use happy_feet as kinematic character controller (#42)
This commit is contained in:
775
Cargo.lock
generated
775
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -35,6 +35,7 @@ bevy_debug_log = "0.6.0"
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bevy_common_assets = { version = "0.13.0", features = ["ron"] }
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serde = { version = "1.0.219", features = ["derive"] }
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ron = "0.8"
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happy_feet = { git = "https://github.com/rustunit/happy_feet.git", rev = "ecfecc6243862bc2bc64dcadfd0efd21c766ab5b" }
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[build-dependencies]
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vergen-gitcl = "1.0"
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@@ -83,7 +83,7 @@ fn on_trigger_missile(
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let asset = gltf_assets.get(&mesh).unwrap();
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commands.spawn((
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Name::new("projectile-missle"),
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Name::new("projectile-missile"),
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CurverProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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@@ -153,6 +153,7 @@ fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<&Transform, With<CurverProjectile>>,
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sensors: Query<(), With<Sensor>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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@@ -161,6 +162,10 @@ fn shot_collision(
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continue;
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}
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if sensors.contains(*e1) && sensors.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok(shot_pos) = query_shot.get(shot_entity).map(|t| t.translation) else {
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@@ -151,6 +151,7 @@ fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&GunProjectile, &Transform)>,
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sensors: Query<(), With<Sensor>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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@@ -159,6 +160,10 @@ fn shot_collision(
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continue;
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}
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if sensors.contains(*e1) && sensors.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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if let Ok(mut entity) = commands.get_entity(shot_entity) {
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@@ -82,7 +82,7 @@ fn on_trigger_missile(
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let asset = gltf_assets.get(&mesh).unwrap();
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commands.spawn((
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Name::new("projectile-missle"),
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Name::new("projectile-missile"),
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MissileProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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@@ -143,6 +143,7 @@ fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&MissileProjectile, &Transform)>,
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sensors: Query<(), With<Sensor>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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@@ -151,6 +152,10 @@ fn shot_collision(
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continue;
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}
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if sensors.contains(*e1) && sensors.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok((shot_pos, damage)) = query_shot
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@@ -100,6 +100,7 @@ fn on_trigger_thrown(
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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Sensor,
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))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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@@ -111,6 +112,7 @@ fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&ThrownProjectile, &Transform)>,
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sensors: Query<(), With<Sensor>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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@@ -119,6 +121,10 @@ fn shot_collision(
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continue;
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}
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if sensors.contains(*e1) && sensors.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok((shot_pos, animation, damage)) =
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@@ -48,7 +48,7 @@ pub fn plugin(app: &mut App) {
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app.init_resource::<CameraState>();
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app.add_systems(OnEnter(GameState::Playing), startup);
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app.add_systems(
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Update,
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PreUpdate,
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(update, update_ui, update_look_around, rotate_view).run_if(in_state(GameState::Playing)),
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);
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}
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@@ -110,7 +110,7 @@ fn update(
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(&MainCamera, &mut Transform, &CameraRotationInput),
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(Without<CameraTarget>, Without<CameraArmRotation>),
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>,
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target: Single<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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target_q: Single<&Transform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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arm_rotation: Single<&Transform, With<CameraArmRotation>>,
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spatial_query: SpatialQuery,
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cam_state: Res<CameraState>,
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@@ -119,7 +119,7 @@ fn update(
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return;
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}
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let target = target.translation();
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let target = target_q.translation;
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let arm_tf = arm_rotation;
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@@ -1,163 +0,0 @@
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use avian3d::{math::*, prelude::*};
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use bevy::prelude::*;
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use super::controller_common::{CharacterController, MaxSlopeAngle};
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/// Kinematic bodies do not get pushed by collisions by default,
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/// so it needs to be done manually.
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///
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/// This system handles collision response for kinematic character controllers
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/// by pushing them along their contact normals by the current penetration depth,
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/// and applying velocity corrections in order to snap to slopes, slide along walls,
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/// and predict collisions using speculative contacts.
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#[allow(clippy::type_complexity)]
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pub fn kinematic_controller_collisions(
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collisions: Collisions,
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bodies: Query<&RigidBody>,
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collider_rbs: Query<&ColliderOf, Without<Sensor>>,
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mut character_controllers: Query<
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(&mut Position, &mut LinearVelocity, Option<&MaxSlopeAngle>),
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(With<RigidBody>, With<CharacterController>),
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>,
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time: Res<Time>,
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) {
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// Iterate through collisions and move the kinematic body to resolve penetration
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for contacts in collisions.iter() {
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// Get the rigid body entities of the colliders (colliders could be children)
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let Ok([&ColliderOf { body: rb1 }, &ColliderOf { body: rb2 }]) =
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collider_rbs.get_many([contacts.collider1, contacts.collider2])
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else {
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continue;
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};
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// Get the body of the character controller and whether it is the first
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// or second entity in the collision.
