Fly controller (#26)

This commit is contained in:
extrawurst
2025-04-12 17:16:41 +02:00
committed by GitHub
parent dab4ea0656
commit 9b3765c41d
10 changed files with 550 additions and 325 deletions

View File

@@ -2,10 +2,8 @@ use avian3d::prelude::*;
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
GameState, GameState, control::Controls, control::controller_common::PlayerMovement,
control::{Controls, controller::PlayerMovement}, loading_assets::UIAssets, physics_layers::GameLayer,
loading_assets::UIAssets,
physics_layers::GameLayer,
}; };
#[derive(Component, Reflect, Debug)] #[derive(Component, Reflect, Debug)]
@@ -14,9 +12,10 @@ pub struct CameraTarget;
#[derive(Component, Reflect, Debug)] #[derive(Component, Reflect, Debug)]
pub struct CameraArmRotation; pub struct CameraArmRotation;
#[derive(Component, Reflect, Debug)] /// Requested camera rotation based on various input sources (keyboard, gamepad)
#[derive(Component, Reflect, Debug, Default, Deref, DerefMut)]
#[reflect(Component)] #[reflect(Component)]
pub struct CameraRotation(pub f32); pub struct CameraRotationInput(pub Vec2);
#[derive(Resource, Reflect, Debug, Default)] #[derive(Resource, Reflect, Debug, Default)]
#[reflect(Resource)] #[reflect(Resource)]
@@ -43,7 +42,7 @@ impl MainCamera {
} }
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.register_type::<CameraRotation>(); app.register_type::<CameraRotationInput>();
app.register_type::<CameraState>(); app.register_type::<CameraState>();
app.register_type::<MainCamera>(); app.register_type::<MainCamera>();
@@ -66,7 +65,7 @@ fn startup(mut commands: Commands) {
commands.spawn(( commands.spawn((
Camera3d::default(), Camera3d::default(),
MainCamera::new(Vec3::new(0., 2.5, -13.)), MainCamera::new(Vec3::new(0., 2.5, -13.)),
CameraRotation(0.), CameraRotationInput::default(),
)); ));
} }
@@ -118,7 +117,7 @@ fn update_ui(
fn update( fn update(
mut cam: Query< mut cam: Query<
(&MainCamera, &mut Transform, &CameraRotation), (&MainCamera, &mut Transform, &CameraRotationInput),
(Without<CameraTarget>, Without<CameraArmRotation>), (Without<CameraTarget>, Without<CameraArmRotation>),
>, >,
target: Query<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>, target: Query<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
@@ -134,15 +133,15 @@ fn update(
return; return;
}; };
let Ok(rotation) = arm_rotation.get_single() else { let Ok(arm_tf) = arm_rotation.get_single() else {
return; return;
}; };
let Ok((camera, mut cam_transform, cam_rotation)) = cam.get_single_mut() else { let Ok((camera, mut cam_transform, cam_rotation_input)) = cam.get_single_mut() else {
return; return;
}; };
let direction = rotation.rotation * Quat::from_rotation_y(cam_rotation.0) * camera.dir; let direction = arm_tf.rotation * Quat::from_rotation_y(cam_rotation_input.x) * camera.dir;
let max_distance = camera.distance; let max_distance = camera.distance;
@@ -162,7 +161,7 @@ fn update(
fn rotate_view_keyboard( fn rotate_view_keyboard(
mut controls: ResMut<Controls>, mut controls: ResMut<Controls>,
mut cam: Query<&mut CameraRotation>, mut cam: Query<&mut CameraRotationInput>,
movement: Res<PlayerMovement>, movement: Res<PlayerMovement>,
) { ) {
let Ok(mut cam) = cam.get_single_mut() else { let Ok(mut cam) = cam.get_single_mut() else {
@@ -171,20 +170,21 @@ fn rotate_view_keyboard(
if !controls.keyboard_state.view_mode { if !controls.keyboard_state.view_mode {
if movement.any_direction { if movement.any_direction {
cam.0 = 0.; cam.x = 0.;
} }
return; return;
} }
cam.0 += controls.keyboard_state.look_dir.x * -0.001; cam.x += controls.keyboard_state.look_dir.x * -0.001;
cam.y += controls.keyboard_state.look_dir.y * -0.001;
controls.keyboard_state.look_dir = Vec2::ZERO; controls.keyboard_state.look_dir = Vec2::ZERO;
} }
fn rotate_view_gamepad( fn rotate_view_gamepad(
controls: Res<Controls>, controls: Res<Controls>,
mut cam: Query<&mut CameraRotation>, mut cam: Query<&mut CameraRotationInput>,
movement: Res<PlayerMovement>, movement: Res<PlayerMovement>,
) { ) {
let Ok(mut cam) = cam.get_single_mut() else { let Ok(mut cam) = cam.get_single_mut() else {
@@ -197,9 +197,10 @@ fn rotate_view_gamepad(
if !gamepad.view_mode { if !gamepad.view_mode {
if movement.any_direction { if movement.any_direction {
cam.0 = 0.; cam.x = 0.;
} }
} else { } else {
cam.0 += gamepad.look_dir.x * -0.001; cam.x += gamepad.look_dir.x * -0.001;
cam.y += gamepad.look_dir.y * -0.001;
} }
} }

