hotfix: make some progress on dashing
Former-commit-id: 83e4577bb5f86359edae1d2e25e1cdb7b3627c2a
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d42aea475c
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@ -100,5 +100,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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stamina_max: 10.,
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stamina_max: 10.,
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defence: 40.,
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defence: 40.,
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is_dashing: false,
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});
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});
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}
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}
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@ -12,6 +12,8 @@ pub struct Player {
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pub stamina_max: f32,
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pub stamina_max: f32,
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pub defence: f32,
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pub defence: f32,
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pub is_dashing: bool,
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}
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}
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// Define the player movement system
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// Define the player movement system
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@ -25,60 +27,59 @@ pub fn movement(
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let mut rotation_factor = 0.;
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let mut rotation_factor = 0.;
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let mut movement_factor = 0.;
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let mut movement_factor = 0.;
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let mut lock: bool = false;
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if keys.pressed(KeyCode::Space) && lock == false {
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lock = true;
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movement_factor = 5.;
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if player.stamina > 0. {
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player.stamina -= 0.05;
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}
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if player.stamina < 0. {
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player.stamina = 0.;
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}
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}
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if keys.pressed(KeyCode::W) {
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if keys.pressed(KeyCode::W) {
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movement_factor += 1.;
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movement_factor += 1.;
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} else if keys.pressed(KeyCode::S) {
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} else if keys.pressed(KeyCode::S) {
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movement_factor -= 1.;
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movement_factor -= 1.;
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}
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}
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if keys.pressed(KeyCode::A) {
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if keys.pressed(KeyCode::A) {
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rotation_factor += 1.;
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rotation_factor += 1.;
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} else if keys.pressed(KeyCode::D) {
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} else if keys.pressed(KeyCode::D) {
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rotation_factor -= 1.;
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rotation_factor -= 1.;
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}
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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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}
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}
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// Initialise the movement distance variable (to bring it into scope)
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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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let movement_distance: f32;
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if keys.pressed(KeyCode::Up) {
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transform.rotation = Quat::from_rotation_z((0_f32).to_radians());
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movement_factor = 1.;
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}
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if keys.pressed(KeyCode::Down) {
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transform.rotation = Quat::from_rotation_z((180_f32).to_radians());
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movement_factor = 1.;
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}
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if keys.pressed(KeyCode::Left) {
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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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transform.rotation = Quat::from_rotation_z((90_f32).to_radians());
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movement_factor = 1.;
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movement_factor = 1.;
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}
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} else if keys.pressed(KeyCode::Right) {
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if keys.pressed(KeyCode::Right) {
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transform.rotation = Quat::from_rotation_z((270_f32).to_radians());
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transform.rotation = Quat::from_rotation_z((270_f32).to_radians());
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movement_factor = 1.;
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movement_factor = 1.;
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}
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}
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if keys.pressed(KeyCode::Up) {
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transform.rotation = Quat::from_rotation_z((0_f32).to_radians());
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movement_factor = 1.;
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} else if keys.pressed(KeyCode::Down) {
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transform.rotation = Quat::from_rotation_z((180_f32).to_radians());
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movement_factor = 1.;
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}
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// Get the player's *forward* vector
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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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let movement_direction = transform.rotation * Vec3::Y;
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if lock != true {
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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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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 blinking
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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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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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} else {
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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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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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}
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// Update the player translation with the translation
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// Update the player translation with the translation
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@ -101,9 +102,9 @@ pub fn camera_follow(
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pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {
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pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {
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let mut player = player_query.single_mut();
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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 < 1. {
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if player.stamina < 0. {
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if player.stamina < 0. {
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player.stamina = 0.;
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player.stamina += 0.1 * time.delta_seconds();
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player.stamina += 0.1 * time.delta_seconds();
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} else {
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} else {
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player.stamina += 0.1 * time.delta_seconds();
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player.stamina += 0.1 * time.delta_seconds();
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@ -123,8 +123,7 @@ pub fn render_ui(
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// Show the stamina bar to be empty if the player has no stamina
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// Show the stamina bar to be empty if the player has no stamina
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if player.stamina <= 0. {
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if player.stamina <= 0. {
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stamina_bar =
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stamina_bar = stamina_bar.fill(egui::Color32::from_rgba_unmultiplied(0, 0, 0, 0));
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stamina_bar.fill(egui::Color32::from_rgba_unmultiplied(0, 0, 0, 0));
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};
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};
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// Show the progress bars!
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// Show the progress bars!
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