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# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
243 lines
12 KiB
Rust
243 lines
12 KiB
Rust
//! This example shows how to properly handle player input,
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//! advance a physics simulation in a fixed timestep, and display the results.
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//!
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//! The classic source for how and why this is done is Glenn Fiedler's article
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//! [Fix Your Timestep!](https://gafferongames.com/post/fix_your_timestep/).
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//! For a more Bevy-centric source, see
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//! [this cheatbook entry](https://bevy-cheatbook.github.io/fundamentals/fixed-timestep.html).
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//!
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//! ## Motivation
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//!
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//! The naive way of moving a player is to just update their position like so:
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//! ```no_run
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//! transform.translation += velocity;
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//! ```
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//! The issue here is that the player's movement speed will be tied to the frame rate.
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//! Faster machines will move the player faster, and slower machines will move the player slower.
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//! In fact, you can observe this today when running some old games that did it this way on modern hardware!
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//! The player will move at a breakneck pace.
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//!
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//! The more sophisticated way is to update the player's position based on the time that has passed:
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//! ```no_run
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//! transform.translation += velocity * time.delta_secs();
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//! ```
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//! This way, velocity represents a speed in units per second, and the player will move at the same speed
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//! regardless of the frame rate.
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//!
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//! However, this can still be problematic if the frame rate is very low or very high.
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//! If the frame rate is very low, the player will move in large jumps. This may lead to
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//! a player moving in such large jumps that they pass through walls or other obstacles.
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//! In general, you cannot expect a physics simulation to behave nicely with *any* delta time.
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//! Ideally, we want to have some stability in what kinds of delta times we feed into our physics simulation.
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//!
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//! The solution is using a fixed timestep. This means that we advance the physics simulation by a fixed amount
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//! at a time. If the real time that passed between two frames is less than the fixed timestep, we simply
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//! don't advance the physics simulation at all.
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//! If it is more, we advance the physics simulation multiple times until we catch up.
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//! You can read more about how Bevy implements this in the documentation for
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//! [`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).
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//!
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//! This leaves us with a last problem, however. If our physics simulation may advance zero or multiple times
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//! per frame, there may be frames in which the player's position did not need to be updated at all,
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//! and some where it is updated by a large amount that resulted from running the physics simulation multiple times.
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//! This is physically correct, but visually jarring. Imagine a player moving in a straight line, but depending on the frame rate,
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//! they may sometimes advance by a large amount and sometimes not at all. Visually, we want the player to move smoothly.
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//! This is why we need to separate the player's position in the physics simulation from the player's position in the visual representation.
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//! The visual representation can then be interpolated smoothly based on the previous and current actual player position in the physics simulation.
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//!
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//! This is a tradeoff: every visual frame is now slightly lagging behind the actual physical frame,
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//! but in return, the player's movement will appear smooth.
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//! There are other ways to compute the visual representation of the player, such as extrapolation.
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//! See the [documentation of the lightyear crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
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//! for a nice overview of the different methods and their respective tradeoffs.
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//!
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//! ## Implementation
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//!
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//! - The player's inputs since the last physics update are stored in the `AccumulatedInput` component.
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//! - The player's velocity is stored in a `Velocity` component. This is the speed in units per second.
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//! - The player's current position in the physics simulation is stored in a `PhysicalTranslation` component.
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//! - The player's previous position in the physics simulation is stored in a `PreviousPhysicalTranslation` component.
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//! - The player's visual representation is stored in Bevy's regular `Transform` component.
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//! - Every frame, we go through the following steps:
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//! - Accumulate the player's input and set the current speed in the `handle_input` system.
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//! This is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystem::BeforeFixedMainLoop`,
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//! which runs before the fixed timestep loop. This is run every frame.
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//! - Advance the physics simulation by one fixed timestep in the `advance_physics` system.
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//! Accumulated input is consumed here.
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//! This is run in the `FixedUpdate` schedule, which runs zero or multiple times per frame.
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//! - Update the player's visual representation in the `interpolate_rendered_transform` system.
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//! This interpolates between the player's previous and current position in the physics simulation.
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//! It is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystem::AfterFixedMainLoop`,
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//! which runs after the fixed timestep loop. This is run every frame.
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//!
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:---------------------|:--------------|
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//! | `W` | Move up |
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//! | `S` | Move down |
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//! | `A` | Move left |
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//! | `D` | Move right |
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, (spawn_text, spawn_player))
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// Advance the physics simulation using a fixed timestep.
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.add_systems(FixedUpdate, advance_physics)
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.add_systems(
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// The `RunFixedMainLoop` schedule allows us to schedule systems to run before and after the fixed timestep loop.
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RunFixedMainLoop,
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(
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// The physics simulation needs to know the player's input, so we run this before the fixed timestep loop.