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@@ -1,7 +1,7 @@
use avian3d::{math::*, prelude::*}; use avian3d::{math::*, prelude::*};
use bevy::prelude::*; use bevy::prelude::*;
use super::controller::{CharacterController, MaxSlopeAngle}; use super::controller_common::{CharacterController, MaxSlopeAngle};
/// Kinematic bodies do not get pushed by collisions by default, /// Kinematic bodies do not get pushed by collisions by default,
/// so it needs to be done manually. /// so it needs to be done manually.

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@@ -1,246 +0,0 @@
use super::{ControllerSet, Controls, collisions::kinematic_controller_collisions};
use crate::{GameState, player::PlayerBodyMesh};
use avian3d::{math::*, prelude::*};
use bevy::{ecs::query::Has, prelude::*};
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<PlayerMovement>();
app.register_type::<JumpImpulse>();
app.register_type::<ControllerGravity>();
app.register_type::<MovementAcceleration>();
app.add_systems(
Update,
(set_movement_flag, update_grounded, apply_gravity, movement)
.chain()
.in_set(ControllerSet::ApplyControls)
.run_if(in_state(GameState::Playing)),
);
app.add_systems(
// Run collision handling after collision detection.
//
// NOTE: The collision implementation here is very basic and a bit buggy.
// A collide-and-slide algorithm would likely work better.
PostProcessCollisions,
kinematic_controller_collisions.run_if(in_state(GameState::Playing)),
);
}
}
/// A marker component indicating that an entity is using a character controller.
#[derive(Component)]
pub struct CharacterController;
/// A marker component indicating that an entity is on the ground.
#[derive(Component)]
#[component(storage = "SparseSet")]
pub struct Grounded;
#[derive(Resource, Default)]
pub struct PlayerMovement {
pub any_direction: bool,
}
/// The acceleration used for character movement.
#[derive(Component, Reflect)]
#[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)]
pub struct JumpImpulse(Scalar);
/// The gravitational acceleration used for a character controller.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct ControllerGravity(Vector);
/// The maximum angle a slope can have for a character controller
/// to be able to climb and jump. If the slope is steeper than this angle,
/// the character will slide down.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MaxSlopeAngle(pub Scalar);
/// A bundle that contains the components needed for a basic
/// kinematic character controller.
#[derive(Bundle)]
pub struct CharacterControllerBundle {
character_controller: CharacterController,
rigid_body: RigidBody,
collider: Collider,
ground_caster: ShapeCaster,
gravity: ControllerGravity,
movement: MovementBundle,
}
/// A bundle that contains components for character movement.
#[derive(Bundle)]
pub struct MovementBundle {
acceleration: MovementAcceleration,
jump_impulse: JumpImpulse,
max_slope_angle: MaxSlopeAngle,
factor: MovementSpeedFactor,
}
impl MovementBundle {
pub const fn new(acceleration: Scalar, jump_impulse: Scalar, max_slope_angle: Scalar) -> Self {
Self {
acceleration: MovementAcceleration(acceleration),
jump_impulse: JumpImpulse(jump_impulse),
max_slope_angle: MaxSlopeAngle(max_slope_angle),
factor: MovementSpeedFactor(1.),
