Displayer input
parent
32ed8b2bf8
commit
af393f6a30
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@ -4,4 +4,13 @@
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down: S
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left: A
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right: D
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input_sprite_path: neocat.png
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input_sprite_size: [
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30.0,
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30.0
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]
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input_sprite_location: [
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-200.0,
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-200.0
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]
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60
src/main.rs
60
src/main.rs
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@ -9,6 +9,9 @@ pub struct Settings {
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pub down: String,
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pub left: String,
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pub right: String,
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pub input_sprite_path: String,
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pub input_sprite_size: Vec2,
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pub input_sprite_location: Vec2,
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}
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#[derive(Serialize, Deserialize)]
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@ -30,6 +33,12 @@ pub struct Player {
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pub dash_modifier: f32,
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}
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#[derive(Component)]
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pub struct InputVisual {
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pub location: Vec2,
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pub input_direction: Vec2,
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}
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fn main() {
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App::new()
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.add_plugins(
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@ -48,6 +57,7 @@ fn main() {
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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, draw_input)
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.add_systems(Update, character_movement)
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.run();
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}
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@ -61,6 +71,15 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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down: S
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left: A
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right: D
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input_sprite_path: neocat.png
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input_sprite_size: [
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30.0,
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30.0
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]
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input_sprite_location: [
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-200.0,
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-200.0
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]
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"
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.to_string();
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let settings_file = Path::new("./data/settings.yml");
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@ -74,6 +93,27 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let settings_data =
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serde_yaml::from_str::<Settings>(&settings_yaml).expect("Error serializing to YAML");
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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(
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settings_data.input_sprite_size.x,
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settings_data.input_sprite_size.y,
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)),
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..default()
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},
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texture: asset_server.load(settings_data.input_sprite_path),
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..default()
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},
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InputVisual {
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location: Vec2::new(
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settings_data.input_sprite_location.x,
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settings_data.input_sprite_location.y,
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),
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input_direction: Vec2::new(0.0, 0.0),
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},
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));
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//Default player_data
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let mut player_data_yaml: String = "
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#These values you can just go edit no problem
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@ -162,6 +202,17 @@ fn get_input(mut input_recievers: Query<&mut Player>, input: Res<Input<KeyCode>>
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}
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}
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fn draw_input(mut visuals: Query<(&mut Transform, &mut InputVisual)>, input: Query<&mut Player>) {
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for player in &input {
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for (mut transform, mut visual) in &mut visuals {
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visual.input_direction.x = player.direction.x;
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visual.input_direction.y = player.direction.y;
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transform.translation.x = visual.location.x + (visual.input_direction.x * 10.0);
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transform.translation.y = visual.location.y + (visual.input_direction.y * 10.0);
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}
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}
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}
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fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time: Res<Time>) {
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for (mut transform, mut player) in &mut characters {
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let dash_modifier: f32 = player.dash_modifier;
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@ -215,16 +266,7 @@ fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time
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}
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}
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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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}
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}
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