@@ 1,3 1,4 @@
+use std::f32::consts::PI;
// StarKingdoms.IO, a browser game about drifting through space
// Copyright (C) 2023 ghostly_zsh, TerraMaster85, core
//
@@ 23,6 24,7 @@ use bevy::{ecs::event::ManualEventReader, prelude::*};
use bevy_rapier2d::prelude::*;
use bevy_twite::{twite::frame::MessageType, ServerEvent, TwiteServerConfig, TwiteServerPlugin};
use component::*;
+use component::Input;
use packet::*;
use rand::Rng;
@@ 43,7 45,9 @@ const MARS_MASS: f32 = EARTH_MASS / 8.;
const GRAVITY: f32 = 0.02;
const PART_HALF_SIZE: f32 = 25.0;
-const THRUSTER_FORCE: f32 = 0.08;
+
+const HEARTY_THRUSTER_FORCE: f32 = 0.08;
+const LANDING_THRUSTER_FORCE: f32 = 5.;
// maybe make this only cargo modules later
const FREE_MODULE_CAP: usize = 30;
@@ 121,7 125,7 @@ fn spawn_planets(mut commands: Commands) {
.insert(Sensor);
})
.insert(RigidBody::Fixed);
- let mars_pos = Transform::from_xyz(-3000.0 / SCALE, 0.0, 0.0);
+ let mars_pos = Transform::from_xyz(3000.0 / SCALE, 700.0 / SCALE, 0.0);
commands
.spawn(PlanetBundle {
planet_type: PlanetType::Mars,
@@ 1270,11 1274,12 @@ fn on_position_change(
}
fn player_input_update(
- mut player_and_body_query: Query<(Entity, &mut Player, &mut ExternalForce, &Transform)>,
+ mut player_and_body_query: Query<(Entity, &mut Player, &Attach, &mut ExternalForce, &Transform)>,
+ mut attached_query: Query<(&Attach, &PartType, &mut ExternalForce, &Transform), Without<Player>>
) {
- for (_, player, mut forces, transform) in &mut player_and_body_query {
- forces.torque = 0.0;
- forces.force = Vec2::ZERO;
+ for (_, player, attach, mut forces, transform) in &mut player_and_body_query {
+ //forces.torque = 0.0;
+ //forces.force = Vec2::ZERO;
if !(player.input.up || player.input.down || player.input.right || player.input.left) {
continue;
}
@@ 1326,7 1331,7 @@ fn player_input_update(
let thruster_pos_uncast = vec2(x_offset / SCALE, y_offset / SCALE);
let thruster_pos_cast =
rot2d(thruster_pos_uncast, rot) + transform.translation.xy();
- let thruster_force = force_multiplier * THRUSTER_FORCE;
+ let thruster_force = force_multiplier * HEARTY_THRUSTER_FORCE;
let thruster_vec = vec2(
-thruster_force / SCALE * rot.sin(),
thruster_force / SCALE * rot.cos(),
@@ 1340,15 1345,141 @@ fn player_input_update(
forces.torque += thruster_force.torque;
}
}
+ search_thrusters(player.input, attach.clone(), *transform, &mut attached_query);
+ }
+}
+fn search_thrusters(
+ input: Input,
+ attach: Attach,
+ p_transform: Transform,
+ attached_query: &mut Query<(&Attach, &PartType, &mut ExternalForce, &Transform), Without<Player>>
+) {
+ let p_angle = p_transform.rotation.to_euler(EulerRot::ZYX).0;
+ for child in attach.children {
+ if let Some(child) = child {
+ let (attach, part_type, mut force, transform) = attached_query.get_mut(child).unwrap();
+ let angle = transform.rotation.to_euler(EulerRot::ZYX).0;
+ let relative_angle = (p_angle - angle).abs();
+ let relative_pos = transform.translation - p_transform.translation;
+ let relative_pos = Vec2::new(
+ relative_pos.x.mul_add((-p_angle).cos(), -relative_pos.y * (-p_angle).sin()),
+ relative_pos.x.mul_add((-p_angle).sin(), relative_pos.y * (-p_angle).cos()),
+ );
+
+ let mut force_mult = 0.;
+ if *part_type == PartType::LandingThruster {
+ force_mult = LANDING_THRUSTER_FORCE;
+ }
+ if input.up {
+ if 3.*PI/4. < relative_angle && relative_angle < 5.*PI/4. {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ if input.down {
+ if (0. < relative_angle && relative_angle < PI/4.)||(7.*PI/4. < relative_angle && relative_angle < 2.*PI) {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ if input.left {
+ if 3.*PI/4. < relative_angle && relative_angle < 5.*PI/4. {
+ if relative_pos.x > 24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ if (0. < relative_angle && relative_angle < PI/4.)||(7.*PI/4. < relative_angle && relative_angle < 2.*PI) {
+ if relative_pos.x < -24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ if PI/4. < relative_angle && relative_angle < 3.*PI/4. {
+ if relative_pos.y < -24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ if -24. / SCALE < relative_pos.y && relative_pos.y < 24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ if 5.*PI/4. < relative_angle && relative_angle < 7.*PI/4. {
+ if relative_pos.y > 24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ if -24. / SCALE < relative_pos.y && relative_pos.y < 24. / SCALE {
+ let thruster_force = ExternalForce::at_point(
+ Vec2::new(-force_mult / SCALE * angle.sin(),
+ force_mult / SCALE * angle.cos()),
+ transform.translation.xy(),
+ transform.translation.xy(),
+ );
+ force.force += thruster_force.force;
+ force.torque += thruster_force.torque;
+ }
+ }
+ }
+
+ if *part_type != PartType::LandingThruster {
+ search_thrusters(input, attach.clone(), p_transform, attached_query);
+ }
+ }
}
}
fn gravity_update(
- mut part_query: Query<(&Transform, &ReadMassProperties, &mut ExternalImpulse), With<PartType>>,
+ mut part_query: Query<(&Transform, &ReadMassProperties, &mut ExternalForce, &mut ExternalImpulse), With<PartType>>,
planet_query: Query<(&Transform, &ReadMassProperties), With<PlanetType>>,
) {
- for (part_transform, part_mp, mut impulses) in &mut part_query {
+ for (part_transform, part_mp, mut forces, mut impulses) in &mut part_query {
impulses.impulse = Vec2::ZERO;
+ forces.force = Vec2::ZERO;
+ forces.torque = 0.;
let part_mp = part_mp.get();
let part_mass = part_mp.mass;
let part_translate = part_transform.translation;