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let is_first: bool;
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let character_rb: RigidBody;
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let is_other_dynamic: bool;
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let (mut position, mut linear_velocity, max_slope_angle) =
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if let Ok(character) = character_controllers.get_mut(rb1) {
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is_first = true;
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character_rb = *bodies.get(rb1).unwrap();
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is_other_dynamic = bodies.get(rb2).is_ok_and(|rb| rb.is_dynamic());
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character
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} else if let Ok(character) = character_controllers.get_mut(rb2) {
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is_first = false;
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character_rb = *bodies.get(rb2).unwrap();
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is_other_dynamic = bodies.get(rb1).is_ok_and(|rb| rb.is_dynamic());
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character
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} else {
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continue;
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};
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// This system only handles collision response for kinematic character controllers.
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if !character_rb.is_kinematic() {
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continue;
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}
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// Iterate through contact manifolds and their contacts.
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// Each contact in a single manifold shares the same contact normal.
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for manifold in contacts.manifolds.iter() {
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let normal = if is_first {
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-manifold.normal
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} else {
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manifold.normal
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};
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let mut deepest_penetration: Scalar = Scalar::MIN;
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// Solve each penetrating contact in the manifold.
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for contact in manifold.points.iter() {
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if contact.penetration > 0.0 {
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position.0 += normal * contact.penetration;
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}
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deepest_penetration = deepest_penetration.max(contact.penetration);
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}
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// For now, this system only handles velocity corrections for collisions against static geometry.
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if is_other_dynamic {
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continue;
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}
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// Determine if the slope is climbable or if it's too steep to walk on.
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let slope_angle = normal.angle_between(Vector::Y);
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let climbable = max_slope_angle.is_some_and(|angle| slope_angle.abs() <= angle.0);
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if deepest_penetration > 0.0 {
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// If the slope is climbable, snap the velocity so that the character
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// up and down the surface smoothly.
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if climbable {
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// Points in the normal's direction in the XZ plane.
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let normal_direction_xz =
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normal.reject_from_normalized(Vector::Y).normalize_or_zero();
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// The movement speed along the direction above.
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let linear_velocity_xz = linear_velocity.dot(normal_direction_xz);
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// Snap the Y speed based on the speed at which the character is moving
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// up or down the slope, and how steep the slope is.
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//
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// A 2D visualization of the slope, the contact normal, and the velocity components:
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//
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// ╱
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// normal ╱
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// * ╱
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// │ * ╱ velocity_x
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// │ * - - - - - -
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// │ * | velocity_y
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// │ * |
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// *───────────────────*
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let max_y_speed = -linear_velocity_xz * slope_angle.tan();
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if linear_velocity.y < 0.0 {
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linear_velocity.y = linear_velocity.y.max(max_y_speed);
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}
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} else {
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// The character is intersecting an unclimbable object, like a wall.
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// We want the character to slide along the surface, similarly to
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// a collide-and-slide algorithm.
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// Don't apply an impulse if the character is moving away from the surface.
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if linear_velocity.dot(normal) > 0.0 {
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continue;
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}
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// Slide along the surface, rejecting the velocity along the contact normal.
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let impulse = linear_velocity.reject_from_normalized(normal);
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linear_velocity.0 = impulse;
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}
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} else {
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// The character is not yet intersecting the other object,
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// but the narrow phase detected a speculative collision.
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//
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// We need to push back the part of the velocity
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// that would cause penetration within the next frame.
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let normal_speed = linear_velocity.dot(normal);
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// Don't apply an impulse if the character is moving away from the surface.
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if normal_speed > 0.0 {
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continue;
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}
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// Compute the impulse to apply.
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let impulse_magnitude =
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normal_speed - (deepest_penetration / time.delta_secs_f64().adjust_precision());
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let mut impulse = impulse_magnitude * normal;
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// Apply the impulse differently depending on the slope angle.
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if climbable {
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// Avoid sliding down slopes.
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linear_velocity.y -= impulse.y.min(0.0);
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} else {
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// Avoid climbing up walls.
