First person camera
Input States
This commit is contained in:
@@ -37,3 +37,14 @@ impl Default for FollowTarget {
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};
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}
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}
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#[derive(Component, Default, Reflect)]
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pub enum CameraMode {
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#[default]
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Player,
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Ship,
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Disabled,
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}
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#[derive(Component, Reflect)]
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pub struct CameraAttachment(pub Entity);
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@@ -1,4 +1,5 @@
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mod plugins;
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mod states;
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mod utils;
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use bevy::{prelude::*, window::PresentMode};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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61
src/plugins/camera.rs
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61
src/plugins/camera.rs
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@@ -0,0 +1,61 @@
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use bevy::prelude::*;
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#[cfg(feature = "dev")]
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use bevy::window::PrimaryWindow;
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use crate::components::camera::*;
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pub struct CameraPlugin;
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impl Plugin for CameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, camera_pitch);
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app.add_systems(Update, camera_attachment);
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#[cfg(feature = "dev")]
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app.add_systems(Update, camera_toggle);
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}
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}
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pub fn camera_attachment(
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attachment_targets: Query<&GlobalTransform>,
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cam: Single<(&mut Transform, &CameraAttachment, &CameraMode)>,
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) {
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let (mut transform, attach, mode) = cam.into_inner();
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if let Ok(tgt) = attachment_targets.get(attach.0) {
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match mode {
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CameraMode::Player => {
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transform.rotation = tgt.rotation();
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transform.translation = tgt.translation();
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}
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CameraMode::Ship => todo!("Ship Mode"),
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CameraMode::Disabled => (),
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}
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}
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}
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pub fn camera_pitch(cam_query: Query<(&mut Transform, &CameraPitch)>) {
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for (mut cam_transform, pitch) in cam_query {
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cam_transform.rotation = Quat::from_rotation_x(pitch.0);
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}
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}
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#[cfg(feature = "dev")]
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pub fn camera_toggle(
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key: Res<ButtonInput<KeyCode>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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camera: Single<&mut CameraMode>,
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) {
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use bevy::window::CursorGrabMode;
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let mut mode = camera.into_inner();
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if key.just_pressed(KeyCode::Escape) {
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if window.cursor_options.visible {
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*mode = CameraMode::Player;
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window.cursor_options.grab_mode = CursorGrabMode::Locked;
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window.cursor_options.visible = false;
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} else {
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*mode = CameraMode::Disabled;
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window.cursor_options.grab_mode = CursorGrabMode::None;
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window.cursor_options.visible = true;
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}
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}
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}
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@@ -1,71 +0,0 @@
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use std::f32::consts::FRAC_PI_2;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use crate::{components::camera::*, utils::input::get_mouse_delta};
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pub struct FreeCamPlugin;
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impl Plugin for FreeCamPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, ((camera_yaw, camera_pitch).chain(), free_camera));
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}
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}
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const FLY_SPEED: f32 = 10.0;
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pub fn free_camera(
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cam_query: Single<(&mut Transform, &FreeCam), (With<CameraRoot>, Without<Unfocused>)>,
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cam_pitch: Single<&CameraPitch>,
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key: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let mut move_dir = Vec3::ZERO;
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let pitch = cam_pitch.0;
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let (mut cam_transform, freecam) = cam_query.into_inner();
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if !freecam.0 {
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return;
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}
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if key.pressed(KeyCode::KeyW) {
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move_dir.z = -1.0;
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} else if key.pressed(KeyCode::KeyS) {
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move_dir.z = 1.0;
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}
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if key.pressed(KeyCode::KeyD) {
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move_dir.x = 1.0;
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} else if key.pressed(KeyCode::KeyA) {
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move_dir.x = -1.0;
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}
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move_dir = cam_transform.rotation
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* Quat::from_rotation_x(pitch)
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* move_dir.normalize_or_zero()
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* time.delta_secs()
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* FLY_SPEED;
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cam_transform.translation += move_dir;
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}
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pub fn camera_yaw(
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cam_yaw_query: Single<(&mut Transform, &FreeCam), (With<CameraRoot>, Without<Unfocused>)>,
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cam_query: Single<&mut CameraPitch>,
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mouse_motion: EventReader<MouseMotion>,
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time: Res<Time>,
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) {
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let (mut yaw_transform, freecam) = cam_yaw_query.into_inner();
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if !freecam.0 {
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return;
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}
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let mut pitch = cam_query.into_inner();
