character can now only jump on platforms

This commit is contained in:
Nixon 2022-08-27 20:51:18 +08:00
parent 4fc53c04aa
commit 3c721c3225

View file

@ -57,6 +57,8 @@ impl Plugin for GamePlugin {
.with_system(character_particle_effect_system) .with_system(character_particle_effect_system)
.with_system(move_win_text_system), .with_system(move_win_text_system),
) )
.add_system_to_stage(CoreStage::PostUpdate, char_char_collision_event_system)
.add_system_to_stage(CoreStage::PostUpdate, char_airbound_event_system)
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system); .add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
} }
} }
@ -102,7 +104,10 @@ pub struct CharacterColor(pub Color);
pub struct Player; pub struct Player;
#[derive(Component)] #[derive(Component)]
pub struct CollisionCount(usize); pub struct Platform;
#[derive(Component)]
pub struct Airbound(bool);
#[derive(Component)] #[derive(Component)]
pub struct Melty(pub Color); pub struct Melty(pub Color);
@ -198,7 +203,7 @@ pub fn spawn_character(
.insert(Sensor) .insert(Sensor)
.insert(Collider::cuboid(30., 0.5)) .insert(Collider::cuboid(30., 0.5))
.insert(ActiveEvents::COLLISION_EVENTS) .insert(ActiveEvents::COLLISION_EVENTS)
.insert(CollisionCount(0)); .insert(Airbound(true));
}); });
character_list.0.insert(entity_commands.id()); character_list.0.insert(entity_commands.id());
@ -239,7 +244,8 @@ pub fn spawn_platform(
..default() ..default()
}) })
.insert(Collider::cuboid(size.x / 2., size.y / 2.)) .insert(Collider::cuboid(size.x / 2., size.y / 2.))
.insert(Level); .insert(Level)
.insert(Platform);
} }
pub fn spawn_melty_platform( pub fn spawn_melty_platform(
@ -275,9 +281,113 @@ pub fn spawn_melty_platform(
}); });
} }
fn char_char_collision_event_system(
mut commands: Commands,
mut collision_events: EventReader<CollisionEvent>,
character_query: Query<(
&mut CharacterColor,
&Transform,
&mut Handle<ColorMaterial>,
Option<&Player>,
)>,
mut character_list: ResMut<CharacterList>,
mut app_state: ResMut<State<AppState>>,
character_meshes: Res<CharacterMeshes>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, _flags) = collision_event {
if let (
Ok((c1_color, c1_transform, _c1_material, c1_player)),
Ok((c2_color, c2_transform, _c2_material, c2_player)),
) = (character_query.get(*e1), character_query.get(*e2)) {
character_list.0.remove(e1);
character_list.0.remove(e2);
commands.entity(*e1).despawn_recursive();
commands.entity(*e2).despawn_recursive();
let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0))
.clamp(Vec4::ZERO, Vec4::ONE);
// If color approximately white
if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9 {
app_state.replace(AppState::Win).ok();
}
// position character based on current player location
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
&mut character_list,
if c1_player.is_some() {
*c1_transform
} else if c2_player.is_some() {
*c2_transform
} else {
Transform::identity().with_translation(
(c1_transform.translation + c2_transform.translation) * 0.5,
)
},
new_color.into(),
c1_player.is_some() || c2_player.is_some(),
);
audio.send(AudioMsg::Fusion).ok();
}
}
}
}
fn char_airbound_event_system(
mut collision_events: EventReader<CollisionEvent>,
mut airbound_query: Query<&mut Airbound>,
platform_query: Query<&Platform>,
) {
// detect platform + player collisions only
for collision_event in collision_events.iter() {
match collision_event {
CollisionEvent::Started(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut airbound), Ok(_)) = (
airbound_query.get_mut(*e1),
platform_query.get(*e2),
) {
airbound.0 = false;
} else if let (Ok(mut airbound), Ok(_)) = (
airbound_query.get_mut(*e2),
platform_query.get(*e1),
) {
airbound.0 = false;
}
}
}
CollisionEvent::Stopped(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut airbound), Ok(_)) = (
airbound_query.get_mut(*e1),
platform_query.get(*e2),
) {
airbound.0 = true;
} else if let (Ok(mut airbound), Ok(_)) = (
airbound_query.get_mut(*e2),
platform_query.get(*e1),
) {
airbound.0 = true;
}
}
}
}
}
}
fn collision_event_system( fn collision_event_system(
mut commands: Commands, mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>, mut materials: ResMut<Assets<ColorMaterial>>,
mut collision_events: EventReader<CollisionEvent>, mut collision_events: EventReader<CollisionEvent>,
mut character_query: Query<( mut character_query: Query<(
@ -288,134 +398,64 @@ fn collision_event_system(
)>, )>,
pass_through_filter_query: Query<&PassThroughFilter>, pass_through_filter_query: Query<&PassThroughFilter>,
melty_query: Query<&Melty>, melty_query: Query<&Melty>,
mut collision_counter_query: Query<&mut CollisionCount>,
mut app_state: ResMut<State<AppState>>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>, audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut character_list: ResMut<CharacterList>,
) { ) {
for collision_event in collision_events.iter() { for collision_event in collision_events.iter() {
match collision_event { if let CollisionEvent::Started(e1, e2, flags) = collision_event {
