feat: Basic player implementation

This commit is contained in:
Alexey 2026-04-10 13:35:44 +03:00
commit e4b1475c48
9 changed files with 830 additions and 54 deletions

76
src/player/mod.rs Normal file
View file

@ -0,0 +1,76 @@
//! Player module
use bevy::{camera::ScalingMode, prelude::*};
use bevy_rapier2d::prelude::*;
use leafwing_input_manager::prelude::*;
use crate::{
meters,
input::{
DefaultInputMap,
PlayerInput,
}
};
pub mod systems;
/// Player component
#[derive(Component, Clone, Copy, PartialEq, Debug, Reflect)]
#[reflect(Component, Clone, PartialEq, Debug, Default)]
#[require(Transform, InputMap<PlayerInput>)]
pub struct Player {
/// Movement speed in pixels/s
pub speed: f32,
}
impl Default for Player {
fn default() -> Self {
Self {
speed: meters(1.),
}
}
}
impl Player {
/// Returns player bundle with everything needed
pub fn bundle(asset_server: &Res<AssetServer>, position: Vec2) -> impl Bundle {
let image = asset_server.load("sprites/player/placeholder.png");
(
// Basic
Name::new("Player"),
Player::default(),
// Visible
Sprite::from_image(image),
Transform::from_xyz(position.x, position.y, 1.),
// Input
PlayerInput::input_map(),
// Collision
RigidBody::KinematicPositionBased,
KinematicCharacterController::default(),
ActiveCollisionTypes::default() | ActiveCollisionTypes::KINEMATIC_STATIC,
Collider::cuboid(meters(0.3), meters(0.9)),
ActiveEvents::COLLISION_EVENTS,
Sleeping::disabled(),
Children::spawn((
Spawn((
Name::new("Player camera"),
Camera2d,
Camera {
clear_color: ClearColorConfig::Custom(Color::hsl(0.02, 0.67, 0.65)),
..default()
},
Projection::Orthographic(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical {
viewport_height: meters(24.),
},
..OrthographicProjection::default_2d()
}),
)),
)),
)
}
}

25
src/player/systems.rs Normal file
View file

@ -0,0 +1,25 @@
//! Player systems
use super::*;
/// Do something based on [PlayerInput]
pub fn handle_input(
time: Res<Time>,
player_query: Query<(
&Player,
&ActionState<PlayerInput>,
&mut KinematicCharacterController,
&mut Sprite,
)>,
) {
for (player, action_state, mut controller, mut sprite) in player_query {
let direction = action_state.clamped_value(&PlayerInput::Move);
controller.translation = Some(vec2(direction * player.speed * time.delta_secs(), 0.));
if direction != 0. {
sprite.flip_x = direction < 0.;
}
}
}