}
}
}
impl CharacterControllerBundle {
pub fn new(collider: Collider, gravity: Vector, movement: MovementBundle) -> Self {
// Create shape caster as a slightly smaller version of collider
let mut caster_shape = collider.clone();
caster_shape.set_scale(Vector::ONE * 0.98, 10);
Self {
character_controller: CharacterController,
rigid_body: RigidBody::Kinematic,
collider,
ground_caster: ShapeCaster::new(
caster_shape,
Vector::ZERO,
Quaternion::default(),
Dir3::NEG_Y,
)
.with_max_distance(0.2),
gravity: ControllerGravity(gravity),
movement,
}
}
}
/// Updates the [`Grounded`] status for character controllers.
fn update_grounded(
mut commands: Commands,
mut query: Query<
(Entity, &ShapeHits, &Rotation, Option<&MaxSlopeAngle>),
With<CharacterController>,
>,
) {
for (entity, hits, rotation, max_slope_angle) in &mut query {
// The character is grounded if the shape caster has a hit with a normal
// that isn't too steep.
let is_grounded = hits.iter().any(|hit| {
if let Some(angle) = max_slope_angle {
(rotation * -hit.normal2).angle_between(Vector::Y).abs() <= angle.0
} else {
true
}
});
if is_grounded {
debug!("grounded");
commands.entity(entity).insert(Grounded);
} else {
debug!("not grounded");
commands.entity(entity).remove::<Grounded>();
}
}
}
/// Sets the movement flag, which is an indicator for the rig animation and the braking system.
fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<Controls>) {
let mut direction = controls.keyboard_state.move_dir;
let deadzone = 0.2;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
}
if player_movement.any_direction {
if direction.length_squared() < deadzone {
player_movement.any_direction = false;
}
} else if direction.length_squared() > deadzone {
player_movement.any_direction = true;
}
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
fn movement(
time: Res<Time>,
controls: Res<Controls>,
mut controllers: Query<(
&MovementAcceleration,
&MovementSpeedFactor,
&JumpImpulse,
&mut LinearVelocity,
Has<Grounded>,
)>,
rig_transform_q: Option<Single<&GlobalTransform, With<PlayerBodyMesh>>>,
mut jump_used: Local<bool>,
) {
let delta_time = time.delta_secs();
let mut direction = controls.keyboard_state.move_dir;
let mut jump_requested = controls.keyboard_state.jump;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
jump_requested |= gamepad.jump;
}
direction = direction.normalize_or_zero();
for (movement_acceleration, factor, jump_impulse, mut linear_velocity, is_grounded) in
&mut controllers
{
let mut direction = direction.extend(0.0).xzy();
if let Some(ref rig_transform) = rig_transform_q {
direction =
(rig_transform.forward() * direction.z) + (rig_transform.right() * direction.x);
}
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;
debug!("jump");
*jump_used = true;
}
if !controls.keyboard_state.jump
&& !controls
.gamepad_state
.map(|state| state.jump)
.unwrap_or_default()
{
*jump_used = false;
}
}
}
/// Applies [`ControllerGravity`] to character controllers.
fn apply_gravity(
time: Res<Time>,
mut controllers: Query<(&ControllerGravity, &mut LinearVelocity, Option<&Grounded>)>,
) {
let delta_time = time.delta_secs();
for (gravity, mut linear_velocity, grounded) in &mut controllers {
if grounded.is_none() {
linear_velocity.0 += gravity.0 * delta_time;
}
}
}

