Introduce physics to movement controls.
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@ -58,10 +58,6 @@ pub struct Speed(pub f32);
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#[reflect(Component)]
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pub struct Sprinting;
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#[derive(Clone, Copy, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct Velocity(pub Vec2);
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#[derive(Clone, Copy, Debug)]
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pub struct Collision {
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pub entity: Entity,
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@ -105,31 +101,25 @@ fn movement_controls<S, A: 'static>(
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config: Res<NavigationConfig<S, A>>,
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input: Res<InputMap<A>>,
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time: Res<Time>,
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mut query: Query<(
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mut query: Query<
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(
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Entity,
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&Player,
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&mut Velocity,
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&mut RigidBodyVelocity,
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&mut Speed,
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&MaxSpeed,
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Option<&RotationSpeed>,
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&mut Transform,
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Option<&Destination>,
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)>,
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),
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With<Player>,
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>,
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exploration_focused: Query<(Entity, &ExplorationFocused)>,
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) where
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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A: Hash + Eq + Clone + Send + Sync,
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{
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for (
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entity,
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_,
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mut velocity,
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mut speed,
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max_speed,
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rotation_speed,
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mut transform,
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destination,
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) in query.iter_mut()
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for (entity, mut velocity, mut speed, max_speed, rotation_speed, mut transform, destination) in
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query.iter_mut()
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{
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let sprinting = if let Some(action) = config.action_sprint.clone() {
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input.active(action)
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@ -176,6 +166,11 @@ fn movement_controls<S, A: 'static>(
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}
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}
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if direction.length_squared() != 0. {
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commands.entity(entity).remove::<Destination>();
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commands.entity(entity).remove::<Exploring>();
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for (entity, _) in exploration_focused.iter() {
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commands.entity(entity).remove::<ExplorationFocused>();
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}
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direction = direction.normalize();
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if direction.x > 0. {
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direction.x *= config.forward_movement_factor;
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@ -201,7 +196,7 @@ fn movement_controls<S, A: 'static>(
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let right_y = input.strength(right).abs();
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let left_y = input.strength(left).abs();
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let y = if right_y > left_y { right_y } else { left_y };
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Some(Vec3::new(x, y, 0.))
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Some(Vec2::new(x, y))
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} else {
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None
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};
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@ -210,26 +205,20 @@ fn movement_controls<S, A: 'static>(
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} else {
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**max_speed / config.sprint_movement_factor
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};
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speed.0 = s;
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direction *= s;
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if let Some(strength) = strength {
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direction *= strength;
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}
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commands.entity(entity).remove::<Destination>();
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commands.entity(entity).remove::<Exploring>();
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for (entity, _) in exploration_focused.iter() {
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commands.entity(entity).remove::<ExplorationFocused>();
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}
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**speed = s;
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direction = transform.compute_matrix().transform_vector3(direction);
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let direction = Vec2::new(direction.x, direction.y);
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**velocity = direction;
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let mut v = Vec2::new(direction.x, direction.y) * **speed;
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if let Some(strength) = strength {
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v *= strength;
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}
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velocity.linvel = v.into();
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} else if destination.is_none() {
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**velocity = Vec2::ZERO;
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speed.0 = 0.;
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velocity.linvel = Vec2::ZERO.into();
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**speed = 0.;
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} else if sprinting {
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speed.0 = max_speed.0;
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**speed = **max_speed;
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} else {
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speed.0 = max_speed.0 / 3.;
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**speed = **max_speed / 3.;
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}
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}
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}
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@ -1,6 +1,7 @@
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use std::collections::HashMap;
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use bevy::{prelude::*, tasks::prelude::*};
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use bevy_rapier2d::prelude::*;
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use crossbeam_channel::{unbounded, Receiver};
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use derive_more::{Deref, DerefMut};
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use pathfinding::prelude::*;
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@ -8,7 +9,7 @@ use pathfinding::prelude::*;
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use crate::{
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core::{Coordinates, PointLike},
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map::Map,
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navigation::{MotionBlocked, RotationSpeed, Speed, Velocity},
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navigation::{MotionBlocked, RotationSpeed, Speed},
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};
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#[derive(Clone, Copy, Debug, Default, Deref, DerefMut, Eq, Hash, PartialEq, Reflect)]
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@ -123,7 +124,7 @@ fn negotiate_path(
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Entity,
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&mut Path,
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&mut Coordinates,
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&mut Velocity,
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&mut RigidBodyVelocity,
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&Speed,
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Option<&RotationSpeed>,
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&mut Transform,
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@ -192,14 +193,14 @@ fn negotiate_path(
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}
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**coordinates = (cheat_x, cheat_y);
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}
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**velocity = Vec2::ZERO;
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velocity.linvel = Vec2::ZERO.into();
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} else {
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**velocity = direction;
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velocity.linvel = direction.into();
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}
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} else {
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commands.entity(entity).remove::<Path>();
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commands.entity(entity).remove::<Destination>();
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**velocity = Vec2::ZERO;
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velocity.linvel = Vec2::ZERO.into();
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}
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}
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}
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