Reputation: 27
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100.0))
.add_plugins(RapierDebugRenderPlugin::default())
.add_systems(Startup, setup_graphics)
.add_systems(Startup, setup_physics)
.add_systems(Update, print_ball_altitude)
.run();
}
fn setup_graphics(mut commands: Commands) {
// Add a camera so we can see the debug-render.
commands.spawn(Camera2dBundle::default());
}
#[derive(Component)]
enum Direction {
Left,
Right,
NoMovement,
}
#[derive(Component)]
struct player_struct;
fn setup_physics(mut commands: Commands) {
/* Create the ground. */
commands
.spawn(Collider::cuboid(500.0, 50.0))
.insert(TransformBundle::from(Transform::from_xyz(0.0, -100.0, 0.0)));
commands
.spawn(RigidBody::KinematicPositionBased)
.insert(Collider::ball(10.0))
.insert(Velocity{
linvel: Vec2::new(0.0, -10.0),
angvel: 0.4,
})
.insert(Direction::NoMovement)
.insert(KinematicCharacterController{
offset: CharacterLength::Absolute(0.1),
snap_to_ground: Some(CharacterLength::Relative(0.2)),
..default()});
}
fn print_ball_altitude(mut player_direction: Query<(&mut KinematicCharacterController, &mut Direction,)>, time: Res<Time>, keys: Res<ButtonInput<KeyCode>>, ){
let (mut player, mut Direction) = player_direction.single_mut();
//Let (mut player, mut Velocity) = player_velocity.single_mut();
let speed: f32 = 300.0 * time.delta_seconds();
match *Direction{
// goes wrong here
Direction::Left => player.translation = Some(Vec2::new(-speed, -4.0)),
Direction::Right => player.translation = Some(Vec2::new(speed, -4.0)),
Direction::NoMovement => player.translation = Some(Vec2::new(0.0, -4.0))
,
}
// check if player is pressing movement keys
if keys.pressed(KeyCode::KeyS) || keys.pressed(KeyCode::KeyW) || keys.pressed(KeyCode::KeyA) || keys.pressed(KeyCode::KeyD)
{
// change the direction of player depending on what key player is pressing
if keys.pressed(KeyCode::KeyS){
*Direction = Direction::Down;
}
if keys.pressed(KeyCode::KeyW){
*Direction = Direction::Up;
}
if keys.pressed(KeyCode::KeyA){
*Direction = Direction::Left;
}
if keys.pressed(KeyCode::KeyD){
*Direction = Direction::Right;
}
} else {
// stop the character movement when player isnt pressing any buttons
*Direction = Direction::NoMovement;
}
}
im using bevy 0.13 if that helps Ive checked and I can move the body by changing it to KinematicVelocityBased and changing the velocity manually instead of using KinematicCharacterController.translation but it wont collide with objects if I do that. Also Im new to bevy and rapier so it most likely is just some very basic oversight.
Upvotes: 0
Views: 27