Merge branch 'master' of https://git.txmn.tk/tuxmain/bevyjam into nixon-main
This commit is contained in:
commit
4fc53c04aa
6 changed files with 191 additions and 56 deletions
|
@ -17,7 +17,9 @@
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||||||
* (?) multiplayer
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* (?) multiplayer
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||||||
* more audio
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* more audio
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||||||
* "jumpable" component to avoid jumping on sensors
|
* "jumpable" component to avoid jumping on sensors
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||||||
* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected.
|
* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected. (also level 4)
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||||||
|
* redshift warning
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||||||
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* itchio test
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||||||
|
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||||||
## Build
|
## Build
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||||||
|
|
||||||
|
|
|
@ -147,7 +147,7 @@
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||||||
"characters": [
|
"characters": [
|
||||||
{
|
{
|
||||||
"pos": [
|
"pos": [
|
||||||
-128.0,
|
-160.0,
|
||||||
-192.0
|
-192.0
|
||||||
],
|
],
|
||||||
"color": [
|
"color": [
|
||||||
|
@ -159,7 +159,7 @@
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||||||
},
|
},
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||||||
{
|
{
|
||||||
"pos": [
|
"pos": [
|
||||||
128.0,
|
160.0,
|
||||||
-192.0
|
-192.0
|
||||||
],
|
],
|
||||||
"color": [
|
"color": [
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||||||
|
@ -219,6 +219,14 @@
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||||||
0.0
|
0.0
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||||||
],
|
],
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||||||
"font_size": 32.0,
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"font_size": 32.0,
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||||||
|
"text": "This filter absorbs light."
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||||||
|
},
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||||||
|
{
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||||||
|
"pos": [
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||||||
|
0.0,
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||||||
|
-64.0
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||||||
|
],
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||||||
|
"font_size": 32.0,
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||||||
"text": "Press R to reset."
|
"text": "Press R to reset."
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||||||
}
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}
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||||||
]
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]
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||||||
|
@ -297,6 +305,83 @@
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||||||
}
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}
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||||||
]
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]
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||||||
},
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},
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||||||
|
{
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||||||
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"comment": "Melting platform tutorial",
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|
"characters": [
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||||||
|
{
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||||||
|
"pos": [
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||||||
|
-304.0,
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||||||
|
-208.0
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||||||
|
],
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||||||
|
"color": [
|
||||||
|
0.7,
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||||||
|
0.7,
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||||||
|
0.7,
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||||||
|
1.0
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||||||
|
]
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||||||
|
},
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||||||
|
{
|
||||||
|
"pos": [
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||||||
|
304.0,
|
||||||
|
-208.0
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||||||
|
],
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||||||
|
"color": [
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||||||
|
0.3,
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||||||
|
0.3,
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||||||
|
0.3,
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||||||
|
1.0
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||||||
|
]
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||||||
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}
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||||||
|
],
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||||||
|
"platforms": [
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||||||
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{
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||||||
|
"pos": [
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||||||
|
-304.0,
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||||||
|
-256.0
|
||||||
|
],
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||||||
|
"size": [
|
||||||
|
192.0,
|
||||||
|
16.0
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||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"pos": [
|
||||||
|
304.0,
|
||||||
|
-256.0
|
||||||
|
],
|
||||||
|
"size": [
|
||||||
|
192.0,
|
||||||
|
16.0
|
||||||
|
]
|
||||||
|
}
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||||||
|
],
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||||||
|
"absorbing_filters": [],
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||||||
|
"rotating_filters": [],
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||||||
|
"melty_platforms": [
|
||||||
|
{
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||||||
|
"pos": [
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||||||
|
0.0,
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||||||
|
-256.0
|
||||||
|
],
|
||||||
|
"color": [
|
||||||
|
0.5,
|
||||||
|
0.5,
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||||||
|
0.5,
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||||||
|
1.0
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||||||
|
]
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||||||
|
}
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||||||
|
],
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||||||
|
"texts": [
|
||||||
|
{
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||||||
|
"pos": [
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||||||
|
0.0,
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||||||
|
-64.0
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||||||
|
],
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||||||
|
"font_size": 32.0,
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||||||
|
"text": "Too much light\ncause some platforms to melt."
