integrated particle system into player positions

This commit is contained in:
Nixon 2022-08-24 14:35:05 +08:00
parent f0e5f2f360
commit f35f7abce7
2 changed files with 100 additions and 11 deletions

View file

@ -31,7 +31,8 @@ impl Plugin for GamePlugin {
.add_system_set(
SystemSet::on_update(AppState::Game)
.with_system(crate::levels::post_setup_level)
.with_system(keyboard_input_system),
.with_system(keyboard_input_system)
.with_system(character_particle_effect_system),
)
.add_system_set(SystemSet::on_update(AppState::Win).with_system(keyboard_input_system))
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
@ -259,6 +260,25 @@ fn keyboard_input_system(
}
}
fn character_particle_effect_system(
mut characters: Query<(&CharacterId, &Transform, &CharacterColor)>,
mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
mut level_query: Query<(&SelectedCharacterId)>,
) {
if let Ok(selected_character_id) = level_query.get_single_mut() {
if let Some(selected_character_id) = &selected_character_id.0 {
if let Some((_character_id, transform, color)) = characters
.iter_mut()
.find(|(character_id, _transform, _color)| {
*character_id == selected_character_id
}) {
particle_effect.translation = transform.translation;
particle_effect.color = color.0;
}
}
}
}
fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands

View file

@ -1,4 +1,13 @@
use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::Rng;
use rand_distr::{UnitCircle, Distribution};
pub const POOL_COUNT: usize = 100;
pub const MIN_VELOCITY: f32 = 10.0;
pub const MAX_VELOCITY: f32 = 100.0;
pub const VELOCITY_SCALE: f32 = 0.1;
pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
pub struct ParticleEffectPlugin;
@ -6,8 +15,9 @@ impl Plugin for ParticleEffectPlugin {
fn build(&self, app: &mut App) {
app
.init_resource::<ParticleMesh>()
.insert_resource(PoolCount(1000))
.add_startup_system(particle_effect_startup);
.insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
.add_startup_system(particle_effect_startup)
.add_system(particle_effect_system);
}
}
@ -18,6 +28,7 @@ pub struct ParticleMesh {
impl FromWorld for ParticleMesh {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
Self {
square: meshes
.add(Mesh::from(shape::Quad {
@ -29,29 +40,87 @@ impl FromWorld for ParticleMesh {
}
}
pub struct PoolCount(usize);
#[derive(bevy_inspector_egui::Inspectable)]
pub struct ParticleEffectResource {
pub translation: Vec3,
pub prev_translation: Vec3,
pub radius_squared: f32,
pub color: Color,
}
#[derive(Component)]
pub struct ParticleComponent;
impl ParticleEffectResource {
fn new(init_translation: Vec3) -> Self {
Self {
translation: init_translation,
prev_translation: init_translation,
radius_squared: PARTICLE_EFFECT_RADIUS * PARTICLE_EFFECT_RADIUS,
color: Color::WHITE,
}
}
}
#[derive(Default, Component)]
pub struct ParticleComponent {
pub velocity: Vec3,
}
impl ParticleComponent {
pub fn new() -> Self {
let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
return particle_component;
}
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity .. max_velocity);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
}
}
fn particle_effect_startup(
mut commands: Commands,
particle_mesh: Res<ParticleMesh>,
pool_count: ResMut<PoolCount>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
for _p in 0 .. pool_count.0 {
for _p in 0 .. POOL_COUNT {
let color_mesh = ColorMesh2dBundle {
mesh: particle_mesh.square.clone(),
material: materials.add(ColorMaterial::from(Color::WHITE)),
// default to invisible
visibility: Visibility {is_visible: false},
..default()
};
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent);
.insert(ParticleComponent::new());
}
}
fn particle_effect_system(
mut materials: ResMut<Assets<ColorMaterial>>,
mut query: Query<(&mut Transform, &mut ParticleComponent, &Handle<ColorMaterial>)>,
mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>,
) {
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
// let overall_velocity: Vec3 = delta_position / delta_seconds;
particle_effect.prev_translation = particle_effect.translation;
for (mut transform, mut particle_component, color_material) in query.iter_mut() {
// particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
transform.translation += particle_component.velocity * delta_seconds + delta_position;
let squared_distance: f32 = transform.translation.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared {
transform.translation = particle_effect.translation;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
}
if let Some(material) = materials.get_mut(color_material) {
material.color = particle_effect.color;
material.color.set_a((particle_effect.radius_squared - squared_distance) / particle_effect.radius_squared);
}
}
}