Fix faster diagonal acceleration for the player
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CI / Formatting (push) Successful in 1m27s
Also always accelerate the player using the same force, so that bigger players aren't overpowered.
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3 changed files with 41 additions and 18 deletions
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@ -6,9 +6,13 @@ use bevy::prelude::*;
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#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform)]
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struct GameObject;
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/// Radius of a ball
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#[derive(Component, Default)]
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pub struct Radius(pub f32);
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/// A basic ball with which to interact
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#[derive(Component, Default)]
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#[require(GameObject, RigidBody = RigidBody::Dynamic)]
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#[require(GameObject, RigidBody = RigidBody::Dynamic, Radius)]
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pub struct Ball;
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/// The controllable ball
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@ -1,3 +1,5 @@
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use core::f32;
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use avian2d::prelude::*;
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use bevy::{
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input::mouse::{AccumulatedMouseScroll, MouseScrollUnit},
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@ -5,32 +7,46 @@ use bevy::{
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prelude::*,
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};
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use super::objects::Player;
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use super::objects::{Player, Radius};
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/// Move the player character based on the keyboard input
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pub fn move_player(
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut velocity: Single<&mut LinearVelocity, With<Player>>,
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) -> Result {
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let acceleration = 500.0;
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mut query: Single<(&mut LinearVelocity, &Radius), With<Player>>,
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) {
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let (ref mut velocity, radius) = *query;
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let delta_v = acceleration * time.delta_secs();
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let acceleration_energy = 150000.0;
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// Although it would arguably be more accurate to divide by pi to get the actual mass (or include the density
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// somehow), `acceleration_energy` is in arbitrary units so we can just pretend it's proper physics
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let delta_v = acceleration_energy * time.delta_secs() / radius.0.powi(2);
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let mut direction = Vec2::ZERO;
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if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
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velocity.y += delta_v;
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direction.y += 1.0;
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}
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if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) {
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velocity.y -= delta_v;
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direction.y -= 1.0;
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}
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if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) {
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velocity.x -= delta_v;
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direction.x -= 1.0;
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}
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if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) {
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velocity.x += delta_v;
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direction.x += 1.0;
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}
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Ok(())
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// This would be easier if I could compare floats with 0 and still sleep at night
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let circularize = if direction.x.abs() > 0.0 && direction.y.abs() > 0.0 {
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f32::consts::FRAC_1_SQRT_2
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} else {
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1.0
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};
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// Kinda annoying I have to manually assign the fields here but I'll leave it in case I remember a better way later
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velocity.x += direction.x * delta_v * circularize;
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velocity.y += direction.y * delta_v * circularize;
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}
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/// Neatly exit game
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@ -12,7 +12,7 @@ use bevy_rand::prelude::{GlobalEntropy, WyRand};
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use rand::Rng as _;
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use super::{
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objects::{Ball, Player, Wall},
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objects::{Ball, Player, Radius, Wall},
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rng::thread_rng,
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};
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@ -32,6 +32,7 @@ pub fn setup_from_seed(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
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));
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}
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/// I mean, a camera is technically a user interface, I guess
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pub fn setup_ui(mut commands: Commands) {
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commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
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}
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@ -44,10 +45,12 @@ pub fn setup_player(
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) {
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let mut random = thread_rng();
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let circle = Circle::new(random.random_range(BALL_SIZES));
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let radius = random.random_range(BALL_SIZES);
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let circle = Circle::new(radius);
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commands.spawn((
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Name::new("Player"),
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Player,
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Radius(radius),
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Collider::from(circle),
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Mesh2d(meshes.add(circle)),
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MeshMaterial2d(materials.add(Color::from(LIME_400))),
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@ -64,18 +67,18 @@ pub fn setup_balls(
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let mut random = thread_rng();
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for i in 0..BALL_COUNT {
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let circle = Circle::new(random.random_range(BALL_SIZES));
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let radius = random.random_range(BALL_SIZES);
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let circle = Circle::new(radius);
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commands.spawn((
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Name::new(format!("Ball[{i}]")),
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Ball,
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Radius(radius),
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Collider::from(circle),
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Mesh2d(meshes.add(circle)),
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MeshMaterial2d(materials.add(Color::from(RED_400))),
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Transform::from_xyz(
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random.random::<f32>() * (region.0 - 2.0 * circle.radius) + circle.radius
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- region.0 / 2.0,
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random.random::<f32>() * (region.1 - 2.0 * circle.radius) + circle.radius
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- region.1 / 2.0,
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random.random::<f32>() * (region.0 - 2.0 * radius) + radius - region.0 / 2.0,
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random.random::<f32>() * (region.1 - 2.0 * radius) + radius - region.1 / 2.0,
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0.0,
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),
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));
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