use crate::{ comp::{CharacterState, StateUpdate}, sys::character_behavior::{CharacterBehavior, JoinData}, util::safe_slerp, }; use vek::Vec2; // Gravity is 9.81 * 4, so this makes gravity equal to .15 const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.96; const GLIDE_ACCEL: f32 = 15.0; const GLIDE_SPEED: f32 = 45.0; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); // If glide button isn't held or player is on ground, end glide if !data.inputs.glide.is_pressed() || data.physics.on_ground { update.character = CharacterState::Idle {}; } // If there is a wall in front of character go to climb if let Some(_) = data.physics.on_wall { update.character = CharacterState::Climb {}; } // Move player according to movement direction vector update.vel.0 += Vec2::broadcast(data.dt.0) * data.inputs.move_dir * if data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) { GLIDE_ACCEL } else { 0.0 }; // Determine orientation vector from movement direction vector let ori_dir = Vec2::from(update.vel.0); update.ori.0 = safe_slerp(update.ori.0, ori_dir.into(), 2.0 * data.dt.0); // Apply Glide antigrav lift if Vec2::::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0) && update.vel.0.z < 0.0 { let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15; update.vel.0.z += data.dt.0 * lift * (Vec2::::from(update.vel.0).magnitude() * 0.075) .min(1.0) .max(0.2); } // Otherwise keep gliding update } }