Merge branch 'zesterer/small-fixes' into 'master'

Made orientation change with move_dir, added a small amount of knockback, orientation lerp, better enemy combat, improved healthbar placement

See merge request veloren/veloren!399
This commit is contained in:
Joshua Barretto 2019-08-03 18:54:21 +00:00
commit 295674d95a
5 changed files with 35 additions and 23 deletions

View File

@ -74,7 +74,7 @@ impl<'a> System<'a> for Sys {
controller.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.5;
if rand::random::<f32>() < 0.1 {
if rand::random::<f32>() < 0.05 {
controller.attack = true;
} else {
controller.attack = false;

View File

@ -54,7 +54,8 @@ impl<'a> System<'a> for Sys {
stat_b
.health
.change_by(-10, HealthSource::Attack { by: *uid }); // TODO: variable damage and weapon
vel_b.0.z = 4.0;
vel_b.0 += (pos_b.0 - pos.0).normalized() * 5.0;
vel_b.0.z = 10.0;
let _ = force_updates.insert(b, ForceUpdate);
}
}

View File

@ -109,6 +109,19 @@ impl<'a> System<'a> for Sys {
}
_ => 0.0,
};
// Set direction based on move direction when on the ground
let ori_dir = if a.gliding || a.rolling {
Vec2::from(vel.0)
} else {
move_dir.0
};
if ori_dir.magnitude_squared() > 0.0001
&& (ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001
{
ori.0 = vek::ops::Slerp::slerp(ori.0, ori_dir.into(), 5.0 * dt.0);
}
}
// Jump
@ -132,15 +145,6 @@ impl<'a> System<'a> for Sys {
rollings.remove(entity);
}
}
// Set direction based on velocity when on the ground
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.0001 {
ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
10.0 * dt.0,
);
}
}
}
}

View File

@ -268,6 +268,8 @@ impl<'a> System<'a> for Sys {
if diff.magnitude_squared() > 0.0
&& diff.magnitude_squared() < collision_dist.powf(2.0)
&& pos.0.z + 1.6 * scale > pos_other.0.z
&& pos.0.z < pos_other.0.z + 1.6 * scale_other
{
vel.0 +=
Vec3::from(diff.normalized()) * (collision_dist - diff.magnitude()) * 5.0;

View File

@ -349,7 +349,8 @@ impl Hud {
let ecs = client.state().ecs();
let pos = ecs.read_storage::<comp::Pos>();
let stats = ecs.read_storage::<comp::Stats>();
let player = ecs.read_storage::<comp::Player>();
let players = ecs.read_storage::<comp::Player>();
let scales = ecs.read_storage::<comp::Scale>();
let entities = ecs.entities();
let me = client.entity();
let view_distance = client.view_distance().unwrap_or(1);
@ -389,17 +390,17 @@ impl Hud {
.set(self.ids.crosshair_inner, ui_widgets);
// Render Name Tags
for (pos, name) in (&entities, &pos, &stats, player.maybe())
for (pos, name, scale) in (&entities, &pos, &stats, players.maybe(), scales.maybe())
.join()
.filter(|(entity, _, stats, _)| *entity != me && !stats.is_dead)
.filter(|(entity, _, stats, _, _)| *entity != me && !stats.is_dead)
// Don't process nametags outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _, _)| {
.filter(|(_, pos, _, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
.map(|(_, pos, stats, player)| {
.map(|(_, pos, stats, player, scale)| {
// TODO: This is temporary
// If the player used the default character name display their name instead
let name = if stats.name == "Character Name" {
@ -407,9 +408,11 @@ impl Hud {
} else {
&stats.name
};
(pos.0, name)
(pos.0, name, scale)
})
{
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let id = name_id_walker.next(
&mut self.ids.name_tags,
&mut ui_widgets.widget_id_generator(),
@ -418,27 +421,29 @@ impl Hud {
.font_size(20)
.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
.x_y(0.0, 0.0)
.position_ingame(pos + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(id, ui_widgets);
}
// Render Health Bars
for (_entity, pos, stats) in (&entities, &pos, &stats)
for (_entity, pos, stats, scale) in (&entities, &pos, &stats, scales.maybe())
.join()
.filter(|(entity, _, stats)| {
.filter(|(entity, _, stats, _)| {
*entity != me
&& !stats.is_dead
&& stats.health.current() != stats.health.maximum()
})
// Don't process health bars outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _)| {
.filter(|(_, pos, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
{
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let back_id = health_back_id_walker.next(
&mut self.ids.health_bar_backs,
&mut ui_widgets.widget_id_generator(),
@ -450,7 +455,7 @@ impl Hud {
// Background
Rectangle::fill_with([120.0, 8.0], Color::Rgba(0.3, 0.3, 0.3, 0.5))
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(back_id, ui_widgets);
@ -463,7 +468,7 @@ impl Hud {
HP_COLOR,
)
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(bar_id, ui_widgets);
}