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@@ -0,0 +1,174 @@
use avian3d::{math::*, prelude::*};
use bevy::prelude::*;
use crate::{
GameState, control::collisions::kinematic_controller_collisions, player::PlayerBodyMesh,
};
use super::ControllerSwitchEvent;
pub fn plugin(app: &mut App) {
app.init_resource::<PlayerMovement>();
app.init_resource::<MovementSettings>();
app.register_type::<MovementSettings>();
app.register_type::<MovementDampingFactor>();
app.register_type::<JumpImpulse>();
app.register_type::<ControllerGravity>();
app.register_type::<MovementSpeed>();
app.add_systems(
// Run collision handling after collision detection.
//
// NOTE: The collision implementation here is very basic and a bit buggy.
// A collide-and-slide algorithm would likely work better.
PostProcessCollisions,
kinematic_controller_collisions.run_if(in_state(GameState::Playing)), // todo check if we can make this less viral,
);
}
/// Reset the pitch and velocity of the character if the controller was switched.
pub fn reset_upon_switch(
mut event_controller_switch: EventReader<ControllerSwitchEvent>,
mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
mut controllers: Query<&mut LinearVelocity>,
) {
for _ in event_controller_switch.read() {
// Reset velocity
for mut linear_velocity in &mut controllers {
linear_velocity.0 = Vec3::ZERO;
}
// Reset pitch but keep yaw the same
if let Some(ref mut rig_transform) = rig_transform_q {
let euler_rot = rig_transform.rotation.to_euler(EulerRot::YXZ);
let yaw = euler_rot.0;
rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, 0.0, 0.0);
}
}
}
#[derive(Resource, Default)]
pub struct PlayerMovement {
pub any_direction: bool,
}
/// A marker component indicating that an entity is using a character controller.
#[derive(Component)]
pub struct CharacterController;
/// A marker component indicating that an entity is on the ground.
#[derive(Component)]
#[component(storage = "SparseSet")]
pub struct Grounded;
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct MovementSettings {
pub damping_normal: f32,
pub damping_brake: f32,
pub damping_brake_air: f32,
}
// todo some duplicate with player.rs settings
impl Default for MovementSettings {
fn default() -> Self {
Self {
damping_normal: 1.0,
damping_brake: 30.0,
damping_brake_air: 1.0,
}
}
}
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeedFactor(pub f32);
/// The speed used for character movement.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeed(pub Scalar);
/// The damping factor used for slowing down movement.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementDampingFactor(pub Scalar);
/// The strength of a jump.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct JumpImpulse(pub Scalar);
/// The gravitational acceleration used for a character controller.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct ControllerGravity(pub Vector);
/// The maximum angle a slope can have for a character controller
/// to be able to climb and jump. If the slope is steeper than this angle,
/// the character will slide down.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MaxSlopeAngle(pub Scalar);
/// A bundle that contains the components needed for a basic
/// kinematic character controller.
#[derive(Bundle)]
pub struct CharacterControllerBundle {
character_controller: CharacterController,
rigid_body: RigidBody,
collider: Collider,
ground_caster: ShapeCaster,
gravity: ControllerGravity,
movement: MovementBundle,
}
/// A bundle that contains components for character movement.
#[derive(Bundle)]
pub struct MovementBundle {
acceleration: MovementSpeed,
jump_impulse: JumpImpulse,
max_slope_angle: MaxSlopeAngle,
factor: MovementSpeedFactor,
}
impl MovementBundle {
pub const fn new(acceleration: Scalar, jump_impulse: Scalar, max_slope_angle: Scalar) -> Self {
Self {
acceleration: MovementSpeed(acceleration),
jump_impulse: JumpImpulse(jump_impulse),
max_slope_angle: MaxSlopeAngle(max_slope_angle),
factor: MovementSpeedFactor(1.0),
}
}
}
impl Default for MovementBundle {
fn default() -> Self {
Self::new(30.0, 18.0, (60.0 as Scalar).to_radians())
}
}
impl CharacterControllerBundle {
pub fn new(collider: Collider, gravity: Vector) -> Self {
// Create shape caster as a slightly smaller version of collider
let mut caster_shape = collider.clone();
caster_shape.set_scale(Vector::ONE * 0.98, 10);
Self {
character_controller: CharacterController,
rigid_body: RigidBody::Kinematic,
collider,
ground_caster: ShapeCaster::new(
caster_shape,
Vector::ZERO,
Quaternion::default(),
Dir3::NEG_Y,
)
.with_max_distance(0.2),
gravity: ControllerGravity(gravity),
movement: MovementBundle::default(),
}
}
}