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// Note that if we ran it in `Update`, it would be too late, as the physics simulation would already have been advanced.
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// If we ran this in `FixedUpdate`, it would sometimes not register player input, as that schedule may run zero times per frame.
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handle_input.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop),
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// The player's visual representation needs to be updated after the physics simulation has been advanced.
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// This could be run in `Update`, but if we run it here instead, the systems in `Update`
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// will be working with the `Transform` that will actually be shown on screen.
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interpolate_rendered_transform.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop),
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),
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)
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.run();
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}
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/// A vector representing the player's input, accumulated over all frames that ran
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/// since the last time the physics simulation was advanced.
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#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
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struct AccumulatedInput(Vec2);
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/// A vector representing the player's velocity in the physics simulation.
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#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
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struct Velocity(Vec3);
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/// The actual position of the player in the physics simulation.
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/// This is separate from the `Transform`, which is merely a visual representation.
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///
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/// If you want to make sure that this component is always initialized
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/// with the same value as the `Transform`'s translation, you can
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/// use a [component lifecycle hook](https://docs.rs/bevy/0.14.0/bevy/ecs/component/struct.ComponentHooks.html)
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#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
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struct PhysicalTranslation(Vec3);
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/// The value [`PhysicalTranslation`] had in the last fixed timestep.
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/// Used for interpolation in the `interpolate_rendered_transform` system.
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#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
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struct PreviousPhysicalTranslation(Vec3);
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/// Spawn the player sprite and a 2D camera.
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fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.spawn((
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Name::new("Player"),
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Sprite::from_image(asset_server.load("branding/icon.png")),
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Transform::from_scale(Vec3::splat(0.3)),
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AccumulatedInput::default(),
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Velocity::default(),
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PhysicalTranslation::default(),
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PreviousPhysicalTranslation::default(),
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));
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}
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/// Spawn a bit of UI text to explain how to move the player.
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fn spawn_text(mut commands: Commands) {
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commands
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.spawn(Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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})
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.with_child((
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Text::new("Move the player with WASD"),
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TextFont {
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font_size: 25.0,
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..default()
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},
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));
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}
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/// Handle keyboard input and accumulate it in the `AccumulatedInput` component.
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///
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/// There are many strategies for how to handle all the input that happened since the last fixed timestep.
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/// This is a very simple one: we just accumulate the input and average it out by normalizing it.
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fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut AccumulatedInput, &mut Velocity)>,
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) {
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/// Since Bevy's default 2D camera setup is scaled such that
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/// one unit is one pixel, you can think of this as
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/// "How many pixels per second should the player move?"
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const SPEED: f32 = 210.0;
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for (mut input, mut velocity) in query.iter_mut() {
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if keyboard_input.pressed(KeyCode::KeyW) {
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input.y += 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyS) {
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input.y -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyA) {
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input.x -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::KeyD) {
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input.x += 1.0;
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}
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// Need to normalize and scale because otherwise
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// diagonal movement would be faster than horizontal or vertical movement.
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// This effectively averages the accumulated input.
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velocity.0 = input.extend(0.0).normalize_or_zero() * SPEED;
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}
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}
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/// Advance the physics simulation by one fixed timestep. This may run zero or multiple times per frame.
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///
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/// Note that since this runs in `FixedUpdate`, `Res<Time>` would be `Res<Time<Fixed>>` automatically.
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/// We are being explicit here for clarity.
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fn advance_physics(
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fixed_time: Res<Time<Fixed>>,
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mut query: Query<(
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&mut PhysicalTranslation,
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&mut PreviousPhysicalTranslation,
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&mut AccumulatedInput,
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&Velocity,
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)>,
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) {
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for (
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mut current_physical_translation,
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mut previous_physical_translation,
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mut input,
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velocity,
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) in query.iter_mut()
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{
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previous_physical_translation.0 = current_physical_translation.0;
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current_physical_translation.0 += velocity.0 * fixed_time.delta_secs();
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// Reset the input accumulator, as we are currently consuming all input that happened since the last fixed timestep.
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input.0 = Vec2::ZERO;
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}
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}
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fn interpolate_rendered_transform(
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fixed_time: Res<Time<Fixed>>,
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mut query: Query<(
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&mut Transform,
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&PhysicalTranslation,
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&PreviousPhysicalTranslation,
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)>,
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) {
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for (mut transform, current_physical_translation, previous_physical_translation) in
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query.iter_mut()
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{
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let previous = previous_physical_translation.0;
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let current = current_physical_translation.0;
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// The overstep fraction is a value between 0 and 1 that tells us how far we are between two fixed timesteps.
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let alpha = fixed_time.overstep_fraction();
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let rendered_translation = previous.lerp(current, alpha);
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transform.translation = rendered_translation;
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}
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}
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