Fix faster diagonal acceleration for the player
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Also always accelerate the player using the same force, so that bigger players aren't overpowered.
This commit is contained in:
Michael Bradley 2025-05-24 00:43:44 -04:00
parent 10b525e4c7
commit 0896ccf691
Signed by: MichaelBradley
SSH key fingerprint: SHA256:o/aaeYtRubILK7OYYjYP12DmU7BsPUhKji1AgaQ+ge4
3 changed files with 41 additions and 18 deletions

View file

@ -6,9 +6,13 @@ use bevy::prelude::*;
#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform)] #[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform)]
struct GameObject; struct GameObject;
/// Radius of a ball
#[derive(Component, Default)]
pub struct Radius(pub f32);
/// A basic ball with which to interact /// A basic ball with which to interact
#[derive(Component, Default)] #[derive(Component, Default)]
#[require(GameObject, RigidBody = RigidBody::Dynamic)] #[require(GameObject, RigidBody = RigidBody::Dynamic, Radius)]
pub struct Ball; pub struct Ball;
/// The controllable ball /// The controllable ball

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@ -1,3 +1,5 @@
use core::f32;
use avian2d::prelude::*; use avian2d::prelude::*;
use bevy::{ use bevy::{
input::mouse::{AccumulatedMouseScroll, MouseScrollUnit}, input::mouse::{AccumulatedMouseScroll, MouseScrollUnit},
@ -5,32 +7,46 @@ use bevy::{
prelude::*, prelude::*,
}; };
use super::objects::Player; use super::objects::{Player, Radius};
/// Move the player character based on the keyboard input /// Move the player character based on the keyboard input
pub fn move_player( pub fn move_player(
time: Res<Time>, time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>, keyboard_input: Res<ButtonInput<KeyCode>>,
mut velocity: Single<&mut LinearVelocity, With<Player>>, mut query: Single<(&mut LinearVelocity, &Radius), With<Player>>,
) -> Result { ) {
let acceleration = 500.0; let (ref mut velocity, radius) = *query;
let delta_v = acceleration * time.delta_secs(); let acceleration_energy = 150000.0;
// Although it would arguably be more accurate to divide by pi to get the actual mass (or include the density
// somehow), `acceleration_energy` is in arbitrary units so we can just pretend it's proper physics
let delta_v = acceleration_energy * time.delta_secs() / radius.0.powi(2);
let mut direction = Vec2::ZERO;
if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) { if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
velocity.y += delta_v; direction.y += 1.0;
} }
if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) { if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) {
velocity.y -= delta_v; direction.y -= 1.0;
} }
if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) { if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) {
velocity.x -= delta_v; direction.x -= 1.0;
} }
if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) { if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) {
velocity.x += delta_v; direction.x += 1.0;
} }
Ok(()) // This would be easier if I could compare floats with 0 and still sleep at night
let circularize = if direction.x.abs() > 0.0 && direction.y.abs() > 0.0 {
f32::consts::FRAC_1_SQRT_2
} else {
1.0
};
// Kinda annoying I have to manually assign the fields here but I'll leave it in case I remember a better way later
velocity.x += direction.x * delta_v * circularize;
velocity.y += direction.y * delta_v * circularize;
} }
/// Neatly exit game /// Neatly exit game

View file

@ -12,7 +12,7 @@ use bevy_rand::prelude::{GlobalEntropy, WyRand};
use rand::Rng as _; use rand::Rng as _;
use super::{ use super::{
objects::{Ball, Player, Wall}, objects::{Ball, Player, Radius, Wall},
rng::thread_rng, rng::thread_rng,
}; };
@ -32,6 +32,7 @@ pub fn setup_from_seed(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
)); ));
} }
/// I mean, a camera is technically a user interface, I guess
pub fn setup_ui(mut commands: Commands) { pub fn setup_ui(mut commands: Commands) {
commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera)); commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
} }
@ -44,10 +45,12 @@ pub fn setup_player(
) { ) {
let mut random = thread_rng(); let mut random = thread_rng();
let circle = Circle::new(random.random_range(BALL_SIZES)); let radius = random.random_range(BALL_SIZES);
let circle = Circle::new(radius);
commands.spawn(( commands.spawn((
Name::new("Player"), Name::new("Player"),
Player, Player,
Radius(radius),
Collider::from(circle), Collider::from(circle),
Mesh2d(meshes.add(circle)), Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(LIME_400))), MeshMaterial2d(materials.add(Color::from(LIME_400))),
@ -64,18 +67,18 @@ pub fn setup_balls(
let mut random = thread_rng(); let mut random = thread_rng();
for i in 0..BALL_COUNT { for i in 0..BALL_COUNT {
let circle = Circle::new(random.random_range(BALL_SIZES)); let radius = random.random_range(BALL_SIZES);
let circle = Circle::new(radius);
commands.spawn(( commands.spawn((
Name::new(format!("Ball[{i}]")), Name::new(format!("Ball[{i}]")),
Ball, Ball,
Radius(radius),
Collider::from(circle), Collider::from(circle),
Mesh2d(meshes.add(circle)), Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(RED_400))), MeshMaterial2d(materials.add(Color::from(RED_400))),
Transform::from_xyz( Transform::from_xyz(
random.random::<f32>() * (region.0 - 2.0 * circle.radius) + circle.radius random.random::<f32>() * (region.0 - 2.0 * radius) + radius - region.0 / 2.0,
- region.0 / 2.0, random.random::<f32>() * (region.1 - 2.0 * radius) + radius - region.1 / 2.0,
random.random::<f32>() * (region.1 - 2.0 * circle.radius) + circle.radius
- region.1 / 2.0,
0.0, 0.0,
), ),
)); ));