Stop epsilon and deceleration
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parent
1820df9f24
commit
83ae5ed3fe
1 changed files with 41 additions and 7 deletions
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@ -10,7 +10,9 @@ use bevy::prelude::*;
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#[derive(Component)]
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#[require(Velocity)]
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pub struct PlayerMovement {
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pub(super) acceleration: f32,
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acceleration: f32,
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deceleration: f32,
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stop_epsilon: f32,
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}
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#[derive(Component)]
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@ -21,7 +23,11 @@ pub struct PlayerGun {
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pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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commands.spawn((
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PlayerMovement { acceleration: 100. },
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PlayerMovement {
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acceleration: 100.,
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deceleration: 300.,
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stop_epsilon: 50.,
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},
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PlayerGun {
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shoot_timer: Timer::from_seconds(0.2, TimerMode::Once),
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damage: 1,
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@ -39,7 +45,7 @@ pub(super) fn player_movement_system(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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query: Single<(&mut Velocity, &PlayerMovement)>,
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) {
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let (mut movable, player) = query.into_inner();
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let (mut velocity, player) = query.into_inner();
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let mut movement_factor = 0.0;
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let mut rotation_factor = 0.0;
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@ -58,10 +64,38 @@ pub(super) fn player_movement_system(
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movement_factor -= 1.0;
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}
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movable.linear_speed = (movable.linear_speed
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if movement_factor > 0. {
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if velocity.linear_speed >= 0. {
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velocity.linear_speed = (velocity.linear_speed
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+ movement_factor * player.acceleration * time.delta_secs())
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.clamp(-movable.max_linear_speed, movable.max_linear_speed);
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movable.rotation_speed = rotation_factor * movable.max_rotation_speed;
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.clamp(-velocity.max_linear_speed, velocity.max_linear_speed);
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} else {
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velocity.linear_speed = (velocity.linear_speed
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+ movement_factor * player.deceleration * time.delta_secs())
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.clamp(-velocity.max_linear_speed, velocity.max_linear_speed);
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if velocity.linear_speed > -player.stop_epsilon {
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velocity.linear_speed = 0;
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}
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}
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}
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if movement_factor < 0. {
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if velocity.linear_speed <= 0. {
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velocity.linear_speed = (velocity.linear_speed
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- movement_factor * player.acceleration * time.delta_secs())
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.clamp(-velocity.max_linear_speed, velocity.max_linear_speed);
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} else {
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velocity.linear_speed = (velocity.linear_speed
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- movement_factor * player.deceleration * time.delta_secs())
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.clamp(-velocity.max_linear_speed, velocity.max_linear_speed);
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if velocity.linear_speed < player.stop_epsilon {
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velocity.linear_speed = 0;
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}
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}
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}
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velocity.rotation_speed = rotation_factor * velocity.max_rotation_speed;
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}
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pub fn player_shooting_system(
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