added walking and jumping (no ground checking)

This commit is contained in:
Mikolaj Wojciech Gorski 2024-03-19 21:07:57 +01:00
parent a682cbb839
commit 3e9d23102d
2 changed files with 71 additions and 7 deletions

View file

@ -16,29 +16,45 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::{math::*, prelude::*};
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin{
fn build(&self, app: &mut App) {
app.add_systems(Update, update_grounded);
app.add_systems(Update,(
update_grounded,
keyboard_input,
move_character,
dampen_movement)
);
app.add_event::<MovementAction>();
}
}
#[derive(Event)]
pub enum MovementAction {
Move(Vector2),
Jump
}
#[derive(Component)]
#[component(storage = "SparseSet")]
pub struct Grounded;
#[derive(Component)]
pub struct CharacterController{
pub walk_speed: f32,
pub movement_acceleration: Scalar,
pub movement_dampening_factor: Scalar,
pub jump_impulse: Scalar,
}
impl Default for CharacterController {
fn default() -> Self {
CharacterController{
walk_speed: 4.0,
movement_acceleration: 30.0,
movement_dampening_factor: 0.95,
jump_impulse: 7.0,
}
}
}
@ -58,7 +74,6 @@ impl CharacterControllerBundle {
rigid_body: RigidBody::Dynamic,
collider: controller_collider,
locked_axis: LockedAxes::ROTATION_LOCKED,
}
}
}
@ -80,3 +95,52 @@ pub fn update_grounded(mut character_controller_query: Query<&CharacterControlle
}
}
pub fn keyboard_input(mut movement_event_writer: EventWriter<MovementAction>, keyboard_input: Res<ButtonInput<KeyCode>>){
let up = keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]);
let down = keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]);
let left = keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]);
let right = keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]);
let horizontal = right as i8 - left as i8;
let vertical = up as i8 - down as i8;
let direction = Vector2::new(horizontal as Scalar, vertical as Scalar).clamp_length_max(1.0);
if direction != Vector2::ZERO {
movement_event_writer.send(MovementAction::Move(direction));
}
if keyboard_input.just_pressed(KeyCode::Space) {
movement_event_writer.send(MovementAction::Jump);
}
}
pub fn move_character(time: Res<Time>, mut movement_event_reader: EventReader<MovementAction>,
mut qeury: Query<(&mut LinearVelocity, &CharacterController)>
){
let delta_time = time.delta_seconds_f64().adjust_precision();
for event in movement_event_reader.read() {
for (mut velocity, character_controller) in &mut qeury{
match event{
MovementAction::Move(direction) => {
velocity.x += direction.x * character_controller.movement_acceleration * delta_time;
velocity.z -= direction.y * character_controller.movement_acceleration * delta_time;
},
MovementAction::Jump => {
velocity.y = character_controller.jump_impulse;
}
}
}
}
}
pub fn dampen_movement(mut qeury: Query<(&mut LinearVelocity, &CharacterController)>){
for (mut velocity, character_controller) in &mut qeury {
// We could use `LinearDamping`, but we don't want to dampen movement along the Y axis
velocity.x *= character_controller.movement_dampening_factor;
velocity.z *= character_controller.movement_dampening_factor;
}
}

View file

@ -36,11 +36,11 @@ fn setup(
) {
// plane
commands.spawn((PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_xyz(0., 0., 0.),
..default()
}, Collider::cuboid(5.0, 0.1, 5.0), RigidBody::Static));
}, Collider::cuboid(50.0, 0.1, 50.0), RigidBody::Static));
// cube
// commands.spawn((RigidBody::Dynamic, PbrBundle {
// mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),