hotfix: make some progress on dashing

Former-commit-id: 83e4577bb5f86359edae1d2e25e1cdb7b3627c2a
This commit is contained in:
Muhammad Nauman Raza 2023-12-07 09:55:41 +00:00
parent d42aea475c
commit 91b6698813
Signed by: devraza
GPG key ID: 91EAD6081011574B
3 changed files with 31 additions and 29 deletions

View file

@ -100,5 +100,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
stamina_max: 10.,
defence: 40.,
is_dashing: false,
});
}

View file

@ -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();

View file

@ -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!