CollisionEvent::Started(e1, e2, flags) => { if flags.is_empty() {
if flags.is_empty() { if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
if let ( (character_query.get_mut(*e1), melty_query.get(*e2))
Ok((c1_color, c1_transform, _c1_material, c1_player)), {
Ok((c2_color, c2_transform, _c2_material, c2_player)), if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
) = (character_query.get(*e1), character_query.get(*e2)) commands.entity(*e2).despawn_recursive();
{ }
character_list.0.remove(e1); } else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
character_list.0.remove(e2); (character_query.get_mut(*e2), melty_query.get(*e1))
commands.entity(*e1).despawn_recursive(); {
commands.entity(*e2).despawn_recursive(); if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e1).despawn_recursive();
}
}
} else if *flags == CollisionEventFlags::SENSOR {
if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
character_query.get_mut(*e1),
pass_through_filter_query.get(*e2),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0)) if c_player.is_some() {
.clamp(Vec4::ZERO, Vec4::ONE); audio
.send(AudioMsg::Color([
c_color.0.r(),
c_color.0.g(),
c_color.0.b(),
]))
.ok();
audio.send(AudioMsg::Switch).ok();
}
} else if let (
Ok((mut c_color, _c_transform, mut c_material, c_player)),
Ok(filter),
) = (
character_query.get_mut(*e2),
pass_through_filter_query.get(*e1),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
// If color approximately white if c_player.is_some() {
if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9 audio
{ .send(AudioMsg::Color([
app_state.replace(AppState::Win).ok(); c_color.0.r(),
} c_color.0.g(),
c_color.0.b(),
// position character based on current player location ]))
spawn_character( .ok();
&mut commands, audio.send(AudioMsg::Switch).ok();
&character_meshes, }
&mut materials, }
&audio, }
&mut character_list,
if c1_player.is_some() {
*c1_transform
} else if c2_player.is_some() {
*c2_transform
} else {
Transform::identity().with_translation(
(c1_transform.translation + c2_transform.translation) / 2.,
)
},
new_color.into(),
c1_player.is_some() || c2_player.is_some(),
);
audio.send(AudioMsg::Fusion).ok();
} else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e1), melty_query.get(*e2))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e2).despawn_recursive();
}
} else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e2), melty_query.get(*e1))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e1).despawn_recursive();
}
}
} else if *flags == CollisionEventFlags::SENSOR {
if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
character_query.get_mut(*e1),
pass_through_filter_query.get(*e2),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
if c_player.is_some() {
audio
.send(AudioMsg::Color([
c_color.0.r(),
c_color.0.g(),
c_color.0.b(),
]))
.ok();
audio.send(AudioMsg::Switch).ok();
}
} else if let (
Ok((mut c_color, _c_transform, mut c_material, c_player)),
Ok(filter),
) = (
character_query.get_mut(*e2),
pass_through_filter_query.get(*e1),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
if c_player.is_some() {
audio
.send(AudioMsg::Color([
c_color.0.r(),
c_color.0.g(),
c_color.0.b(),
]))
.ok();
audio.send(AudioMsg::Switch).ok();
}
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e1),
character_query.get_mut(*e2),
) {
collision_count.0 += 1;
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e2),
character_query.get_mut(*e1),
) {
collision_count.0 += 1;
}
}
}
CollisionEvent::Stopped(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e1),
character_query.get_mut(*e2),
) {
collision_count.0 = collision_count.0.saturating_sub(1);
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e2),
character_query.get_mut(*e1),
) {
collision_count.0 = collision_count.0.saturating_sub(1);
}
}
}
} }
} }
} }
@ -458,7 +498,7 @@ fn change_character_system(
fn player_movement_system( fn player_movement_system(
keyboard_input: Res<Input<KeyCode>>, keyboard_input: Res<Input<KeyCode>>,
mut characters: Query<(&mut Velocity, &Children), With<Player>>, mut characters: Query<(&mut Velocity, &Children), With<Player>>,
collision_counter_query: Query<&CollisionCount>, airbound_query: Query<&Airbound>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>, audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) { ) {
let right_pressed: bool = let right_pressed: bool =
@ -469,9 +509,8 @@ fn player_movement_system(
for (mut velocity, children) in characters.iter_mut() { for (mut velocity, children) in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32; velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
if keyboard_input.just_pressed(KeyCode::Space) let airbound: &Airbound = airbound_query.get(children[0]).unwrap();
&& collision_counter_query.get(children[0]).unwrap().0 != 0 if keyboard_input.just_pressed(KeyCode::Space) && !airbound.0 {
{
audio.send(AudioMsg::Jump).ok(); audio.send(AudioMsg::Jump).ok();
velocity.linvel.y = 700.; velocity.linvel.y = 700.;
} }