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impulse.y = impulse.y.max(0.0);
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linear_velocity.0 -= impulse;
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}
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}
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}
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}
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}
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@@ -1,45 +1,51 @@
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use avian3d::{math::*, prelude::*};
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use bevy::prelude::*;
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use crate::{
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GameState, control::collisions::kinematic_controller_collisions, player::PlayerBodyMesh,
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use happy_feet::KinematicVelocity;
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use happy_feet::ground::{Grounding, GroundingConfig};
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use happy_feet::prelude::{
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Character, CharacterDrag, CharacterFriction, CharacterGravity, CharacterMovement,
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CharacterPlugin, MoveInput, SteppingBehaviour, SteppingConfig,
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};
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use super::ControllerSwitchEvent;
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use crate::GameState;
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use crate::control::SelectedController;
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use crate::control::controls::ControllerSettings;
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use crate::heads_database::HeadControls;
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use crate::player::PlayerBodyMesh;
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use super::{ControllerSet, ControllerSwitchEvent};
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pub fn plugin(app: &mut App) {
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app.init_resource::<PlayerMovement>();
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app.init_resource::<MovementSettings>();
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app.add_plugins(CharacterPlugin::default());
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app.register_type::<MovementSettings>();
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app.register_type::<MovementDampingFactor>();
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app.register_type::<JumpImpulse>();
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app.register_type::<ControllerGravity>();
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app.register_type::<MovementSpeed>();
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app.register_type::<MovementSpeedFactor>();
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app.init_resource::<PlayerMovement>();
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app.add_systems(
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// Run collision handling after collision detection.
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//
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// NOTE: The collision implementation here is very basic and a bit buggy.
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// A collide-and-slide algorithm would likely work better.
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PhysicsSchedule,
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kinematic_controller_collisions
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.in_set(NarrowPhaseSet::Last)
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.run_if(in_state(GameState::Playing)),
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PreUpdate,
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reset_upon_switch
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.run_if(in_state(GameState::Playing))
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.before(ControllerSet::ApplyControlsRun)
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.before(ControllerSet::ApplyControlsFly),
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)
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.add_systems(
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FixedPreUpdate,
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decelerate.run_if(in_state(GameState::Playing)),
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);
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}
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/// Reset the pitch and velocity of the character if the controller was switched.
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pub fn reset_upon_switch(
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mut c: Commands,
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mut event_controller_switch: EventReader<ControllerSwitchEvent>,
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controller: Res<SelectedController>,
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mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
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mut controllers: Query<&mut LinearVelocity>,
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mut velocity: Single<&mut KinematicVelocity, With<Character>>,
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character: Single<Entity, With<Character>>,
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) {
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for _ in event_controller_switch.read() {
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// Reset velocity
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for mut linear_velocity in &mut controllers {
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linear_velocity.0 = Vec3::ZERO;
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}
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velocity.0 = Vec3::ZERO;
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// Reset pitch but keep yaw the same
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if let Some(ref mut rig_transform) = rig_transform_q {
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@@ -47,6 +53,55 @@ pub fn reset_upon_switch(
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let yaw = euler_rot.0;
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rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, 0.0, 0.0);
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}
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match controller.0 {
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ControllerSet::ApplyControlsFly => {
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c.entity(*character).insert(FLYING_MOVEMENT_CONFIG);
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}
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ControllerSet::ApplyControlsRun => {
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c.entity(*character).insert(RUNNING_MOVEMENT_CONFIG);
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}
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_ => unreachable!(),
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}
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}
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}
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/// Decelerates the player in the directions of "undesired velocity"; velocity that is not aligned
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/// with the movement input direction. This makes it quicker to reverse direction, and prevents
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/// sliding around, even with low friction, without slowing down the player globally like high
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/// friction or drag would.
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fn decelerate(
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mut character: Query<(
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&mut KinematicVelocity,
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&MoveInput,
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Option<&Grounding>,
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&ControllerSettings,
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)>,
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) {
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for (mut velocity, input, grounding, settings) in &mut character {
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let direction = input.value.normalize();
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let ground_normal = grounding
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.and_then(|it| it.normal())
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.unwrap_or(Dir3::Y)
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.as_vec3();
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let velocity_within_90_degrees = direction.dot(velocity.0) > 0.0;
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let desired_velocity = if direction != Vec3::ZERO && velocity_within_90_degrees {
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// project velocity onto direction to extract the component directly aligned with direction
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velocity.0.project_onto(direction)
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} else {
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// if velocity isn't within 90 degrees of direction then the projection would be in the
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// exact opposite direction of `direction`; so just zero it
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Vec3::ZERO
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};
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let undesired_velocity = velocity.0 - desired_velocity;
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let vertical_undesired_velocity = undesired_velocity.project_onto(ground_normal);
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// only select the velocity along the ground plane; that way the character can't decelerate
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// while falling or jumping, but will decelerate along slopes properly
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let undesired_velocity = undesired_velocity - vertical_undesired_velocity;
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let deceleration =
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Vec3::ZERO.move_towards(undesired_velocity, settings.deceleration_factor);
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velocity.0 -= deceleration;
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}
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}
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@@ -56,124 +111,97 @@ pub struct PlayerMovement {
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pub shooting: bool,
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}
|
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/// A marker component indicating that an entity is using a character controller.
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#[derive(Component)]
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pub struct CharacterController;
|
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|
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/// A marker component indicating that an entity is on the ground.
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#[derive(Component)]
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#[component(storage = "SparseSet")]
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pub struct Grounded;
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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pub struct MovementSettings {
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pub damping_normal: f32,
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pub damping_brake: f32,
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pub damping_brake_air: f32,
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}
|
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// todo some duplicate with player.rs settings
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impl Default for MovementSettings {
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fn default() -> Self {
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Self {
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damping_normal: 1.0,
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damping_brake: 30.0,
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||||
damping_brake_air: 1.0,
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[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,
|
||||
character_controller: Character,
|
||||
collider: Collider,
|
||||
ground_caster: ShapeCaster,
|
||||
gravity: ControllerGravity,
|
||||
movement: MovementBundle,
|
||||
move_input: MoveInput,
|
||||
movement_factor: MovementSpeedFactor,
|
||||
collision_events: CollisionEventsEnabled,
|
||||
movement_config: MovementConfig,
|
||||
}
|
||||
|
||||
/// A bundle that contains components for character movement.
|
||||
#[derive(Bundle)]
|
||||
pub struct MovementBundle {
|
||||
acceleration: MovementSpeed,
|
||||
jump_impulse: JumpImpulse,
|
||||
max_slope_angle: MaxSlopeAngle,
|
||||
factor: MovementSpeedFactor,
|
||||
struct MovementConfig {
|
||||
movement: CharacterMovement,
|
||||
step: SteppingConfig,
|
||||
ground: GroundingConfig,
|
||||
gravity: CharacterGravity,
|
||||
friction: CharacterFriction,
|
||||
drag: CharacterDrag,
|
||||
settings: ControllerSettings,
|
||||
}
|
||||
|
||||
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),
|
||||
}
|
||||
}
|
||||
}
|
||||
const RUNNING_MOVEMENT_CONFIG: MovementConfig = MovementConfig {
|
||||
movement: CharacterMovement {
|
||||
target_speed: 15.0,
|
||||
acceleration: 40.0,
|
||||
},
|
||||
step: SteppingConfig {
|
||||
max_height: 0.25,
|
||||
behaviour: SteppingBehaviour::Grounded,
|
||||
},
|
||||
ground: GroundingConfig {
|
||||
max_angle: PI / 4.0,
|
||||
max_distance: 0.2,
|
||||
snap_to_surface: true,
|
||||
},
|
||||
gravity: CharacterGravity(vec3(0.0, -60.0, 0.0)),
|
||||
friction: CharacterFriction(10.0),
|
||||
drag: CharacterDrag(0.0),
|
||||
settings: ControllerSettings {
|
||||
jump_force: 25.0,
|
||||
deceleration_factor: 1.0,
|
||||
},
|
||||
};
|
||||
|
||||
impl Default for MovementBundle {
|
||||
fn default() -> Self {
|
||||
Self::new(30.0, 18.0, (60.0 as Scalar).to_radians())
|
||||
}
|
||||
}
|
||||
const FLYING_MOVEMENT_CONFIG: MovementConfig = MovementConfig {
|
||||
movement: CharacterMovement {
|
||||
target_speed: 20.0,
|
||||
acceleration: 50.0,
|
||||
},
|
||||
step: SteppingConfig {
|
||||
max_height: 0.25,
|
||||
behaviour: SteppingBehaviour::Never,
|
||||
},
|
||||
ground: GroundingConfig {
|
||||
max_angle: 0.0,
|
||||
max_distance: -1.0,
|
||||
snap_to_surface: false,
|
||||
},
|
||||
gravity: CharacterGravity(Vec3::ZERO),
|
||||
friction: CharacterFriction(0.0),
|
||||
drag: CharacterDrag(1.0),
|
||||
settings: ControllerSettings {
|
||||
jump_force: 0.0,
|
||||
deceleration_factor: 0.0,
|
||||
},
|
||||
};
|
||||
|
||||
impl CharacterControllerBundle {
|
||||
pub fn new(collider: Collider, gravity: Vector) -> Self {
|
||||
pub fn new(collider: Collider, controls: HeadControls) -> 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);
|
||||
|
||||
let config = match controls {
|
||||
HeadControls::Plane => FLYING_MOVEMENT_CONFIG,
|
||||
HeadControls::Walk => RUNNING_MOVEMENT_CONFIG,
|
||||
};
|
||||
|
||||
Self {
|
||||
character_controller: CharacterController,
|
||||
rigid_body: RigidBody::Kinematic,
|
||||
character_controller: Character { up: Dir3::Y },
|
||||
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(),
|
||||
move_input: MoveInput::default(),
|
||||
movement_factor: MovementSpeedFactor(1.0),
|
||||
collision_events: CollisionEventsEnabled,
|
||||
movement_config: config,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,24 +1,24 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use avian3d::prelude::*;
|
||||
use bevy::prelude::*;
|
||||
use happy_feet::prelude::MoveInput;
|
||||
|
||||
use crate::GameState;
|
||||
use crate::control::controller_common::MovementSpeedFactor;
|
||||
use crate::player::PlayerBodyMesh;
|
||||
|
||||
use super::{
|
||||
ControlState, ControllerSet,
|
||||
controller_common::{MovementDampingFactor, MovementSpeed},
|
||||
};
|
||||
use super::{ControlState, ControllerSet};
|
||||
|
||||
pub struct CharacterControllerPlugin;
|
||||
|
||||
impl Plugin for CharacterControllerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(
|
||||
Update,
|
||||
(rotate_rig, movement, apply_movement_damping)
|
||||
PreUpdate,
|
||||
(rotate_rig, apply_controls)
|
||||
.chain()
|
||||
.in_set(ControllerSet::ApplyControlsFly), // todo only in GameState::Playing?
|
||||
.in_set(ControllerSet::ApplyControlsFly)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -56,36 +56,13 @@ fn rotate_rig(
|
||||
}
|
||||
}
|
||||
|
||||
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
|
||||
fn movement(
|
||||
mut controllers: Query<(&MovementSpeed, &mut LinearVelocity)>,
|
||||
fn apply_controls(
|
||||
mut character: Query<(&mut MoveInput, &MovementSpeedFactor)>,
|
||||
rig_transform_q: Option<Single<&GlobalTransform, With<PlayerBodyMesh>>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let move_dir = Vec2::new(0.0, 70.) * time.delta_secs();
|
||||
|
||||
for (movement_acceleration, mut linear_velocity) in &mut controllers {
|
||||
let mut direction = move_dir.extend(0.0).xzy();
|
||||
let (mut char_input, factor) = character.single_mut().unwrap();
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/// 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;
|
||||
char_input.set(-*rig_transform.forward() * factor.0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,63 +1,26 @@
|
||||
use super::{ControlState, ControllerSet, Controls, controller_common::MovementSpeedFactor};
|
||||
use super::{ControlState, ControllerSet, Controls};
|
||||
use crate::control::controller_common::MovementSpeedFactor;
|
||||
use crate::control::controls::ControllerSettings;
|
||||
use crate::{GameState, abilities::TriggerStateRes, player::PlayerBodyMesh};
|
||||
use avian3d::{math::*, prelude::*};
|
||||
use bevy::{ecs::query::Has, prelude::*};
|
||||
use bevy::prelude::*;
|
||||
use happy_feet::prelude::{Grounding, KinematicVelocity, MoveInput};
|
||||
|
||||
use super::controller_common::{
|
||||
CharacterController, ControllerGravity, Grounded, JumpImpulse, MaxSlopeAngle, MovementSpeed,
|
||||
PlayerMovement, reset_upon_switch,
|
||||
};
|
||||
use super::controller_common::PlayerMovement;
|
||||
|
||||
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,
|
||||
movement,
|
||||
)
|
||||
PreUpdate,
|
||||
(set_movement_flag, rotate_view, apply_controls)
|
||||
.chain()
|
||||
.in_set(ControllerSet::ApplyControlsRun)
|
||||
.run_if(in_state(GameState::Playing)), // todo check if we can make this less viral
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 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>,
|
||||
@@ -97,70 +60,38 @@ fn rotate_view(
|
||||
}
|
||||
}
|
||||
|
||||
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
|
||||
fn movement(
|
||||
controls: Res<Controls>,
|
||||
mut controllers: Query<(
|
||||
&MovementSpeed,
|
||||
fn apply_controls(
|
||||
controls: Res<ControlState>,
|
||||
mut character: Query<(
|
||||
&mut MoveInput,
|
||||
&mut Grounding,
|
||||
&mut KinematicVelocity,
|
||||
&ControllerSettings,
|
||||
&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 Ok((mut move_input, mut grounding, mut velocity, settings, move_factor)) =
|
||||
character.single_mut()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
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();
|
||||
let mut direction = -controls.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);
|
||||
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;
|
||||
let ground_normal = *grounding.normal().unwrap_or(Dir3::Y);
|
||||
|
||||
if is_grounded && jump_requested && !*jump_used {
|
||||
linear_velocity.y = jump_impulse.0;
|
||||
debug!("jump");
|
||||
*jump_used = true;
|
||||
}
|
||||
let y_projection = direction.project_onto(ground_normal);
|
||||
direction -= y_projection;
|
||||
direction = direction.normalize_or_zero();
|
||||
|
||||
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;
|
||||
}
|
||||
move_input.set(direction * move_factor.0);
|
||||
|
||||
if controls.jump && grounding.is_grounded() {
|
||||
happy_feet::movement::jump(settings.jump_force, &mut velocity, &mut grounding, Dir3::Y)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
use crate::control::ControllerSet;
|
||||
use crate::{
|
||||
GameState,
|
||||
abilities::{TriggerCashHeal, TriggerState},
|
||||
@@ -13,13 +14,15 @@ use bevy::{
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
use super::{ControlState, ControllerSet, Controls};
|
||||
use super::{ControlState, Controls};
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.init_resource::<Controls>();
|
||||
|
||||
app.register_type::<ControllerSettings>();