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@@ -0,0 +1,122 @@
use std::f32::consts::PI;
use avian3d::prelude::*;
use bevy::prelude::*;
use crate::player::PlayerBodyMesh;
use super::{
ControllerSet, Controls,
controller_common::{JumpImpulse, MovementDampingFactor, MovementSpeed, PlayerMovement},
};
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
set_movement_flag,
rotate_rig,
movement,
apply_movement_damping,
)
.chain()
.in_set(ControllerSet::ApplyControlsFly), // todo only in GameState::Playing?
);
}
}
/// Sets the movement flag, which is an indicator for the rig animation and the braking system.
fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>) {
player_movement.any_direction = true;
}
fn rotate_rig(
mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
mut controls: ResMut<Controls>,
) {
if controls.keyboard_state.view_mode {
return;
}
let look_dir;
if let Some(gamepad) = controls.gamepad_state {
look_dir = gamepad.look_dir + controls.keyboard_state.look_dir;
if gamepad.view_mode {
return;
}
} else {
look_dir = controls.keyboard_state.look_dir;
};
if let Some(ref mut rig_transform) = rig_transform_q {
// todo: Make consistent with the running controller
let sensitivity = 0.001;
let max_pitch = 35.0 * PI / 180.0;
let min_pitch = -25.0 * PI / 180.0;
rig_transform.rotate_y(look_dir.x * -sensitivity);
let euler_rot = rig_transform.rotation.to_euler(EulerRot::YXZ);
let yaw = euler_rot.0;
let pitch = euler_rot.1 + look_dir.y * sensitivity;
let pitch_clamped = pitch.clamp(min_pitch, max_pitch);
rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch_clamped, 0.0);
// The following can be used to limit the amount of rotation per frame
// let target_rotation = rig_transform.rotation
// * Quat::from_rotation_x(controls.keyboard_state.look_dir.y * sensitivity);
// let clamped_rotation = rig_transform.rotation.rotate_towards(target_rotation, 0.01);
// rig_transform.rotation = clamped_rotation;
}
controls.keyboard_state.look_dir = Vec2::ZERO;
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
fn movement(
controls: Res<Controls>,
mut controllers: Query<(&MovementSpeed, &JumpImpulse, &mut LinearVelocity)>,
rig_transform_q: Option<Single<&GlobalTransform, With<PlayerBodyMesh>>>,
) {
let move_dir = Vec2::new(0.0, 1.0); // Always full-throttle forwards when flying
let mut jump_requested = controls.keyboard_state.jump;
if let Some(gamepad) = controls.gamepad_state {
jump_requested |= gamepad.jump;
}
for (movement_acceleration, jump_impulse, mut linear_velocity) in &mut controllers {
let mut direction = move_dir.extend(0.0).xzy();
if let Some(ref rig_transform) = rig_transform_q {
direction =
(rig_transform.forward() * direction.z) + (rig_transform.right() * direction.x);
}
linear_velocity.0 = -direction * movement_acceleration.0;
if jump_requested {
linear_velocity.y = jump_impulse.0;
}
}
}
/// Slows down movement in the XZ plane.
fn apply_movement_damping(
time: Res<Time>,
mut query: Query<(&MovementDampingFactor, &mut LinearVelocity)>,
) {
let delta_time = time.delta_secs();
for (damping_factor, mut linear_velocity) in &mut query {
// We could use `LinearDamping`, but we don't want to dampen movement along the Y axis
linear_velocity.x *= 1.0 - damping_factor.0 * delta_time;
linear_velocity.z *= 1.0 - damping_factor.0 * delta_time;
}
}

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@@ -0,0 +1,178 @@
use super::{ControllerSet, Controls, controller_common::MovementSpeedFactor};
use crate::{GameState, player::PlayerBodyMesh};
use avian3d::{math::*, prelude::*};
use bevy::{ecs::query::Has, prelude::*};
use super::controller_common::{
CharacterController, ControllerGravity, Grounded, JumpImpulse, MaxSlopeAngle, MovementSpeed,
PlayerMovement, reset_upon_switch,
};
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
reset_upon_switch,
set_movement_flag,
update_grounded,
apply_gravity,
rotate_view_keyboard,
rotate_view_gamepad, // todo consider merging these two
movement,
)
.chain()
.in_set(ControllerSet::ApplyControlsRun)
.run_if(in_state(GameState::Playing)), // todo check if we can make this less viral
);
}
}
/// Updates the [`Grounded`] status for character controllers.
fn update_grounded(
mut commands: Commands,
mut query: Query<
(Entity, &ShapeHits, &Rotation, Option<&MaxSlopeAngle>),
With<CharacterController>,
>,
) {
for (entity, hits, rotation, max_slope_angle) in &mut query {
// The character is grounded if the shape caster has a hit with a normal
// that isn't too steep.
let is_grounded = hits.iter().any(|hit| {
if let Some(angle) = max_slope_angle {
(rotation * -hit.normal2).angle_between(Vector::Y).abs() <= angle.0
} else {
true
}
});
if is_grounded {
debug!("grounded");
commands.entity(entity).insert(Grounded);
} else {
debug!("not grounded");
commands.entity(entity).remove::<Grounded>();
}
}
}
/// Sets the movement flag, which is an indicator for the rig animation and the braking system.
fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<Controls>) {
let mut direction = controls.keyboard_state.move_dir;
let deadzone = 0.2;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
}
if player_movement.any_direction {
if direction.length_squared() < deadzone {
player_movement.any_direction = false;
}
} else if direction.length_squared() > deadzone {
player_movement.any_direction = true;
}
}
fn rotate_view_gamepad(
controls: Res<Controls>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
let Some(gamepad) = controls.gamepad_state else {
return;
};
if gamepad.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(gamepad.look_dir.x * -0.001);
}
}
fn rotate_view_keyboard(
mut controls: ResMut<Controls>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
if controls.keyboard_state.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
}
controls.keyboard_state.look_dir = Vec2::ZERO;
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
fn movement(
controls: Res<Controls>,
mut controllers: Query<(
&MovementSpeed,
&MovementSpeedFactor,
&JumpImpulse,
&mut LinearVelocity,
Has<Grounded>,
)>,
rig_transform_q: Option<Single<&GlobalTransform, With<PlayerBodyMesh>>>,
mut jump_used: Local<bool>,
) {
let mut direction = controls.keyboard_state.move_dir;
let mut jump_requested = controls.keyboard_state.jump;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
jump_requested |= gamepad.jump;
}
direction = direction.normalize_or_zero();
for (movement_speed, factor, jump_impulse, mut linear_velocity, is_grounded) in &mut controllers
{
let mut direction = direction.extend(0.0).xzy();
if let Some(ref rig_transform) = rig_transform_q {
direction =
(rig_transform.forward() * direction.z) + (rig_transform.right() * direction.x);
}
linear_velocity.x = -direction.x * movement_speed.0 * factor.0;
linear_velocity.z = -direction.z * movement_speed.0 * factor.0;
if is_grounded && jump_requested && !*jump_used {
linear_velocity.y = jump_impulse.0;
debug!("jump");
*jump_used = true;
}
if !controls.keyboard_state.jump
&& !controls
.gamepad_state
.map(|state| state.jump)
.unwrap_or_default()
{
*jump_used = false;
}
}
}
/// Applies [`ControllerGravity`] to character controllers.
fn apply_gravity(
time: Res<Time>,
mut controllers: Query<(&ControllerGravity, &mut LinearVelocity, Option<&Grounded>)>,
) {
let delta_time = time.delta_secs();
for (gravity, mut linear_velocity, grounded) in &mut controllers {
if grounded.is_none() {
linear_velocity.0 += gravity.0 * delta_time;
}
}
}

