mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-14 11:28:42 -06:00
use force for plr
This commit is contained in:
parent
f84fe5d022
commit
8d673ed82f
|
@ -52,6 +52,14 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//STICK
|
||||||
|
if chunk_position.x == 0 && chunk_position.y == 5 {
|
||||||
|
for z in 0..CHUNK_SIZE {
|
||||||
|
blocks[0][0][z] = Block::Stone;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//
|
||||||
|
|
||||||
let mut height_noise = FastNoise::seeded(seed);
|
let mut height_noise = FastNoise::seeded(seed);
|
||||||
height_noise.set_fractal_type(FractalType::FBM);
|
height_noise.set_fractal_type(FractalType::FBM);
|
||||||
height_noise.set_fractal_octaves(4);
|
height_noise.set_fractal_octaves(4);
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
use glam::{EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
|
use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
|
||||||
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
|
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
|
||||||
use winit::keyboard::KeyCode;
|
use winit::keyboard::KeyCode;
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
|
@ -77,17 +77,23 @@ fn update_movement(
|
||||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||||
},
|
},
|
||||||
PlayerControllerType::FpsCtl => {
|
PlayerControllerType::FpsCtl => {
|
||||||
let actor = (&mut actors).get(id).unwrap();
|
let mut actor = (&mut actors).get(id).unwrap();
|
||||||
|
|
||||||
let euler = rotation_norm.to_euler(EulerRot::YZX);
|
let euler = rotation_norm.to_euler(EulerRot::YZX);
|
||||||
let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
|
let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
|
||||||
let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
|
let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
|
||||||
|
|
||||||
translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
|
actor.apply_force(ctl.speed * (
|
||||||
translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
|
(forward * movement.z) +
|
||||||
translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
|
(right * movement.x) +
|
||||||
|
(Vec3::Y * movement.y)
|
||||||
|
));
|
||||||
|
|
||||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
|
||||||
|
// translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
|
||||||
|
// translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
|
||||||
|
|
||||||
|
// transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue