move some stuff or idk

This commit is contained in:
annieversary 2021-10-01 14:30:23 +02:00
parent f101e735f6
commit d727f52ff0
4 changed files with 39 additions and 38 deletions

33
src/camera.rs Normal file
View file

@ -0,0 +1,33 @@
use bevy::prelude::*;
use crate::player::*;
pub struct Camera;
pub fn camera_follow_player(
player: Query<(&Transform, &Player), Without<Camera>>,
mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
time: Res<Time>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
let ds = time.delta_seconds() * 5.0;
for (mut trans, _) in camera.iter_mut() {
trans.look_at(player_pos, Vec3::Y);
// keep a distance to the player
if trans.translation.distance(player_pos) > 170.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation -= d;
}
if trans.translation.distance(player_pos) < 130.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation += d;
}
}
}

View file

@ -6,6 +6,8 @@ mod light_balls;
use light_balls::*;
mod player;
use player::*;
mod camera;
use camera::*;
mod columns;
use columns::*;
@ -23,9 +25,6 @@ fn main() {
.run();
}
pub struct Camera;
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
@ -33,7 +32,7 @@ fn setup(
mut ambient: ResMut<AmbientLight>,
light_ball_materials: Res<LightBallMaterials>,
) {
// set ambient light to 0
// set ambient light to very low
ambient.color = Color::rgb(0.3, 0.3, 0.3);
ambient.brightness = 0.02;

View file

@ -1,7 +1,5 @@
use bevy::prelude::*;
use crate::Camera;
pub struct Player;
pub struct PlayerLight {
i: u8,
@ -31,7 +29,7 @@ pub fn spawn_player(
light_material.emissive = Color::rgb(15.0, 15.0, 15.0);
let light_material = materials.add(light_material);
for i in 0..10 {
for i in 0..6 {
parent
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
@ -59,7 +57,7 @@ pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Re
for (mut trans, light) in query.iter_mut() {
let i = light.i as f64;
let i2 = i / 2.0;
trans.translation.y = 6.0 * (t * 1.1 * i2 + i).sin() as f32 + 7.0;
trans.translation.y = 3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0;
trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32;
trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32;
}
@ -90,32 +88,3 @@ pub fn move_player(
}
}
}
pub fn camera_follow_player(
player: Query<(&Transform, &Player), Without<Camera>>,
mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
time: Res<Time>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
let ds = time.delta_seconds() * 5.0;
for (mut trans, _) in camera.iter_mut() {
trans.look_at(player_pos, Vec3::Y);
// keep a distance to the player
if trans.translation.distance(player_pos) > 170.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation -= d;
}
if trans.translation.distance(player_pos) < 100.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation += d;
}
}
}

View file

@ -34,7 +34,7 @@
#version 450
const int MAX_LIGHTS = 10;
const int MAX_LIGHTS = 30;
struct Light {
mat4 proj;