cleanup
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use crate::{nature, settings, actor, audio, hud};
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pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
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const MIN_INTERACT_DISTANCE: f32 = 30.0;
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const NO_RIDE: u32 = 0;
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@ -98,32 +98,18 @@ fn run_camera_controller(
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if key_input.pressed(settings.key_down) {
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axis_input.y -= 1.0;
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}
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}
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if key_input.pressed(settings.key_stop) {
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if actor.v.length_squared() < 1e-6 {
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actor.v = Vec3::ZERO;
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let stop_direction = -actor.v.normalize();
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if stop_direction.length_squared() > 0.3 {
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axis_input += 0.7 * (transform.rotation.inverse() * stop_direction);
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}
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}
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}
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let mut engine = if let Ok(engine) = q_engine.get_single_mut() { engine } else { player_engine };
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// Apply movement update
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let mut acceleration_camera: Vec3;
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if axis_input != Vec3::ZERO {
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acceleration_camera = axis_input;
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} else {
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acceleration_camera = Vec3::ZERO;
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}
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if key_input.pressed(settings.key_stop) {
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let stop_direction = -actor.v.normalize();
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if stop_direction.length_squared() > 0.3 {
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acceleration_camera += transform.rotation.inverse() * stop_direction;
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}
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}
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let forward_factor = engine.current_warmup * (if acceleration_camera.z < 0.0 {
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let forward_factor = engine.current_warmup * (if axis_input.z < 0.0 {
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engine.thrust_forward
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} else {
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engine.thrust_back
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@ -132,13 +118,9 @@ fn run_camera_controller(
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let up_factor = engine.thrust_sideways * engine.current_warmup;
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let factor = Vec3::new(right_factor, up_factor, forward_factor);
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if acceleration_camera.length_squared() > 0.3 {
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let acceleration_global = transform.rotation * (acceleration_camera.normalize() * factor);
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dbg!(acceleration_camera);
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dbg!(acceleration_global);
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let speed_multiplier = 30.0;
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actor.v += speed_multiplier * dt * acceleration_global;
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if axis_input.length_squared() > 0.003 {
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let acceleration_global = transform.rotation * (axis_input.normalize() * factor);
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actor.v += actor::ENGINE_SPEED_FACTOR * dt * acceleration_global;
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engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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play_thruster_sound = !settings.mute_sfx;
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