|
||||
|
||||
app.add_systems(
|
||||
Update,
|
||||
PreUpdate,
|
||||
(
|
||||
gamepad_controls,
|
||||
keyboard_controls,
|
||||
@@ -34,6 +37,13 @@ pub fn plugin(app: &mut App) {
|
||||
);
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, PartialEq, Reflect)]
|
||||
#[reflect(Component)]
|
||||
pub struct ControllerSettings {
|
||||
pub deceleration_factor: f32,
|
||||
pub jump_force: f32,
|
||||
}
|
||||
|
||||
fn combine_controls(controls: Res<Controls>, mut combined_controls: ResMut<ControlState>) {
|
||||
let keyboard = controls.keyboard_state;
|
||||
|
||||
|
||||
@@ -6,7 +6,6 @@ use crate::{
|
||||
heads_database::{HeadControls, HeadsDatabase},
|
||||
};
|
||||
|
||||
mod collisions;
|
||||
pub mod controller_common;
|
||||
pub mod controller_flying;
|
||||
pub mod controller_running;
|
||||
@@ -54,7 +53,7 @@ pub fn plugin(app: &mut App) {
|
||||
app.add_event::<ControllerSwitchEvent>();
|
||||
|
||||
app.configure_sets(
|
||||
Update,
|
||||
PreUpdate,
|
||||
(
|
||||
ControllerSet::CollectInputs,
|
||||
ControllerSet::ApplyControlsFly.run_if(resource_equals(SelectedController(
|
||||
|
||||
@@ -88,15 +88,24 @@ fn on_head_drop(
|
||||
commands
|
||||
.spawn((
|
||||
Name::new("headdrop"),
|
||||
HeadDrop(drop.head_id),
|
||||
Transform::from_translation(drop.pos),
|
||||
Visibility::default(),
|
||||
Collider::sphere(1.5),
|
||||
LockedAxes::ROTATION_LOCKED,
|
||||
RigidBody::Dynamic,
|
||||
CollisionLayers::new(LayerMask(GameLayer::Collectibles.to_bits()), LayerMask::ALL),
|
||||
CollisionLayers::new(
|
||||
GameLayer::CollectiblePhysics,
|
||||
LayerMask::ALL & !GameLayer::Player.to_bits(),
|
||||
),
|
||||
CollisionEventsEnabled,
|
||||
Restitution::new(0.6),
|
||||
children![(
|
||||
Collider::sphere(1.5),
|
||||
CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
HeadDrop(drop.head_id),
|
||||
)],
|
||||
))
|
||||
.insert_if(
|
||||
ExternalImpulse::new(spawn_dir * 180.).with_persistence(false),
|
||||
@@ -115,7 +124,7 @@ fn collect_head(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_player: Query<&Player>,
|
||||
query_collectable: Query<&HeadDrop>,
|
||||
query_collectable: Query<(&HeadDrop, &ChildOf)>,
|
||||
query_secret: Query<&SecretHeadMarker>,
|
||||
) {
|
||||
for CollisionStarted(e1, e2) in collision_event_reader.read() {
|
||||
@@ -127,7 +136,7 @@ fn collect_head(
|
||||
continue;
|
||||
};
|
||||
|
||||
let key = query_collectable.get(collectable).unwrap();
|
||||
let (key, child_of) = query_collectable.get(collectable).unwrap();
|
||||
|
||||
let is_secret = query_secret.contains(collectable);
|
||||
|
||||
@@ -137,6 +146,6 @@ fn collect_head(
|
||||
commands.trigger(PlaySound::HeadCollect);
|
||||
}
|
||||
commands.trigger(HeadCollected(key.0));
|
||||
commands.entity(collectable).despawn();
|
||||
commands.entity(child_of.parent()).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ use crate::abilities::HeadAbility;
|
||||
use bevy::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
#[derive(Debug, Default, Reflect, Serialize, Deserialize, PartialEq, Eq)]
|
||||
#[derive(Clone, Copy, Debug, Default, Reflect, Serialize, Deserialize, PartialEq, Eq)]
|
||||
pub enum HeadControls {
|
||||
#[default]
|
||||
Walk,
|
||||
|
||||
22
src/keys.rs
22
src/keys.rs
@@ -31,21 +31,29 @@ fn on_spawn_key(trigger: Trigger<KeySpawn>, mut commands: Commands, assets: Res<
|
||||
|
||||
commands.spawn((
|
||||
Name::new("key"),
|
||||
Key(id.clone()),
|
||||
Transform::from_translation(*position),
|
||||
Visibility::default(),
|
||||
Collider::sphere(1.5),
|
||||
ExternalImpulse::new(spawn_dir * 180.).with_persistence(false),
|
||||
LockedAxes::ROTATION_LOCKED,
|
||||
RigidBody::Dynamic,
|
||||
CollisionLayers::new(LayerMask(GameLayer::Collectibles.to_bits()), LayerMask::ALL),
|
||||
CollisionLayers::new(GameLayer::CollectiblePhysics, GameLayer::Level),
|
||||
CollisionEventsEnabled,
|
||||
Restitution::new(0.6),
|
||||
Children::spawn(Spawn((
|
||||
children![
|
||||
(
|
||||
Billboard,
|
||||
SquishAnimation(2.6),
|
||||
SceneRoot(assets.mesh_key.clone()),
|
||||
))),
|
||||
),
|
||||
(
|
||||
Collider::sphere(1.5),
|
||||
CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
Key(id.clone()),
|
||||
)
|
||||
],
|
||||
));
|
||||
}
|
||||
|
||||
@@ -53,7 +61,7 @@ fn collect_key(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_player: Query<&Player>,
|
||||
query_collectable: Query<&Key>,
|
||||
query_collectable: Query<(&Key, &ChildOf)>,
|
||||
) {
|
||||