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let delta = get_mouse_delta(mouse_motion) * -time.delta_secs();
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yaw_transform.rotate_y(delta.x);
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pitch.0 = (pitch.0 + delta.y).clamp(-FRAC_PI_2 + 0.001, FRAC_PI_2 - 0.001);
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}
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pub fn camera_pitch(cam_query: Single<(&mut Transform, &CameraPitch)>) {
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let (mut cam_transform, pitch) = cam_query.into_inner();
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cam_transform.rotation = Quat::from_rotation_x(pitch.0);
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}
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@@ -1,10 +1,11 @@
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use crate::{
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components::{
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camera::{CameraPitch, CameraRoot, FollowCam, MainCamera, Unfocused},
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player::{GravityDirection, MoveSpeed, PlayerDrag},
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camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, MainCamera},
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player::PlayerDrag,
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tags::{Player, Ship},
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},
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plugins::*,
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plugins::{state_management::StateManagementPlugin, *},
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states::input::{InputState, PlayerState},
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};
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use bevy::{
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prelude::*,
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@@ -19,19 +20,18 @@ impl Plugin for GamePlugin {
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fn build(&self, app: &mut bevy::app::App) {
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app.add_plugins((
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FollowCamPlugin,
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CameraPlugin,
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StateManagementPlugin,
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// ShipPlugin,
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TypesPlugin,
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PlayerPlugin,
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// CharacterControllerPlugin,
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));
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app.add_plugins((
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RapierPhysicsPlugin::<NoUserData>::default(),
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#[cfg(feature = "dev-phys")]
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RapierDebugRenderPlugin::default(),
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));
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app.add_systems(Startup, (setup_scene).chain());
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app.add_systems(Update, camera_toggle);
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app.add_systems(Startup, (setup_scene, spawn_ship).chain());
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}
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}
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@@ -41,11 +41,17 @@ fn setup_scene(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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) {
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// window.cursor_options.visible = false;
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// window.cursor_options.grab_mode = CursorGrabMode::Locked;
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window.cursor_options.visible = false;
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window.cursor_options.grab_mode = CursorGrabMode::Locked;
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let player = commands
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let player_eye = commands
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.spawn((
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Name::new("Eye"),
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Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
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CameraPitch::default(),
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))
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.id();
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let mut player_commands = commands.spawn((
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Name::new("Player"),
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Player,
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PlayerDrag(0.5),
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@@ -55,25 +61,17 @@ fn setup_scene(
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Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
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MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
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Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
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))
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.id();
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));
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player_commands.add_child(player_eye);
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commands.spawn((
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Name::new("Camera Root"),
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Name::new("Camera"),
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Transform::from_xyz(0.0, 1.3, 0.0),
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CameraRoot,
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Visibility::default(),
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FollowCam {
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distance: 20.,
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height: 10.,
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target: player,
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},
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children![(
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Camera3d::default(),
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CameraPitch::default(),
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MainCamera,
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Transform::default()
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)],
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Camera3d::default(),
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CameraMode::Player,
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CameraAttachment(player_eye),
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));
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commands.spawn((
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@@ -102,14 +100,12 @@ fn spawn_ship(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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camera: Single<Entity, With<MainCamera>>,
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) {
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let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5));
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let material = materials.add(Color::BLACK);
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let ship = commands
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.spawn((
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
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MeshMaterial3d(material.clone()),
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Name::new("Ship"),
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@@ -155,31 +151,5 @@ fn spawn_ship(
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Transform::from_xyz(0.0, 2.0, 0.0),
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)
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],
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))
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.id();
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commands.entity(camera.into_inner()).insert(FollowCam {
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distance: 20.,
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height: 10.,
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target: ship,
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});
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}
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pub fn camera_toggle(
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key: Res<ButtonInput<KeyCode>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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camera: Single<Entity, With<CameraRoot>>,
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mut commands: Commands,
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) {
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if key.just_pressed(KeyCode::Escape) {
