Created
August 31, 2020 01:47
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use crate::entities::player::Player; | |
use bevy::input::{keyboard::KeyCode, Input}; | |
use bevy::prelude::*; | |
use bevy::render::camera::Camera; | |
const PLAYER_SPEED: f32 = 500.0; | |
const PADDING: f32 = 100.0; | |
pub fn player_movement_system( | |
time: Res<Time>, | |
windows: Res<Windows>, | |
keyboard_input: Res<Input<KeyCode>>, | |
mut player_query: Query<(&Player, &mut Translation)>, | |
mut camera_query: Query<(&Camera, &mut Translation)>, | |
) { | |
let (height, width) = { | |
let window = windows.get_primary().expect("no window"); | |
(window.height as f32, window.width as f32) | |
}; | |
for (_player, mut translation) in &mut player_query.iter() { | |
let mut direction = Vec3::zero(); | |
if keyboard_input.pressed(KeyCode::Left) { | |
direction -= Vec3::new(1.0, 0.0, 0.0); | |
} | |
if keyboard_input.pressed(KeyCode::Right) { | |
direction += Vec3::new(1.0, 0.0, 0.0); | |
} | |
if keyboard_input.pressed(KeyCode::Down) { | |
direction -= Vec3::new(0.0, 1.0, 0.0); | |
} | |
if keyboard_input.pressed(KeyCode::Up) { | |
direction += Vec3::new(0.0, 1.0, 0.0); | |
} | |
let delta = time.delta_seconds * direction * PLAYER_SPEED; | |
translation.0 += delta; | |
// NOTE: This won't work once a UI camera is added | |
for (_camera, mut camera_translation) in &mut camera_query.iter() { | |
// Left edge | |
if translation.0.x() - camera_translation.0.x() < -(width / 2.0) + PADDING { | |
camera_translation.0 += delta; | |
} | |
// Right edge | |
if translation.0.x() - camera_translation.0.x() > (width / 2.0) - PADDING { | |
camera_translation.0 += delta; | |
} | |
// Bottom edge | |
if translation.0.y() - camera_translation.0.y() < -(height / 2.0) + PADDING { | |
camera_translation.0 += delta; | |
} | |
// Top edge | |
if translation.0.y() - camera_translation.0.y() > (height / 2.0) - PADDING { | |
camera_translation.0 += delta; | |
} | |
} | |
} | |
} |
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