WIP crisper camera controls (play engine sound)
This commit is contained in:
parent
06c2d90228
commit
94bf21b340
92
src/actor.rs
92
src/actor.rs
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@ -40,7 +40,7 @@ impl Plugin for ActorPlugin {
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update_power.run_if(game_running),
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handle_gravity.run_if(game_running),
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handle_wants_rotation.run_if(game_running),
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handle_wants_acceleration.run_if(game_running),
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handle_wants_acceleration.run_if(game_running).run_if(alive),
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handle_wants_maxrotation.run_if(game_running),
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handle_wants_maxvelocity
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.run_if(game_running)
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@ -231,7 +231,7 @@ pub enum EngineType {
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Ion,
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}
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#[derive(Component)]
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#[derive(Component, Copy, Clone)]
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pub struct Engine {
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pub thrust_forward: f32,
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pub thrust_back: f32,
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@ -588,7 +588,9 @@ pub fn handle_vehicle_enter_exit(
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commands.entity(driver).remove::<PlayerCamera>();
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commands.entity(driver).remove::<Collider>();
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commands.entity(driver).insert(JustNowEnteredVehicle);
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commands.entity(vehicle).insert(WantsAcceleration::default());
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commands
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.entity(vehicle)
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.insert(WantsAcceleration::default());
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commands.entity(vehicle).remove::<hud::IsTargeted>();
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commands.entity(vehicle).insert(PlayerCamera);
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commands.entity(vehicle).insert(PlayerDrivesThis);
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@ -722,23 +724,29 @@ fn handle_wants_rotation(mut q_actor: Query<(&mut Rotation, &WantsRotation)>) {
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}
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fn handle_wants_acceleration(
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time: Res<Time>,
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settings: Res<var::Settings>,
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jupiter_pos: Res<game::JupiterPos>,
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q_audiosinks: Query<(&audio::Sfx, &AudioSink)>,
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mut q_actor: Query<(
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Entity,
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&Transform,
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&Position,
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&mut LinearVelocity,
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Option<&mut Engine>,
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Option<&WantsAcceleration>,
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Option<&hud::IsTargeted>,
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Option<&PlayerCamera>,
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)>,
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) {
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let dt = time.delta_seconds();
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// Vector elements: (Entity, is_player, pos)
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let mut request_closest: Vec<(Entity, bool, DVec3)> = vec![];
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let mut closest_map: HashMap<Entity, DVec3> = HashMap::new();
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// First, determine whether any actor wants to brake (=match velocity)
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for (entity, _, pos, _, accel, _, is_player) in &mut q_actor {
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for (entity, _, pos, _, _, accel, _, is_player) in &mut q_actor {
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if accel.is_some() && accel.unwrap().brake {
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request_closest.push((entity, is_player.is_some(), pos.0.clone()));
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}
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@ -751,7 +759,7 @@ fn handle_wants_acceleration(
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// First, if this is the player, check whether they targeted anything
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// so we can match velocity to the target.
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if *is_player {
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for (_, _, _, v, _, is_target, _) in &q_actor {
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for (_, _, _, v, _, _, is_target, _) in &q_actor {
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if is_target.is_some() {
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target_v = Some(v.0);
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break;
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@ -762,7 +770,7 @@ fn handle_wants_acceleration(
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// If not, simply look for the closest object and match velocity to that.
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if target_v.is_none() {
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let mut closest_distance = camera::MAX_DIST_FOR_MATCH_VELOCITY;
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for (testentity, _, testpos, v, _, _, _) in &q_actor {
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for (testentity, _, testpos, v, _, _, _, _) in &q_actor {
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if *entity != testentity {
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let distance = (*pos - testpos.0).length();
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if distance < closest_distance {
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@ -784,15 +792,83 @@ fn handle_wants_acceleration(
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}
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}
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for (entity, trans, _, mut v, accel, _, _) in &mut q_actor {
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if let Some(accel) = accel {
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// Finally, apply the requested acceleration to the actor's velocity
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let mut play_thruster_sound = false;
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let mut players_engine: Option<Engine> = None;
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for (entity, trans, _, mut v, engine, accel, _, is_player) in &mut q_actor {
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let mut thruster_on = false;
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if let (Some(engine), Some(accel)) = (engine, accel) {
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if accel.brake {
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if let Some(target_v) = closest_map.get(&entity) {
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**v = *target_v;
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thruster_on = true;
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}
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} else if accel.direction != DVec3::ZERO {
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let delta_v = trans.rotation * accel.direction.as_vec3();
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**v += delta_v.as_dvec3();
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thruster_on = true;
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}
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if is_player.is_some() {
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play_thruster_sound = thruster_on;
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players_engine = Some((*engine).clone());
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}
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}
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}
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// Play sound effects for player acceleration
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let engine = if let Some(engine) = players_engine {
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engine
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} else {
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warn!("Failed to retrieve player's engine type for playing SFX");
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Engine::default()
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};
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let mut sinks: HashMap<audio::Sfx, &AudioSink> = HashMap::new();
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for (sfx, sink) in &q_audiosinks {
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sinks.insert(*sfx, sink);
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}
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let sinks = vec![
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(
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1.0,
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1.0, //boost as f32,
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actor::EngineType::Monopropellant,
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sinks.get(&audio::Sfx::Thruster),
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),
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(
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1.0,
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1.0,
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actor::EngineType::Ion,
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sinks.get(&audio::Sfx::Ion),
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),
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];
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let seconds_to_max_vol = 0.05;
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let seconds_to_min_vol = 0.05;
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for sink_data in sinks {
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if let (vol_boost, speed, engine_type, Some(sink)) = sink_data {
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if settings.mute_sfx {
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sink.pause();
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} else {
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let volume = sink.volume();
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let maxvol = settings.volume_sfx * vol_boost;
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if engine.engine_type == engine_type {
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if play_thruster_sound {
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sink.set_speed(speed);
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sink.play();
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if volume < maxvol {
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sink.set_volume(
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(volume + dt / seconds_to_max_vol).clamp(0.0, maxvol),
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);
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}
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} else {
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sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, maxvol));
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}
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} else if volume > 0.0 {
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sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, maxvol));
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}
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if volume < 0.0001 {
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sink.pause();
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}
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}
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}
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}
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