93 lines
3.0 KiB
Rust
93 lines
3.0 KiB
Rust
use bevy::prelude::*;
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pub struct Player;
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pub struct PlayerLight {
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i: u8,
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}
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pub fn spawn_player(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Capsule {
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radius: 0.5,
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..Default::default()
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})),
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material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..Default::default()
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})
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.insert(Player)
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.with_children(|parent| {
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// light
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let mut light_material: StandardMaterial =
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Color::rgb(0.737255, 0.560784, 0.560784).into();
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light_material.metallic = 0.5;
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light_material.reflectance = 0.5;
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light_material.emissive = Color::rgb(7.52, 5.72, 5.72);
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let light_material = materials.add(light_material);
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for i in 0..6 {
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parent
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.2,
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subdivisions: 5,
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})),
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material: light_material.clone(),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..Default::default()
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})
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.insert_bundle(LightBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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light: Light {
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color: Color::rgb(7.52, 5.72, 5.72),
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..Default::default()
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},
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..Default::default()
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})
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.insert(PlayerLight { i: i as u8 + 1 });
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}
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});
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}
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pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) {
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let t = time.seconds_since_startup();
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for (mut trans, light) in query.iter_mut() {
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let i = light.i as f64;
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let i2 = i / 2.0;
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trans.translation.y = 3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0;
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trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32;
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trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32;
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}
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}
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pub fn move_player(
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mut query: Query<(&mut Transform, &Player)>,
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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) {
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let ds = time.delta_seconds() * 5.0;
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// TODO rotate according to camera position
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// but make it snap to coord system
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for (mut transform, _) in query.iter_mut() {
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if input.pressed(KeyCode::W) {
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transform.translation += Vec3::X * ds;
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}
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if input.pressed(KeyCode::S) {
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transform.translation -= Vec3::X * ds;
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}
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if input.pressed(KeyCode::A) {
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transform.translation -= Vec3::Z * ds;
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}
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if input.pressed(KeyCode::D) {
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transform.translation += Vec3::Z * ds;
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}
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}
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}
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