movement affected by walking in water

This commit is contained in:
2025-04-09 19:11:07 +02:00
parent 7b4b72d440
commit 750ac20a53
3 changed files with 106 additions and 3 deletions

View File

@@ -50,6 +50,10 @@ pub struct PlayerMovement {
#[reflect(Component)]
pub struct MovementAcceleration(Scalar);
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeedFactor(pub f32);
/// The strength of a jump.
#[derive(Component, Reflect)]
#[reflect(Component)]
@@ -85,6 +89,7 @@ pub struct MovementBundle {
acceleration: MovementAcceleration,
jump_impulse: JumpImpulse,
max_slope_angle: MaxSlopeAngle,
factor: MovementSpeedFactor,
}
impl MovementBundle {
@@ -93,6 +98,7 @@ impl MovementBundle {
acceleration: MovementAcceleration(acceleration),
jump_impulse: JumpImpulse(jump_impulse),
max_slope_angle: MaxSlopeAngle(max_slope_angle),
factor: MovementSpeedFactor(1.),
}
}
}
@@ -173,6 +179,7 @@ fn movement(
controls: Res<Controls>,
mut controllers: Query<(
&MovementAcceleration,
&MovementSpeedFactor,
&JumpImpulse,
&mut LinearVelocity,
Has<Grounded>,
@@ -194,7 +201,8 @@ fn movement(
direction = direction.normalize_or_zero();
for (movement_acceleration, jump_impulse, mut linear_velocity, is_grounded) in &mut controllers
for (movement_acceleration, factor, jump_impulse, mut linear_velocity, is_grounded) in
&mut controllers
{
let mut direction = direction.extend(0.0).xzy();
@@ -203,8 +211,8 @@ fn movement(
(rig_transform.forward() * direction.z) + (rig_transform.right() * direction.x);
}
linear_velocity.x = -direction.x * movement_acceleration.0 * delta_time;
linear_velocity.z = -direction.z * movement_acceleration.0 * delta_time;
linear_velocity.x = -direction.x * movement_acceleration.0 * delta_time * factor.0;
linear_velocity.z = -direction.z * movement_acceleration.0 * delta_time * factor.0;
if is_grounded && jump_requested && !*jump_used {
linear_velocity.y = jump_impulse.0;

View File

@@ -23,6 +23,7 @@ mod player;
mod sounds;
mod tb_entities;
mod utils;
mod water;
use avian3d::prelude::*;
use bevy::{
@@ -146,6 +147,7 @@ fn main() {
app.add_plugins(cash_heal::plugin);
app.add_plugins(debug::plugin);
app.add_plugins(utils::observers::plugin);
app.add_plugins(water::plugin);
app.init_state::<GameState>();

93
src/water.rs Normal file
View File

@@ -0,0 +1,93 @@
use crate::{
GameState, control::controller::MovementSpeedFactor, global_observer, player::Player,
tb_entities::Water,
};
use avian3d::prelude::*;
use bevy::prelude::*;
#[derive(Component, Reflect)]
#[reflect(Component)]
struct WaterSensor;
#[derive(Event)]
struct PlayerInWater {
player: Entity,
entered: bool,
}
pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(
Update,
check_water_collision.run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_player_water);
}
fn setup(mut commands: Commands, query: Query<(Entity, &Children), With<Water>>) {
for (e, c) in query.iter() {
assert!(c.len() == 1);
let child = c.iter().next().unwrap();
commands.entity(e).insert((
Sensor,
ColliderConstructorHierarchy::new(ColliderConstructor::TrimeshFromMesh),
));
commands.entity(*child).insert(WaterSensor);
}
}
fn check_water_collision(
mut cmds: Commands,
mut collisionstart_events: EventReader<CollisionStarted>,
mut collisionend_events: EventReader<CollisionEnded>,
query_player: Query<&Player>,
query_water: Query<(Entity, &WaterSensor)>,
) {
let start_events = collisionstart_events
.read()
.map(|CollisionStarted(e1, e2)| (true, *e1, *e2));
let end_events = collisionend_events
.read()
.map(|CollisionEnded(e1, e2)| (false, *e1, *e2));
for (started, e1, e2) in start_events.chain(end_events) {
let entities = [e1, e2];
let player = entities
.iter()
.find(|e| query_player.contains(**e))
.copied();
let water = entities.iter().find(|e| query_water.contains(**e)).copied();
if !(player.is_some() && water.is_some()) {
continue;
}
let Some(player) = player else {
continue;
};
cmds.trigger(PlayerInWater {
player,
entered: started,
});
}
}
fn on_player_water(
trigger: Trigger<PlayerInWater>,
//TODO: use a sparse set component `InWater` that we attach to the player
// then we can have a movement factor system that reacts on these components to update the factor
// PLUS we can then always adhoc check if a player is `InWater` to play an according sound and such
mut query: Query<&mut MovementSpeedFactor, With<Player>>,
) {
let player = trigger.player;
let Ok(mut factor) = query.get_mut(player) else {
return;
};
factor.0 = if trigger.entered { 0.5 } else { 1. };
}