refactored player into own plugin :D
This commit is contained in:
127
src/player.rs
127
src/player.rs
@@ -1,60 +1,57 @@
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use bevy::prelude::*;
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use bevy::{prelude::*, utils::HashSet};
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use bevy_ecs_ldtk::prelude::*;
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use bevy_rapier2d::dynamics::Velocity;
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use crate::{climbing::Climber, inventory::Inventory};
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use crate::{colliders::ColliderBundle, ground_detection::GroundDetection};
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use crate::{Wall, GRID_SIZE};
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#[derive(Copy, Clone, Eq, PartialEq, Debug, Default, Component)]
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pub struct Player;
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#[derive(Default, Component)]
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pub(crate) struct Player;
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#[derive(Clone, Default, Bundle, LdtkEntity)]
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pub struct PlayerBundle {
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#[sprite_bundle("player.png")]
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pub sprite_bundle: SpriteBundle,
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#[from_entity_instance]
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pub collider_bundle: ColliderBundle,
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pub player: Player,
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#[worldly]
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pub worldly: Worldly,
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pub climber: Climber,
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pub ground_detection: GroundDetection,
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// Build Items Component manually by using `impl From<&EntityInstance>`
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#[from_entity_instance]
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items: Inventory,
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// The whole EntityInstance can be stored directly as an EntityInstance component
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#[from_entity_instance]
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entity_instance: EntityInstance,
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#[derive(Default, Bundle, LdtkEntity)]
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struct PlayerBundle {
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player: Player,
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#[sprite_sheet_bundle]
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sprite_bundle: LdtkSpriteSheetBundle,
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#[grid_coords]
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grid_coords: GridCoords,
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}
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pub fn player_movement(
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#[derive(Default, Resource)]
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struct LevelWalls {
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wall_locations: HashSet<GridCoords>,
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level_width: i32,
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level_height: i32,
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}
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impl LevelWalls {
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fn in_wall(&self, grid_coords: &GridCoords) -> bool {
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grid_coords.x < 0
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|| grid_coords.y < 0
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|| grid_coords.x >= self.level_width
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|| grid_coords.y >= self.level_height
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|| self.wall_locations.contains(grid_coords)
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}
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}
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fn move_player_from_input(
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mut players: Query<&mut GridCoords, With<Player>>,
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut Velocity, &mut Climber, &GroundDetection), With<Player>>,
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level_walls: Res<LevelWalls>,
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) {
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for (mut velocity, mut climber, ground_detection) in &mut query {
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let right = if input.pressed(KeyCode::KeyD) { 1. } else { 0. };
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let left = if input.pressed(KeyCode::KeyA) { 1. } else { 0. };
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let movement_direction = if input.just_pressed(KeyCode::KeyW) {
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GridCoords::new(0, 1)
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} else if input.just_pressed(KeyCode::KeyA) {
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GridCoords::new(-1, 0)
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} else if input.just_pressed(KeyCode::KeyS) {
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GridCoords::new(0, -1)
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} else if input.just_pressed(KeyCode::KeyD) {
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GridCoords::new(1, 0)
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} else {
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return;
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};
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velocity.linvel.x = (right - left) * 200.;
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if climber.intersecting_climbables.is_empty() {
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climber.climbing = false;
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} else if input.just_pressed(KeyCode::KeyW) || input.just_pressed(KeyCode::KeyS) {
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climber.climbing = true;
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}
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if climber.climbing {
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let up = if input.pressed(KeyCode::KeyW) { 1. } else { 0. };
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let down = if input.pressed(KeyCode::KeyS) { 1. } else { 0. };
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velocity.linvel.y = (up - down) * 200.;
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}
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if input.just_pressed(KeyCode::Space) && (ground_detection.on_ground || climber.climbing) {
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velocity.linvel.y = 500.;
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climber.climbing = false;
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for mut player_grid_coords in players.iter_mut() {
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let destination = *player_grid_coords + movement_direction;
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if !level_walls.in_wall(&destination) {
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*player_grid_coords = destination;
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}
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}
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}
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@@ -63,7 +60,37 @@ pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, player_movement)
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.register_ldtk_entity::<PlayerBundle>("Player");
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app.add_systems(Update, (move_player_from_input, cache_wall_locations))
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.register_ldtk_entity::<PlayerBundle>("Player")
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.init_resource::<LevelWalls>();
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}
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}
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fn cache_wall_locations(
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mut level_walls: ResMut<LevelWalls>,
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mut level_events: EventReader<LevelEvent>,
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walls: Query<&GridCoords, With<Wall>>,
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ldtk_project_entities: Query<&Handle<LdtkProject>>,
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ldtk_project_assets: Res<Assets<LdtkProject>>,
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) {
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for level_event in level_events.read() {
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if let LevelEvent::Spawned(level_iid) = level_event {
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let ldtk_project = ldtk_project_assets
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.get(ldtk_project_entities.single())
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.expect("LdtkProject should be loaded when level is spawned");
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let level = ldtk_project
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.get_raw_level_by_iid(level_iid.get())
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.expect("spawned level should exist in project");
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let wall_locations = walls.iter().copied().collect();
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let new_level_walls = LevelWalls {
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wall_locations,
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level_width: level.px_wid / GRID_SIZE,
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level_height: level.px_hei / GRID_SIZE,
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};
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*level_walls = new_level_walls;
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}
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}
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}
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