for CollisionStarted(e1, e2) in collision_event_reader.read() {
|
||||
let collectable = if query_player.contains(*e1) && query_collectable.contains(*e2) {
|
||||
@@ -64,10 +72,10 @@ fn collect_key(
|
||||
continue;
|
||||
};
|
||||
|
||||
let key = query_collectable.get(collectable).unwrap();
|
||||
let (key, child_of) = query_collectable.get(collectable).unwrap();
|
||||
|
||||
commands.trigger(PlaySound::KeyCollect);
|
||||
commands.trigger(KeyCollected(key.0.clone()));
|
||||
commands.entity(collectable).despawn();
|
||||
commands.entity(child_of.parent()).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,7 +70,8 @@ enum GameState {
|
||||
fn main() {
|
||||
let mut app = App::new();
|
||||
|
||||
app.register_type::<DebugVisuals>();
|
||||
app.register_type::<DebugVisuals>()
|
||||
.register_type::<TransformInterpolation>();
|
||||
app.insert_resource(DebugVisuals {
|
||||
unlit: false,
|
||||
tonemapping: Tonemapping::None,
|
||||
|
||||
@@ -8,5 +8,6 @@ pub enum GameLayer {
|
||||
Player,
|
||||
Npc,
|
||||
Projectile,
|
||||
Collectibles,
|
||||
CollectiblePhysics,
|
||||
CollectibleSensors,
|
||||
}
|
||||
|
||||
@@ -15,7 +15,10 @@ struct ActivePlatform {
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.register_type::<ActivePlatform>();
|
||||
app.add_systems(OnEnter(GameState::Playing), init);
|
||||
app.add_systems(Update, move_active.run_if(in_state(GameState::Playing)));
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
move_active.run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
|
||||
fn init(
|
||||
|
||||
@@ -14,7 +14,7 @@ use crate::{
|
||||
sounds::PlaySound,
|
||||
tb_entities::SpawnPoint,
|
||||
};
|
||||
use avian3d::{math::Vector, prelude::*};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::{
|
||||
input::common_conditions::input_just_pressed,
|
||||
prelude::*,
|
||||
@@ -61,7 +61,6 @@ fn spawn(
|
||||
|
||||
let transform = Transform::from_translation(spawn.translation + Vec3::new(0., 3., 0.));
|
||||
|
||||
let gravity = Vector::NEG_Y * 40.0;
|
||||
let collider = Collider::capsule(0.9, 1.2);
|
||||
|
||||
commands.spawn((
|
||||
@@ -80,8 +79,11 @@ fn spawn(
|
||||
transform,
|
||||
Visibility::default(),
|
||||
// LockedAxes::ROTATION_LOCKED, todo
|
||||
CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL),
|
||||
CharacterControllerBundle::new(collider, gravity),
|
||||
CollisionLayers::new(
|
||||
GameLayer::Player,
|
||||
LayerMask::ALL & !GameLayer::CollectiblePhysics.to_bits(),
|
||||
),
|
||||
CharacterControllerBundle::new(collider, heads_db.head_stats(0).controls),
|
||||
children![(
|
||||
Name::new("player-rig"),
|
||||
PlayerBodyMesh,
|
||||
|
||||
@@ -7,6 +7,7 @@ use bevy::{
|
||||
prelude::*,
|
||||
};
|
||||
use bevy_trenchbroom::prelude::*;
|
||||
use happy_feet::prelude::PhysicsMover;
|
||||
|
||||
use crate::cash::Cash;
|
||||
use crate::loading_assets::GameAssets;
|
||||
@@ -65,6 +66,7 @@ pub struct NamedEntity {
|
||||
#[reflect(QuakeClass, Component)]
|
||||
#[base(Transform, Target)]
|
||||
#[spawn_hooks(SpawnHooks::new().convex_collider())]
|
||||
#[require(PhysicsMover = PhysicsMover, TransformInterpolation)]
|
||||
pub struct Platform;
|
||||
|
||||
#[derive(PointClass, Component, Reflect, Default)]
|
||||
@@ -172,7 +174,7 @@ impl CashSpawn {
|
||||
SceneRoot(mesh),
|
||||
Cash,
|
||||
Collider::cuboid(2., 3.0, 2.),
|
||||
CollisionLayers::new(LayerMask(GameLayer::Collectibles.to_bits()), LayerMask::ALL),
|
||||
CollisionLayers::new(GameLayer::CollectibleSensors, LayerMask::ALL),
|
||||
CollisionEventsEnabled,
|
||||
Sensor,
|
||||
));
|
||||
|
||||
10
src/water.rs
10
src/water.rs
@@ -1,7 +1,5 @@
|
||||
use crate::{
|
||||
GameState, control::controller_common::MovementSpeedFactor, global_observer, player::Player,
|
||||
tb_entities::Water,
|
||||
};
|
||||
use crate::control::controller_common::MovementSpeedFactor;
|
||||
use crate::{GameState, global_observer, player::Player, tb_entities::Water};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::prelude::*;
|
||||
|
||||
@@ -35,7 +33,9 @@ fn setup(mut commands: Commands, query: Query<(Entity, &Children), With<Water>>)
|
||||
ColliderConstructorHierarchy::new(ColliderConstructor::ConvexHullFromMesh),
|
||||
));
|
||||
|
||||
commands.entity(child).insert(WaterSensor);
|
||||
// TODO: Figure out why water requires a `Sensor` or else the character will stand *on* it
|
||||
// rather than *in* it
|
||||
commands.entity(child).insert((WaterSensor, Sensor));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user