Implement basic jumping
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8cda16d117
commit
001ce7e98c
1 changed files with 31 additions and 10 deletions
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@ -1,13 +1,10 @@
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use bevy::{
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input::mouse::MouseMotion,
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prelude::*,
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};
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use bevy_rapier3d::{
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na::{clamp, wrap, Matrix3x1},
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physics::RigidBodyHandleComponent,
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physics::{ColliderHandleComponent, RigidBodyHandleComponent},
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rapier::{
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dynamics::{RigidBody, RigidBodyBuilder, RigidBodySet},
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geometry::ColliderBuilder,
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geometry::{ColliderBuilder, NarrowPhase},
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},
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};
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use std::f32::consts::{FRAC_PI_2, PI};
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@ -73,16 +70,40 @@ fn init_player(commands: &mut Commands) {
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});
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}
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// TODO: this is incomplete, currently just checks that the player is touching anything
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fn is_on_ground(
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narrow_phase: &Res<NarrowPhase>,
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collider_handle: &ColliderHandleComponent,
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) -> bool {
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if let Some(n1) = narrow_phase.contacts_with(collider_handle.handle()) {
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for _n2 in n1 {
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return true;
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}
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}
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return false;
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}
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fn player_movement_system(
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time: Res<Time>,
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mut bodies: ResMut<RigidBodySet>,
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mut rigid_body_set: ResMut<RigidBodySet>,
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keyboard_input: Res<Input<KeyCode>>,
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narrow_phase: Res<NarrowPhase>,
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camera_transform_query: Query<&Transform, With<CameraData>>,
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mut player_query: Query<&RigidBodyHandleComponent, With<PlayerMarker>>,
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mut player_physics_query: Query<
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(&RigidBodyHandleComponent, &ColliderHandleComponent),
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With<PlayerMarker>,
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>,
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) {
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for camera_transform in camera_transform_query.iter() {
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for body_handle in player_query.iter_mut() {
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let body: &mut RigidBody = bodies.get_mut(body_handle.handle()).unwrap();
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for (body_handle, collider_handle) in player_physics_query.iter_mut() {
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let is_on_ground = is_on_ground(&narrow_phase, collider_handle);
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if !is_on_ground {
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continue;
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}
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let body: &mut RigidBody = rigid_body_set.get_mut(body_handle.handle()).unwrap();
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if keyboard_input.pressed(KeyCode::Space) {
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body.apply_impulse(Matrix3x1::new(0.0, 0.5, 0.0), true);
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}
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let axis_strafe = movement_axis(&keyboard_input, KeyCode::D, KeyCode::A);
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let axis_straight = movement_axis(&keyboard_input, KeyCode::S, KeyCode::W);
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