Stop epsilon and deceleration

This commit is contained in:
Rendo 2025-11-15 20:48:04 +05:00
commit 83ae5ed3fe

View file

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