View File

@@ -3,20 +3,26 @@ use bevy::prelude::*;
use crate::GameState; use crate::GameState;
mod collisions; mod collisions;
pub mod controller; pub mod controller_common;
pub mod controller_flying;
pub mod controller_running;
pub mod controls; pub mod controls;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone, Default)]
enum ControllerSet { enum ControllerSet {
CollectInputs, CollectInputs,
ApplyControls, ApplyControlsFly,
#[default]
ApplyControlsRun,
} }
#[derive(Resource, Debug, Clone, Copy, Default, PartialEq)] #[derive(Resource, Debug, Clone, Copy, Default, PartialEq)]
pub struct ControlState { pub struct ControlState {
/// Movement direction with a maximum length of 1.0
pub move_dir: Vec2, pub move_dir: Vec2,
pub look_dir: Vec2, pub look_dir: Vec2,
pub jump: bool, pub jump: bool,
/// Determines if the camera can rotate freely around the player
pub view_mode: bool, pub view_mode: bool,
} }
@@ -26,12 +32,54 @@ pub struct Controls {
pub gamepad_state: Option<ControlState>, pub gamepad_state: Option<ControlState>,
} }
#[derive(Event)]
pub struct ControllerSwitchEvent;
#[derive(Resource, Debug, Default, PartialEq)]
pub struct SelectedController(ControllerSet);
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.init_resource::<SelectedController>();
app.add_plugins(controls::plugin); app.add_plugins(controls::plugin);
app.add_plugins(controller_common::plugin);
app.add_plugins(controller_flying::CharacterControllerPlugin);
app.add_plugins(controller_running::CharacterControllerPlugin);
app.add_event::<ControllerSwitchEvent>();
app.add_systems(
Update,
switch_controller.before(ControllerSet::CollectInputs),
);
app.configure_sets( app.configure_sets(
Update, Update,
(ControllerSet::CollectInputs, ControllerSet::ApplyControls) (
ControllerSet::CollectInputs,
ControllerSet::ApplyControlsFly.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsFly,
))),
ControllerSet::ApplyControlsRun.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsRun,
))),
)
.chain() .chain()
.run_if(in_state(GameState::Playing)), .run_if(in_state(GameState::Playing)),
); );
} }
fn switch_controller(
mut selected_controller: ResMut<SelectedController>,
keyboard: Res<ButtonInput<KeyCode>>,
mut event_controller_switch: EventWriter<ControllerSwitchEvent>,
) {
if keyboard.just_pressed(KeyCode::KeyF) {
event_controller_switch.send(ControllerSwitchEvent);
if selected_controller.0 == ControllerSet::ApplyControlsFly {
selected_controller.0 = ControllerSet::ApplyControlsRun;
} else {
selected_controller.0 = ControllerSet::ApplyControlsFly;
}
}
}

View File

@@ -41,7 +41,6 @@ use bevy_steamworks::{FriendFlags, SteamworksClient, SteamworksPlugin};
use bevy_trenchbroom::prelude::*; use bevy_trenchbroom::prelude::*;
use bevy_ui_gradients::UiGradientsPlugin; use bevy_ui_gradients::UiGradientsPlugin;
use camera::MainCamera; use camera::MainCamera;
use control::controller::CharacterControllerPlugin;
use heads_database::HeadDatabaseAsset; use heads_database::HeadDatabaseAsset;
use loading_assets::AudioAssets; use loading_assets::AudioAssets;
use std::io::{Read, Write}; use std::io::{Read, Write};
@@ -106,7 +105,6 @@ fn main() {
app.add_plugins(bevy_debug_log::LogViewerPlugin::default()); app.add_plugins(bevy_debug_log::LogViewerPlugin::default());
app.add_plugins(PhysicsPlugins::default()); app.add_plugins(PhysicsPlugins::default());
app.add_plugins(CharacterControllerPlugin);
app.add_plugins(PolylinePlugin); app.add_plugins(PolylinePlugin);
app.add_plugins(Sprite3dPlugin); app.add_plugins(Sprite3dPlugin);
app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz"))); app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz")));

