hotfix: make some progress on dashing
Former-commit-id: 83e4577bb5f86359edae1d2e25e1cdb7b3627c2a
This commit is contained in:
parent
f9fb6c21da
commit
7b9ce7fb4f
|
@ -100,5 +100,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
stamina_max: 10.,
|
||||
|
||||
defence: 40.,
|
||||
|
||||
is_dashing: false,
|
||||
});
|
||||
}
|
||||
|
|
|
@ -12,6 +12,8 @@ pub struct Player {
|
|||
pub stamina_max: f32,
|
||||
|
||||
pub defence: f32,
|
||||
|
||||
pub is_dashing: bool,
|
||||
}
|
||||
|
||||
// Define the player movement system
|
||||
|
@ -25,60 +27,59 @@ pub fn movement(
|
|||
let mut rotation_factor = 0.;
|
||||
let mut movement_factor = 0.;
|
||||
|
||||
let mut lock: bool = false;
|
||||
|
||||
if keys.pressed(KeyCode::Space) && lock == false {
|
||||
lock = true;
|
||||
movement_factor = 5.;
|
||||
if player.stamina > 0. {
|
||||
player.stamina -= 0.05;
|
||||
}
|
||||
if player.stamina < 0. {
|
||||
player.stamina = 0.;
|
||||
}
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::W) {
|
||||
movement_factor += 1.;
|
||||
} else if keys.pressed(KeyCode::S) {
|
||||
movement_factor -= 1.;
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::A) {
|
||||
rotation_factor += 1.;
|
||||
} else if keys.pressed(KeyCode::D) {
|
||||
rotation_factor -= 1.;
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::Space) && player.is_dashing == false {
|
||||
player.is_dashing = true;
|
||||
movement_factor = 5.;
|
||||
if player.stamina > 0. {
|
||||
player.stamina -= 0.025;
|
||||
}
|
||||
if player.stamina < 0. {
|
||||
player.stamina = 0.;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Initialise the movement distance variable (to bring it into scope)
|
||||
let movement_distance: f32;
|
||||
|
||||
if keys.pressed(KeyCode::Up) {
|
||||
transform.rotation = Quat::from_rotation_z((0_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
}
|
||||
if keys.pressed(KeyCode::Down) {
|
||||
transform.rotation = Quat::from_rotation_z((180_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
}
|
||||
if keys.pressed(KeyCode::Left) {
|
||||
transform.rotation = Quat::from_rotation_z((90_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
}
|
||||
if keys.pressed(KeyCode::Right) {
|
||||
} else if keys.pressed(KeyCode::Right) {
|
||||
transform.rotation = Quat::from_rotation_z((270_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::Up) {
|
||||
transform.rotation = Quat::from_rotation_z((0_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
} else if keys.pressed(KeyCode::Down) {
|
||||
transform.rotation = Quat::from_rotation_z((180_f32).to_radians());
|
||||
movement_factor = 1.;
|
||||
}
|
||||
|
||||
// Get the player's *forward* vector
|
||||
let movement_direction = transform.rotation * Vec3::Y;
|
||||
|
||||
if lock != true {
|
||||
if player.is_dashing == true {
|
||||
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
|
||||
// Change the player rotation around the Z-axis only if not blinking
|
||||
// Change the player rotation around the Z-axis only if not dashing
|
||||
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
|
||||
} else {
|
||||
movement_distance = player.stamina * movement_factor * player.movement_speed * time.delta_seconds();
|
||||
player.is_dashing = false;
|
||||
}
|
||||
|
||||
// Update the player translation with the translation
|
||||
|
@ -101,9 +102,9 @@ pub fn camera_follow(
|
|||
|
||||
pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {
|
||||
let mut player = player_query.single_mut();
|
||||
println!("{}", player.stamina);
|
||||
if player.stamina < 1. {
|
||||
if player.stamina < 0. {
|
||||
player.stamina = 0.;
|
||||
player.stamina += 0.1 * time.delta_seconds();
|
||||
} else {
|
||||
player.stamina += 0.1 * time.delta_seconds();
|
||||
|
|
|
@ -123,8 +123,7 @@ pub fn render_ui(
|
|||
|
||||
// Show the stamina bar to be empty if the player has no stamina
|
||||
if player.stamina <= 0. {
|
||||
stamina_bar =
|
||||
stamina_bar.fill(egui::Color32::from_rgba_unmultiplied(0, 0, 0, 0));
|
||||
stamina_bar = stamina_bar.fill(egui::Color32::from_rgba_unmultiplied(0, 0, 0, 0));
|
||||
};
|
||||
|
||||
// Show the progress bars!
|
||||
|
|
Reference in a new issue