color: Color::WHITE,
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Player,
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YSortable,
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Watched,
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SpriteBundle {
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texture: assets.images.player.clone(),
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..default()
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},
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),
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transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
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TextureAtlas {
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layout: assets.layouts.player.clone(),
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..default()
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},
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Mover {
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velocity: Velocity(Vec2::ZERO),
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heading: Heading(Vec2::ZERO),
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speed: Speed(PLAYER_SPEED),
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},
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))
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.with_children(|player| {
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// let mesh = Mesh2dHandle(meshes.add(Capsule2d::new(3.0, 25.0)));
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// let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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// // let global_transform = GlobalTransform::from_xyz(
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// // 0.0, 20.0,
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// // // TODO: need some way to ensure this draws above everything else?
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// // // a UI layer or something?
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// // 1000.,
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// // );
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// let transform = Transform::from_xyz(
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// 0.0, 0.0,
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let mesh = Mesh2dHandle(meshes.add(Capsule2d::new(3.0, 25.0)));
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let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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// let global_transform = GlobalTransform::from_xyz(
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// 0.0, 20.0,
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// // TODO: need some way to ensure this draws above everything else?
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// // a UI layer or something?
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// 1000.,
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// );
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// player.spawn((
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// Crosshair,
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let transform = Transform::from_xyz(
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0.0, 0.0,
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// TODO: need some way to ensure this draws above everything else?
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// a UI layer or something?
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1000.,
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);
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player.spawn((
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Crosshair,
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// SpatialBundle::default(),
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// SpatialListener::new(1.),
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// MaterialMesh2dBundle {
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// // global_transform,
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// mesh,
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@ -83,32 +71,46 @@ pub fn startup(
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// transform,
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// ..default()
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// },
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// ));
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// Text2dBundle {
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// text: Text::from_section(
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// "You",
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// TextStyle {
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// font_size: 11.0,
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// font: assets.fonts.iosevkalytemin.clone(),
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// color: Color::WHITE,
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// ..default()
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// },
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// ),
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// transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
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// ..default()
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// },
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));
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});
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}
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pub fn controls(
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mut commands: Commands,
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mut player_q: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
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mut player: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
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input: Res<ButtonInput<KeyCode>>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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assets: Res<AssetLoader>,
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win_q: Query<&Window, With<PrimaryWindow>>,
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cam_q: Query<(&Camera, &GlobalTransform), With<Camera>>,
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win: Query<&Window, With<PrimaryWindow>>,
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cam: Query<(&Camera, &GlobalTransform), With<Camera>>,
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mut next_state: ResMut<NextState<crate::View>>,
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mut crosshair_q: Query<&mut Transform, With<Crosshair>>,
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mut crosshair: Query<&mut Transform, With<Crosshair>>,
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) {
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let (mut sprite, mut texture, mut heading, player_entity) = player_q.single_mut();
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let (camera, camera_transform) = cam_q.single();
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let (mut sprite, mut texture, mut heading, player_entity) =
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player.get_single_mut().expect("no player_q entities");
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let (camera, camera_transform) = cam.single();
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let mouse_world_position = win_q
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let mouse_world_position = win
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.single()
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.cursor_position()
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.and_then(|cursor| camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor))
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.map(|ray| ray.origin.truncate());
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if let Some(pos) = mouse_world_position {
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if let Ok(mut t) = crosshair_q.get_single_mut() {
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if let Ok(mut t) = crosshair.get_single_mut() {
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t.look_at(Vec3::ZERO, pos.extend(0.));
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t.translation = camera_transform.translation();
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}
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@ -118,7 +120,7 @@ pub fn controls(
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for button in mouse_input.get_just_pressed() {
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match button {
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MouseButton::Left => {
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if let Some(world_position) = win_q
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if let Some(world_position) = win
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.single()
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.cursor_position()
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.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor))
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