hotfix: switch to a non-broken, blink-style of dash
Former-commit-id: 8b8904b5dd130fa7f1d894eae2432f230292ef11
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91b6698813
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@ -38,22 +38,19 @@ pub fn movement(
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rotation_factor -= 1.;
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}
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if keys.pressed(KeyCode::Space) && player.is_dashing == false {
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player.is_dashing = true;
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movement_factor = 5.;
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if player.stamina > 0. {
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player.stamina -= 0.025;
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}
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if player.stamina < 0. {
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player.stamina = 0.;
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// Initialise the movement distance variable (to bring it into scope)
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let mut movement_distance: f32 = 0.;
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let mut dashing = false;
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if keys.just_pressed(KeyCode::Space) {
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if player.stamina >= 0.3 {
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dashing = true;
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player.stamina -= 0.3;
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movement_distance = 256.;
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}
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}
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// Initialise the movement distance variable (to bring it into scope)
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let movement_distance: f32;
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if keys.pressed(KeyCode::Left) {
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transform.rotation = Quat::from_rotation_z((90_f32).to_radians());
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movement_factor = 1.;
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@ -73,13 +70,11 @@ pub fn movement(
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// Get the player's *forward* vector
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let movement_direction = transform.rotation * Vec3::Y;
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if player.is_dashing == true {
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movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
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// Change the player rotation around the Z-axis only if not dashing
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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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if dashing == false {
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movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
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// Change the player rotation around the Z-axis only if not dashing
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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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} else {
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movement_distance = player.stamina * movement_factor * player.movement_speed * time.delta_seconds();
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player.is_dashing = false;
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}
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// Update the player translation with the translation
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@ -104,10 +99,6 @@ pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Re
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let mut player = player_query.single_mut();
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println!("{}", player.stamina);
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if player.stamina < 1. {
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if player.stamina < 0. {
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player.stamina += 0.1 * time.delta_seconds();
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} else {
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player.stamina += 0.1 * time.delta_seconds();
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}
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player.stamina += 0.1 * time.delta_seconds();
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}
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}
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