Input is collected in its own function to make things easier later
parent
e752bcd86e
commit
3609505057
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@ -1,4 +1,6 @@
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{
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"speed":0.3,
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"movement":[10.0,0.0]
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"movement":[10.0,0.0],
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"direction":[0.0,0.0],
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"dash":false
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}
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73
src/main.rs
73
src/main.rs
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@ -6,6 +6,8 @@ use std::fs;
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pub struct Player {
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pub speed: f32,
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pub movement: Vec2,
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pub direction: Vec2,
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pub dash: bool,
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}
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fn main() {
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@ -25,6 +27,7 @@ fn main() {
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.build(),
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)
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.add_systems(Startup, setup)
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.add_systems(Update, get_input)
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.add_systems(Update, character_movement)
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.run();
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}
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@ -39,22 +42,60 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(100.0, 100.0)),
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custom_size: Some(Vec2::new(50.0, 50.0)),
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..default()
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},
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texture,
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..default()
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},
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//TODO: find out how to use vectors in json so I don't have to use this array fuckery
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Player {
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speed: player_data.speed,
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movement: Vec2::new( player_data.movement[0], player_data.movement[1] )
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movement: Vec2::new(player_data.movement[0], player_data.movement[1]),
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direction: Vec2::new(0.0, 0.0),
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dash: false
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},
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));
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}
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//TODO: make it so keycodes can be changed (maby through JSON at first and later make a UI menu to edit said JSON)
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fn get_input (
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mut input_recievers: Query<(&mut Transform, &mut Player)>,
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input: Res<Input<KeyCode>>,
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) {
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for (_transform, mut player) in &mut input_recievers {
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if input.just_pressed(KeyCode::W) {
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player.direction.y += 1.0;
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}
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if input.just_released(KeyCode::W) {
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player.direction.y -= 1.0;
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}
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if input.just_pressed(KeyCode::S) {
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player.direction.y -= 1.0;
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}
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if input.just_released(KeyCode::S) {
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player.direction.y += 1.0;
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}
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if input.just_pressed(KeyCode::D) {
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player.direction.x += 1.0;
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}
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if input.just_released(KeyCode::D) {
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player.direction.x -= 1.0;
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}
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if input.just_pressed(KeyCode::A) {
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player.direction.x -= 1.0;
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}
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if input.just_released(KeyCode::A) {
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player.direction.x += 1.0;
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}
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}
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}
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fn character_movement(
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mut characters: Query<(&mut Transform, &mut Player)>,
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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) {
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for (mut transform, mut player) in &mut characters {
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@ -62,20 +103,30 @@ fn character_movement(
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let current_speed: f32 = player.speed;
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let current_movement: Vec2 = player.movement;
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if input.pressed(KeyCode::W) {
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if player.direction.y == 1.0 {
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player.movement += current_movement * current_speed;
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}
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if input.pressed(KeyCode::S) {
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if player.direction.y == -1.0 {
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player.movement -= current_movement * current_speed;
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}
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if input.pressed(KeyCode::D) {
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player.movement = Vec2::new(player.movement.x - player.movement.y, player.movement.y + player.movement.x);
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if player.direction.x == 1.0 {
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player.movement = Vec2::new(player.movement.x - player.movement.y * 0.1, player.movement.y + player.movement.x * 0.1);
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}
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if input.pressed(KeyCode::A) {
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player.movement = Vec2::new(player.movement.x + player.movement.y, player.movement.y - player.movement.x);
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if player.direction.x == -1.0 {
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player.movement = Vec2::new(player.movement.x + player.movement.y * 0.1, player.movement.y - player.movement.x * 0.1);
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}
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transform.translation.x += player.movement.x * time.delta_seconds();
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transform.translation.y += player.movement.y * time.delta_seconds();
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//TODO: make locking the player within bounds not ass and use the screensize instead of magic numbers
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if transform.translation.x < 250.0 && transform.translation.x > -250.0 {
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transform.translation.x += player.movement.x * time.delta_seconds();
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} else {
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player.movement.x = -player.movement.x;
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}
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if transform.translation.y < 250.0 && transform.translation.y > -250.0 {
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transform.translation.y += player.movement.y * time.delta_seconds();
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} else {
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player.movement.y = -player.movement.y;
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}
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info!("Player is at {:#?} !", transform);
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}
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}
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