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if window.cursor_options.visible {
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commands.entity(camera.into_inner()).remove::<Unfocused>();
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window.cursor_options.grab_mode = CursorGrabMode::Locked;
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window.cursor_options.visible = false;
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} else {
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commands.entity(camera.into_inner()).insert(Unfocused);
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window.cursor_options.grab_mode = CursorGrabMode::None;
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window.cursor_options.visible = true;
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}
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}
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));
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}
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@@ -1,15 +1,16 @@
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// mod character_controller;
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mod camera;
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mod follow_cam;
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mod free_cam;
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mod game;
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mod player;
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mod ship;
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mod ship_cam;
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mod state_management;
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mod types;
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// pub use character_controller::*;
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pub use camera::*;
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pub use follow_cam::*;
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pub use free_cam::*;
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pub use game::*;
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pub use player::*;
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pub use ship::*;
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@@ -1,17 +1,16 @@
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use std::f32::EPSILON;
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use std::f32::{EPSILON, consts::FRAC_PI_2};
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use bevy_rapier3d::prelude::*;
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use crate::{
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components::{
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camera::CameraPitch,
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player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity},
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tags::Player,
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},
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utils::{
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input::get_mouse_delta,
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rotation::{get_alignment_rotation, get_alignment_rotation_preserve_twist},
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},
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states::input::PlayerInputSystems,
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utils::{input::get_mouse_delta, rotation::get_alignment_rotation_preserve_twist},
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};
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pub struct PlayerPlugin;
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@@ -24,9 +23,6 @@ impl Plugin for PlayerPlugin {
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}
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct PlayerInputSystems;
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fn apply_forces(player: Single<(&mut PlayerVelocity, &PlayerForce), With<Player>>, time: Res<Time>) {
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let (mut vel, force) = player.into_inner();
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@@ -129,12 +125,14 @@ fn keyboard_input(
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fn player_look(
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mut player: Single<&mut Transform, With<Player>>,
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mut cam_pitch: Single<&mut CameraPitch>,
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mouse_motion: EventReader<MouseMotion>,
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time: Res<Time>,
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) {
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let delta = get_mouse_delta(mouse_motion) * -time.delta_secs();
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let up = player.up();
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player.rotate_axis(up, delta.x);
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cam_pitch.0 = (cam_pitch.0 + delta.y).clamp(-FRAC_PI_2 + 0.001, FRAC_PI_2 - 0.001);
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}
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fn align_with_gravity(
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16
src/plugins/state_management.rs
Normal file
16
src/plugins/state_management.rs
Normal file
@@ -0,0 +1,16 @@
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use bevy::prelude::*;
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use crate::states::input::{InputState, PlayerInputSystems, PlayerState};
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pub struct StateManagementPlugin;
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impl Plugin for StateManagementPlugin {
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fn build(&self, app: &mut App) {
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app.init_state::<PlayerState>();
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app.init_state::<InputState>();
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app.configure_sets(PreUpdate, PlayerInputSystems.run_if(in_state(InputState::World)));
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app.configure_sets(Update, PlayerInputSystems.run_if(in_state(InputState::World)));
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app.configure_sets(PostUpdate, PlayerInputSystems.run_if(in_state(InputState::World)));
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}
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}
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@@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use crate::components::{
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camera::{FollowCam, FollowTarget},
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camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, FollowTarget},
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player::{GravityDirection, MoveSpeed, PlayerForce, PlayerMotion, PlayerVelocity},
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};
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@@ -16,5 +16,8 @@ impl Plugin for TypesPlugin {
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app.register_type::<PlayerMotion>();
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app.register_type::<GravityDirection>();
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app.register_type::<MoveSpeed>();
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app.register_type::<CameraPitch>();
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app.register_type::<CameraAttachment>();
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app.register_type::<CameraMode>();
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}
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}
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20
src/states/input.rs
Normal file
20
src/states/input.rs
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@@ -0,0 +1,20 @@
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use bevy::prelude::*;
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#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
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pub enum InputState {
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#[default]
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World,
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Menu,
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Detached,
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct PlayerInputSystems;
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#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
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pub enum PlayerState {
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#[default]
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OnFoot,
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FreeFloating,
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Piloting,
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}
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1
src/states/mod.rs
Normal file
1
src/states/mod.rs
Normal file
@@ -0,0 +1 @@
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pub mod input;
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Reference in New Issue
Block a user