Prevent mid-air jump
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e7f2188091
commit
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2 changed files with 102 additions and 59 deletions
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@ -14,9 +14,9 @@
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* despawn black characters
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* despawn black characters
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* despawn character when too far
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* despawn character when too far
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* level design
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* level design
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* (?) can jump only from a surface (no mid-air jump)
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* (?) multiplayer
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* (?) multiplayer
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* more audio
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* more audio
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* "jumpable" component to avoid jumping on sensors
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## Build
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## Build
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55
src/game.rs
55
src/game.rs
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@ -93,6 +93,9 @@ pub struct CharacterColor(pub Color);
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#[derive(Component)]
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#[derive(Component)]
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pub struct Player;
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pub struct Player;
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#[derive(Component)]
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pub struct CollisionCount(usize);
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// Systems
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// Systems
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fn setup(
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fn setup(
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@ -161,7 +164,16 @@ pub fn spawn_character(
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linear_damping: 0.5,
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linear_damping: 0.5,
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angular_damping: 0.5,
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angular_damping: 0.5,
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})
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})
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.insert(ActiveEvents::COLLISION_EVENTS);
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.insert(ActiveEvents::COLLISION_EVENTS)
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.with_children(|c| {
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c.spawn_bundle(TransformBundle::from_transform(Transform::from_xyz(
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0., -33., 0.,
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)))
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.insert(Sensor)
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.insert(Collider::cuboid(30., 0.5))
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.insert(ActiveEvents::COLLISION_EVENTS)
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.insert(CollisionCount(0));
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});
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if is_player {
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if is_player {
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entity_commands.insert(Player);
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entity_commands.insert(Player);
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@ -214,11 +226,13 @@ fn collision_event_system(
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Option<&Player>,
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Option<&Player>,
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)>,
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)>,
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pass_through_filter_query: Query<&PassThroughFilter>,
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pass_through_filter_query: Query<&PassThroughFilter>,
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mut collision_counter_query: Query<&mut CollisionCount>,
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mut app_state: ResMut<State<AppState>>,
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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) {
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for collision_event in collision_events.iter() {
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for collision_event in collision_events.iter() {
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if let CollisionEvent::Started(e1, e2, flags) = collision_event {
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match collision_event {
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CollisionEvent::Started(e1, e2, flags) => {
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if flags.is_empty() {
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if flags.is_empty() {
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if let (
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if let (
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Ok((c1_color, c1_transform, _c1_material, c1_player)),
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Ok((c1_color, c1_transform, _c1_material, c1_player)),
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@ -276,6 +290,32 @@ fn collision_event_system(
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]))
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]))
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.ok();
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.ok();
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}
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}
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} else if let (Ok(mut collision_count), Err(_)) = (
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collision_counter_query.get_mut(*e1),
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character_query.get_mut(*e2),
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) {
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collision_count.0 += 1;
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} else if let (Ok(mut collision_count), Err(_)) = (
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collision_counter_query.get_mut(*e2),
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character_query.get_mut(*e1),
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) {
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collision_count.0 += 1;
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}
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}
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}
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CollisionEvent::Stopped(e1, e2, flags) => {
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if *flags == CollisionEventFlags::SENSOR {
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if let (Ok(mut collision_count), Err(_)) = (
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collision_counter_query.get_mut(*e1),
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character_query.get_mut(*e2),
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) {
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collision_count.0 = collision_count.0.saturating_sub(1);
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} else if let (Ok(mut collision_count), Err(_)) = (
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collision_counter_query.get_mut(*e2),
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character_query.get_mut(*e1),
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) {
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collision_count.0 = collision_count.0.saturating_sub(1);
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}
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}
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}
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}
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}
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}
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}
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@ -328,7 +368,8 @@ fn change_character_system(
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fn player_movement_system(
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fn player_movement_system(
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keyboard_input: Res<Input<KeyCode>>,
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keyboard_input: Res<Input<KeyCode>>,
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mut characters: Query<&mut Velocity, With<Player>>,
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mut characters: Query<(&mut Velocity, &Children), With<Player>>,
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collision_counter_query: Query<&CollisionCount>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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) {
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let right_pressed: bool =
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let right_pressed: bool =
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@ -336,12 +377,14 @@ fn player_movement_system(
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let left_pressed: bool =
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let left_pressed: bool =
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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for mut velocity in characters.iter_mut() {
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for (mut velocity, children) in characters.iter_mut() {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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if keyboard_input.just_pressed(KeyCode::Space) {
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if keyboard_input.just_pressed(KeyCode::Space)
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&& collision_counter_query.get(children[0]).unwrap().0 != 0
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{
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audio.send(AudioMsg::Jump).ok();
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audio.send(AudioMsg::Jump).ok();
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velocity.linvel.y = 500.;
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velocity.linvel.y = 700.;
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}
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}
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}
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}
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}
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}
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