refactor: move player code to separate file

Former-commit-id: cbb76f5546b8f782f0d86ed219f27b4cf2367f7a
This commit is contained in:
Muhammad Nauman Raza 2023-12-04 21:17:34 +00:00
parent 7101a52cc6
commit 992d386845
Signed by: devraza
GPG key ID: 91EAD6081011574B
2 changed files with 71 additions and 67 deletions

View file

@ -8,6 +8,9 @@ use std::collections::HashMap;
mod helpers;
use crate::helpers::*;
mod player;
use crate::player::*;
const VERSION: &str = env!("CARGO_PKG_VERSION");
const PKGNAME: &str = env!("CARGO_PKG_NAME");
@ -67,13 +70,6 @@ struct OpenWindows {
login_open: bool,
}
// Define the player component
#[derive(Component)]
struct Player {
movement_speed: f32,
rotation_speed: f32,
}
// Bevy engine setup
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle {
@ -112,66 +108,6 @@ fn setup_ui(mut contexts: EguiContexts) {
contexts.ctx_mut().set_fonts(fonts);
}
// Define the player movement system
fn movement(
time: Res<Time>,
keys: Res<Input<KeyCode>>,
mut windows: Query<&mut Window>,
mut query: Query<(&Player, &mut Transform)>,
) {
let (player, mut transform) = query.single_mut();
let mut rotation_factor = 0.;
let mut movement_factor = 0.;
let mut blink_factor = 0.;
if keys.pressed(KeyCode::W) {
movement_factor += 1.;
}
if keys.pressed(KeyCode::S) {
movement_factor -= 1.;
}
if keys.pressed(KeyCode::A) {
rotation_factor += 1.;
}
if keys.pressed(KeyCode::D) {
rotation_factor -= 1.;
}
if keys.pressed(KeyCode::Space) {
blink_factor += 4.;
}
if keys.pressed(KeyCode::Space) && keys.just_released(KeyCode::Right) {
blink_factor += 4.;
};
// Get the player's *forward* vector
let movement_direction = transform.rotation * Vec3::Y;
// Initialise the movement distance variable (to bring it into scope)
let movement_distance: f32;
if blink_factor == 0. {
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
// Change the player rotation around the Z-axis only if not blinking
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
} else {
movement_distance = blink_factor * player.movement_speed * 0.01;
}
// Create the translation using the movement direction and distance
let translation_delta = movement_direction * movement_distance;
// Update the player translation with the created translation
transform.translation += translation_delta;
// Define the bounds of play (the window size)
let window = windows.single_mut();
let bounds = Vec3::from((
Vec2::new(window.resolution.width(), window.resolution.height()) / 2.,
0.,
));
transform.translation = transform.translation.min(bounds).max(-bounds);
}
// On update: render the UI
fn render_ui(
mut contexts: EguiContexts,

68
src/player.rs Normal file
View file

@ -0,0 +1,68 @@
use bevy::{prelude::*, window::*};
// Define the player component
#[derive(Component)]
pub struct Player {
pub movement_speed: f32,
pub rotation_speed: f32,
}
// Define the player movement system
pub fn movement(
time: Res<Time>,
keys: Res<Input<KeyCode>>,
mut windows: Query<&mut Window>,
mut query: Query<(&Player, &mut Transform)>,
) {
let (player, mut transform) = query.single_mut();
let mut rotation_factor = 0.;
let mut movement_factor = 0.;
let mut blink_factor = 0.;
if keys.pressed(KeyCode::W) {
movement_factor += 1.;
}
if keys.pressed(KeyCode::S) {
movement_factor -= 1.;
}
if keys.pressed(KeyCode::A) {
rotation_factor += 1.;
}
if keys.pressed(KeyCode::D) {
rotation_factor -= 1.;
}
if keys.pressed(KeyCode::Space) {
blink_factor += 4.;
}
if keys.pressed(KeyCode::Space) && keys.just_released(KeyCode::Right) {
blink_factor += 4.;
};
// Get the player's *forward* vector
let movement_direction = transform.rotation * Vec3::Y;
// Initialise the movement distance variable (to bring it into scope)
let movement_distance: f32;
if blink_factor == 0. {
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
// Change the player rotation around the Z-axis only if not blinking
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
} else {
movement_distance = blink_factor * player.movement_speed * 0.01;
}
// Create the translation using the movement direction and distance
let translation_delta = movement_direction * movement_distance;
// Update the player translation with the created translation
transform.translation += translation_delta;
// Define the bounds of play (the window size)
let window = windows.single_mut();
let bounds = Vec3::from((
Vec2::new(window.resolution.width(), window.resolution.height()) / 2.,
0.,
));
transform.translation = transform.translation.min(bounds).max(-bounds);
}