add change character system to play stageasdasd
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parent
e86ca82bc3
commit
3f79054ed7
1 changed files with 34 additions and 18 deletions
52
src/game.rs
52
src/game.rs
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@ -34,13 +34,13 @@ impl Plugin for GamePlugin {
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(crate::levels::post_setup_level)
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.with_system(change_character_system)
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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)
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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.with_system(change_character_system)
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)
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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@ -186,14 +186,16 @@ fn collision_event_system(
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character_meshes: Res<CharacterMeshes>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut collision_events: EventReader<CollisionEvent>,
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character_query: Query<(&CharacterColor, &Transform)>,
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character_query: Query<(&CharacterColor, &Transform, Option<&Player>)>,
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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for collision_event in collision_events.iter() {
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if let CollisionEvent::Started(e1, e2, flags) = collision_event {
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if flags.is_empty() {
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if let (Ok((c1_color, c1_transform)), Ok((c2_color, _c2_transform))) =
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if let (
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Ok((c1_color, c1_transform, c1_player)),
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Ok((c2_color, c2_transform, c2_player))) =
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(character_query.get(*e1), character_query.get(*e2))
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{
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// TODO completely remove particles
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@ -210,15 +212,28 @@ fn collision_event_system(
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app_state.replace(AppState::Win).ok();
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}
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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*c1_transform,
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new_color.into(),
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true,
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);
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// position character based on current player location
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if let Some(_player) = c1_player {
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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*c1_transform,
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new_color.into(),
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true,
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);
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} else if let Some(_player) = c2_player {
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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*c2_transform,
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new_color.into(),
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true,
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);
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}
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}
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}
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}
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@ -229,7 +244,7 @@ fn change_character_system(
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mut commands: Commands,
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keyboard_input: Res<Input<KeyCode>>,
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characters: Query<(Entity, &Transform, &CharacterColor, Option<&Player>)>,
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characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
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@ -238,7 +253,7 @@ fn change_character_system(
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let mut player_count: usize = 0;
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// find player idx
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for (_entity, _transform, _color, player) in characters.iter() {
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for (_entity, _color, player) in characters.iter() {
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if let Some(_player) = player {
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player_idx = player_count;
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}
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@ -250,7 +265,7 @@ fn change_character_system(
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player_count = 0;
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// exchange `Player` component from old `player_idx` to new `next_player_idx`
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for (entity, _transform, color, _player) in characters.iter() {
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for (entity, color, _player) in characters.iter() {
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if player_count == player_idx {
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commands.entity(entity).remove::<Player>();
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}
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@ -260,6 +275,7 @@ fn change_character_system(
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audio
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.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
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.ok();
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audio.send(AudioMsg::Jump).ok();
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}
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player_count += 1;
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