Displayer input

main
Johannes Hendrik Gerard van der Weide 2023-12-06 13:32:16 +01:00
parent 32ed8b2bf8
commit af393f6a30
2 changed files with 64 additions and 13 deletions

View File

@ -4,4 +4,13 @@
down: S down: S
left: A left: A
right: D right: D
input_sprite_path: neocat.png
input_sprite_size: [
30.0,
30.0
]
input_sprite_location: [
-200.0,
-200.0
]

View File

@ -9,6 +9,9 @@ pub struct Settings {
pub down: String, pub down: String,
pub left: String, pub left: String,
pub right: String, pub right: String,
pub input_sprite_path: String,
pub input_sprite_size: Vec2,
pub input_sprite_location: Vec2,
} }
#[derive(Serialize, Deserialize)] #[derive(Serialize, Deserialize)]
@ -30,6 +33,12 @@ pub struct Player {
pub dash_modifier: f32, pub dash_modifier: f32,
} }
#[derive(Component)]
pub struct InputVisual {
pub location: Vec2,
pub input_direction: Vec2,
}
fn main() { fn main() {
App::new() App::new()
.add_plugins( .add_plugins(
@ -48,6 +57,7 @@ fn main() {
) )
.add_systems(Startup, setup) .add_systems(Startup, setup)
.add_systems(Update, get_input) .add_systems(Update, get_input)
.add_systems(Update, draw_input)
.add_systems(Update, character_movement) .add_systems(Update, character_movement)
.run(); .run();
} }
@ -61,6 +71,15 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
down: S down: S
left: A left: A
right: D right: D
input_sprite_path: neocat.png
input_sprite_size: [
30.0,
30.0
]
input_sprite_location: [
-200.0,
-200.0
]
" "
.to_string(); .to_string();
let settings_file = Path::new("./data/settings.yml"); let settings_file = Path::new("./data/settings.yml");
@ -74,6 +93,27 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let settings_data = let settings_data =
serde_yaml::from_str::<Settings>(&settings_yaml).expect("Error serializing to YAML"); serde_yaml::from_str::<Settings>(&settings_yaml).expect("Error serializing to YAML");
commands.spawn((
SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(
settings_data.input_sprite_size.x,
settings_data.input_sprite_size.y,
)),
..default()
},
texture: asset_server.load(settings_data.input_sprite_path),
..default()
},
InputVisual {
location: Vec2::new(
settings_data.input_sprite_location.x,
settings_data.input_sprite_location.y,
),
input_direction: Vec2::new(0.0, 0.0),
},
));
//Default player_data //Default player_data
let mut player_data_yaml: String = " let mut player_data_yaml: String = "
#These values you can just go edit no problem #These values you can just go edit no problem
@ -162,6 +202,17 @@ fn get_input(mut input_recievers: Query<&mut Player>, input: Res<Input<KeyCode>>
} }
} }
fn draw_input(mut visuals: Query<(&mut Transform, &mut InputVisual)>, input: Query<&mut Player>) {
for player in &input {
for (mut transform, mut visual) in &mut visuals {
visual.input_direction.x = player.direction.x;
visual.input_direction.y = player.direction.y;
transform.translation.x = visual.location.x + (visual.input_direction.x * 10.0);
transform.translation.y = visual.location.y + (visual.input_direction.y * 10.0);
}
}
}
fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time: Res<Time>) { fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time: Res<Time>) {
for (mut transform, mut player) in &mut characters { for (mut transform, mut player) in &mut characters {
let dash_modifier: f32 = player.dash_modifier; let dash_modifier: f32 = player.dash_modifier;
@ -215,16 +266,7 @@ fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time
} }
} }
//TODO: make locking the player within bounds not ass and use the screensize instead of magic numbers
if transform.translation.x < 250.0 && transform.translation.x > -250.0 {
transform.translation.x += player.movement.x * time.delta_seconds(); transform.translation.x += player.movement.x * time.delta_seconds();
} else {
player.movement.x = -player.movement.x;
}
if transform.translation.y < 250.0 && transform.translation.y > -250.0 {
transform.translation.y += player.movement.y * time.delta_seconds(); transform.translation.y += player.movement.y * time.delta_seconds();
} else {
player.movement.y = -player.movement.y;
}
} }
} }