feat: ✨ auto follow camera
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dd0d1e8643
commit
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6 changed files with 111 additions and 53 deletions
30
src/camera.rs
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30
src/camera.rs
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use bevy::{core_pipeline::bloom::Bloom, prelude::*};
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use crate::{player::Player, CAMERA_DECAY_RATE};
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pub fn setup_camera(mut commands: Commands) {
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commands.spawn((
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Camera2d,
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Camera {
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hdr: true,
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..default()
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},
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Bloom::NATURAL,
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));
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}
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pub fn update_camera(
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mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
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player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
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time: Res<Time>,
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) {
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let mut camera = camera.get_single_mut().unwrap();
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let player = player.get_single().unwrap();
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let Vec3 { x, y, .. } = player.translation;
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let direction = Vec3::new(x, y, camera.translation.z);
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camera
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.translation
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.smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_secs());
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}
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25
src/lib.rs
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25
src/lib.rs
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@ -0,0 +1,25 @@
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use bevy::{
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app::{App, Startup, Update},
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DefaultPlugins,
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};
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use camera::{setup_camera, update_camera};
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use player::Player;
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use water::Water;
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mod camera;
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mod player;
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mod water;
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pub const CHARACTER_SPEED: f32 = 300.0;
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pub const CAMERA_DECAY_RATE: f32 = 3.0;
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pub fn start_game() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(
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Startup,
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(setup_camera, Water::setup_water, Player::setup_player),
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)
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.add_systems(Update, (update_camera, Player::move_player))
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.run();
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}
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55
src/main.rs
55
src/main.rs
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@ -1,57 +1,6 @@
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use bevy::{
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app::{App, Startup, Update},
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asset::AssetServer,
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image::Image,
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input::ButtonInput,
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prelude::{Camera2d, Commands, Component, KeyCode, Query, Res, Transform, With},
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sprite::Sprite,
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time::Time,
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DefaultPlugins,
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};
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const CHARACTER_SPEED: f32 = 300.0;
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#[derive(Debug, Component)]
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struct Player {}
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use fisher::start_game;
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fn main() {
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println!("Hello, world!");
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, load_character)
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.add_systems(Update, move_character)
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.run();
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}
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fn load_character(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d::default());
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let image = asset_server.load::<Image>("character.png");
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commands.spawn((
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Sprite::from_image(image),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Player {},
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));
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}
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fn move_character(
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time: Res<Time>,
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mut character_transform: Query<&mut Transform, With<Player>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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let mut character_transform = character_transform.get_single_mut().unwrap();
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let translation = CHARACTER_SPEED * time.delta_secs();
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if keyboard_input.pressed(KeyCode::KeyW) {
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character_transform.translation.y += translation;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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character_transform.translation.y -= translation;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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character_transform.translation.x -= translation;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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character_transform.translation.x += translation;
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}
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start_game();
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}
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39
src/player.rs
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39
src/player.rs
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use bevy::prelude::*;
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use crate::CHARACTER_SPEED;
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#[derive(Debug, Component)]
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pub struct Player;
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impl Player {
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pub fn setup_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load::<Image>("character.png");
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commands.spawn((
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Sprite::from_image(image),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Player,
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));
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}
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pub fn move_player(
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time: Res<Time>,
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mut character_transform: Query<&mut Transform, With<Player>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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let mut character_transform = character_transform.get_single_mut().unwrap();
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let translation = CHARACTER_SPEED * time.delta_secs();
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if keyboard_input.pressed(KeyCode::KeyW) {
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character_transform.translation.y += translation;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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character_transform.translation.y -= translation;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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character_transform.translation.x -= translation;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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character_transform.translation.x += translation;
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}
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}
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}
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15
src/water.rs
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15
src/water.rs
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@ -0,0 +1,15 @@
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use bevy::prelude::*;
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#[derive(Debug, Component)]
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pub struct Water;
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impl Water {
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pub fn setup_water(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load::<Image>("water.png");
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commands.spawn((
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Sprite::from_image(image),
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Transform::from_xyz(500.0, 0.0, 0.0),
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Water,
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));
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}
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}
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