View File

@@ -3,10 +3,7 @@ use crate::{
alien::Animations, alien::Animations,
camera::{CameraArmRotation, CameraTarget}, camera::{CameraArmRotation, CameraTarget},
cash::{Cash, CashCollectEvent}, cash::{Cash, CashCollectEvent},
control::{ control::controller_common::{CharacterControllerBundle, PlayerMovement},
Controls,
controller::{CharacterControllerBundle, MovementBundle, PlayerMovement},
},
global_observer, global_observer,
head::ActiveHead, head::ActiveHead,
heads::HeadChanged, heads::HeadChanged,
@@ -17,10 +14,7 @@ use crate::{
sounds::PlaySound, sounds::PlaySound,
tb_entities::SpawnPoint, tb_entities::SpawnPoint,
}; };
use avian3d::{ use avian3d::{math::Vector, prelude::*};
math::{Scalar, Vector},
prelude::*,
};
use bevy::{ use bevy::{
input::common_conditions::input_just_pressed, input::common_conditions::input_just_pressed,
prelude::*, prelude::*,
@@ -55,11 +49,6 @@ pub fn plugin(app: &mut App) {
.run_if(in_state(GameState::Playing)), .run_if(in_state(GameState::Playing)),
); );
app.add_systems(
Update,
(rotate_view_keyboard, rotate_view_gamepad).run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_update_head); global_observer!(app, on_update_head);
} }
@@ -80,9 +69,6 @@ fn spawn(
let gravity = Vector::NEG_Y * 40.0; let gravity = Vector::NEG_Y * 40.0;
let collider = Collider::capsule(0.9, 1.2); let collider = Collider::capsule(0.9, 1.2);
let acceleration = 30.0 * 60.;
let jump_impulse = 18.0;
let max_slope_angle = (60.0 as Scalar).to_radians();
commands commands
.spawn(( .spawn((
@@ -95,11 +81,7 @@ fn spawn(
Visibility::default(), Visibility::default(),
// LockedAxes::ROTATION_LOCKED, todo // LockedAxes::ROTATION_LOCKED, todo
CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL), CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL),
CharacterControllerBundle::new( CharacterControllerBundle::new(collider, gravity),
collider,
gravity,
MovementBundle::new(acceleration, jump_impulse, max_slope_angle),
),
)) ))
.with_children(|parent| { .with_children(|parent| {
parent parent
@@ -127,38 +109,6 @@ fn spawn(
)); ));
} }
fn rotate_view_gamepad(
controls: Res<Controls>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
let Some(gamepad) = controls.gamepad_state else {
return;
};
if gamepad.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(gamepad.look_dir.x * -0.001);
}
}
fn rotate_view_keyboard(
mut controls: ResMut<Controls>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
if controls.keyboard_state.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
}
controls.keyboard_state.look_dir = Vec2::ZERO;
}
fn cursor_recenter(mut q_windows: Query<&mut Window, With<PrimaryWindow>>) { fn cursor_recenter(mut q_windows: Query<&mut Window, With<PrimaryWindow>>) {
let mut primary_window = q_windows.single_mut(); let mut primary_window = q_windows.single_mut();
let center = Vec2::new(primary_window.width() / 2.0, primary_window.height() / 2.0); let center = Vec2::new(primary_window.width() / 2.0, primary_window.height() / 2.0);

View File

@@ -1,5 +1,5 @@
use crate::{ use crate::{
GameState, control::controller::MovementSpeedFactor, global_observer, player::Player, GameState, control::controller_common::MovementSpeedFactor, global_observer, player::Player,
tb_entities::Water, tb_entities::Water,
}; };
use avian3d::prelude::*; use avian3d::prelude::*;