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|
mod controllable;
mod lunar;
mod setup;
use avian2d::prelude::*;
use bevy::{prelude::*, winit::WinitSettings};
use controllable::Player;
use lunar::DestPlanet;
#[derive(Resource)]
struct TouchdownGoal {
reached: bool,
}
fn main() {
println!("Hello, world!");
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::srgb(0.5, 0.5, 0.9)))
.insert_resource(WinitSettings::game())
.insert_resource(TouchdownGoal { reached: false })
.add_plugins(PhysicsPlugins::default())
.add_systems(
Startup,
(
setup::setup_starting_planet,
setup::setup_init,
controllable::setup_player_with_controls,
lunar::setup_moon,
),
)
.add_systems(
Update,
(
lunar::update_lunar_transform,
controllable::player_movements,
controllable::camera_follow_player,
controllable::check_transition_level,
update_gravitational_forces,
handle_collision,
remove_all_if_goal,
),
)
.run();
}
/*enum GameLevel {
NearGround,
Space,
Moon,
LunarSurface,
}*/
#[derive(Component)]
struct StartPlanet {
display_name: String,
planet_mass_kg: f32,
radius: f32,
}
#[derive(Component)]
struct Stickable {}
fn handle_collision(
mut commands: Commands,
mut collision_events: EventReader<CollisionStarted>,
mut goal: ResMut<TouchdownGoal>,
query: Query<(Entity, &Stickable, Option<&RigidBody>)>,
) {
for event in collision_events.read() {
// Identify the entities involved in the collision
if let Some((entity, _, _)) = query.iter().find(|(e, _, _)| *e == event.0) {
if let Some((entity2, _, _)) = query.iter().find(|(e2, _, _)| *e2 == event.1) {
// Set the dynamic object to a kinematic state to make it stick
commands.entity(entity).insert(RigidBody::Kinematic);
commands.entity(entity2).insert(RigidBody::Kinematic);
goal.reached = true;
}
}
}
}
fn remove_all_if_goal(
mut commands: Commands,
query: Query<Entity>,
goal: Res<TouchdownGoal>
) {
if goal.reached {
for e in &query {
commands.entity(e).despawn();
}
}
}
fn calculate_force_vector(
mass_actor: f32,
mass_incident: f32,
pos_actor: Vec2,
pos_incident: Vec2,
) -> Vec2 {
let grav_const = 15.0;
(grav_const * mass_actor * mass_incident / (pos_actor.distance_squared(pos_incident)))
* Vec2 {
x: pos_actor.x - pos_incident.x,
y: pos_actor.y - pos_incident.y,
}
.normalize()
/*Vec2 {
x: pos_actor.x - pos_incident.x,
y: pos_actor.y - pos_incident.y,
}.normalize() * 50000.0*/
}
fn update_gravitational_forces(
has_touched_down: Res<TouchdownGoal>,
mut query_planet: Query<(Entity, &StartPlanet, &Transform)>,
mut query_planet2: Query<(Entity, &DestPlanet, &Transform)>,
mut query_object: Query<(Entity, &Player, &mut ExternalForce, &Transform)>,
) {
if has_touched_down.reached {
return;
}
let (_es, ps, ts) = query_planet.single_mut();
let (_es, planet2, trans2) = query_planet2.single_mut();
let (_ed, player, mut exd, td) = query_object.single_mut();
let f0 = calculate_force_vector(
ps.planet_mass_kg,
player.mass_kg,
ts.translation.xy(),
td.translation.xy(),
);
let f1 = calculate_force_vector(
planet2.planet_mass_kg,
player.mass_kg,
trans2.translation.xy(),
td.translation.xy(),
);
//info!("Force: {}, Transform: {}", f, td.translation);
exd.apply_force(f0).apply_force(f1);
}
|