ttt-ce/src/charcacter_controller.rs

180 lines
No EOL
5.8 KiB
Rust

/*
Trouble in Terror Town: Community Edition
Copyright (C) 2024 Mikolaj Wojciech Gorski
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
use bevy::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,
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 movement_acceleration: Scalar,
pub movement_dampening_factor: Scalar,
pub jump_impulse: Scalar,
pub max_slope_angle: Scalar,
}
impl Default for CharacterController {
fn default() -> Self {
CharacterController{
movement_acceleration: 30.0,
movement_dampening_factor: 0.95,
jump_impulse: 7.0,
max_slope_angle: (30.0 as Scalar).to_radians(),
}
}
}
#[derive(Bundle)]
pub struct CharacterControllerBundle{
character_controller: CharacterController,
rigid_body: RigidBody,
collider: Collider,
ground_caster: ShapeCaster,
locked_axis: LockedAxes,
}
impl CharacterControllerBundle {
pub fn new(controller_collider: Collider, controller: CharacterController) -> Self {
let mut caster_shape = controller_collider.clone();
caster_shape.set_scale(Vector::ONE * 0.99, 10);
Self{
character_controller: controller,
rigid_body: RigidBody::Dynamic,
collider: controller_collider,
ground_caster: ShapeCaster::new(
caster_shape,
Vector::ZERO,
Quaternion::default(),
Direction3d::NEG_Y,
),
locked_axis: LockedAxes::ROTATION_LOCKED,
}
}
}
impl Default for CharacterControllerBundle {
fn default() -> Self {
let collider = Collider::capsule(1.0, 0.5);
let mut caster_shape = collider.clone();
caster_shape.set_scale(Vector::ONE * 0.99, 10);
CharacterControllerBundle{
character_controller: CharacterController::default(),
rigid_body: RigidBody::Dynamic,
collider: collider,
ground_caster: ShapeCaster::new(
caster_shape,
Vector::ZERO,
Quaternion::default(),
Direction3d::NEG_Y,
),
locked_axis: LockedAxes::ROTATION_LOCKED,
}
}
}
pub fn update_grounded(mut commands: Commands, mut query: Query<(Entity, &CharacterController, &Rotation, &ShapeHits)>){
for (entity, character_controller, rotation, hits) in &mut query {
let is_grounded = hits.iter().any(|hit| {
rotation.rotate(-hit.normal2).angle_between(Vector::Y).abs() <= character_controller.max_slope_angle
});
//println!("{}", is_grounded);
if is_grounded {
commands.entity(entity).insert(Grounded);
} else {
commands.entity(entity).remove::<Grounded>();
}
}
}
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;
}
}