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||||||
|
}
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||||||
|
]
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||||||
|
},
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{
|
{
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||||||
"comment": "First puzzle",
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"comment": "First puzzle",
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||||||
"characters": [
|
"characters": [
|
||||||
|
@ -564,16 +649,7 @@
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||||||
]
|
]
|
||||||
}
|
}
|
||||||
],
|
],
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"texts": [
|
"texts": []
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||||||
{
|
|
||||||
"pos": [
|
|
||||||
0.0,
|
|
||||||
-64.0
|
|
||||||
],
|
|
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"font_size": 32.0,
|
|
||||||
"text": "Too much light\ncan cause some platforms to melt."
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
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},
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||||||
{
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{
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"comment": "Game over",
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"comment": "Game over",
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|
|
83
src/game.rs
83
src/game.rs
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@ -13,6 +13,7 @@ use bevy::{
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||||||
};
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};
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use bevy_rapier2d::prelude::*;
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use bevy_rapier2d::prelude::*;
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use rapier2d::geometry::CollisionEventFlags;
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use rapier2d::geometry::CollisionEventFlags;
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use std::collections::BTreeSet;
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|
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pub enum AudioMsg {
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pub enum AudioMsg {
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Color([f32; 3]),
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Color([f32; 3]),
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||||||
|
@ -33,6 +34,7 @@ impl Plugin for GamePlugin {
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app.add_event::<LevelStartupEvent>()
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app.add_event::<LevelStartupEvent>()
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.init_resource::<CharacterMeshes>()
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.init_resource::<CharacterMeshes>()
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.insert_resource(CurrentLevel(None))
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.insert_resource(CurrentLevel(None))
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.init_resource::<CharacterList>()
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
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.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
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.add_system_set(
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.add_system_set(
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|
@ -52,7 +54,8 @@ impl Plugin for GamePlugin {
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.with_system(player_movement_system)
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.with_system(player_movement_system)
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.with_system(level_keyboard_system)
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.with_system(level_keyboard_system)
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.with_system(move_camera)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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.with_system(character_particle_effect_system)
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.with_system(move_win_text_system),
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)
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)
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
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}
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}
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||||||
|
@ -66,6 +69,9 @@ pub struct LevelStartupEvent;
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||||||
|
|
||||||
pub struct CurrentLevel(pub Option<LevelId>);
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pub struct CurrentLevel(pub Option<LevelId>);
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||||||
|
|
||||||
|
#[derive(Default)]
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||||||
|
pub struct CharacterList(pub BTreeSet<Entity>);
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|
|
||||||
pub struct CharacterMeshes {
|
pub struct CharacterMeshes {
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square: Mesh2dHandle,
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square: Mesh2dHandle,
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}
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}
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@ -101,6 +107,9 @@ pub struct CollisionCount(usize);
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#[derive(Component)]
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#[derive(Component)]
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pub struct Melty(pub Color);
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pub struct Melty(pub Color);
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|
|
||||||
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#[derive(Component)]
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pub struct WinText;
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||||||
|
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||||||
// Systems
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// Systems
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||||||
|
|
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fn setup(
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fn setup(
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|
@ -121,6 +130,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
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character_meshes: &Res<CharacterMeshes>,
|
character_meshes: &Res<CharacterMeshes>,
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||||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
materials: &mut ResMut<Assets<ColorMaterial>>,
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||||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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||||||
|
character_list: &mut ResMut<CharacterList>,
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|
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characters: I,
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characters: I,
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) {
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) {
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|
@ -133,6 +143,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
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character_meshes,
|
character_meshes,
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materials,
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materials,
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audio,
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audio,
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|
character_list,
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{
|
{
|
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let mut new_transform: Transform = transform;
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let mut new_transform: Transform = transform;
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new_transform.translation.z = curr_z;
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new_transform.translation.z = curr_z;
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|
@ -150,6 +161,7 @@ pub fn spawn_character(
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character_meshes: &Res<CharacterMeshes>,
|
character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
|
materials: &mut ResMut<Assets<ColorMaterial>>,
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||||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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||||||
|
character_list: &mut ResMut<CharacterList>,
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mut transform: Transform,
|
mut transform: Transform,
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color: Color,
|
color: Color,
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is_player: bool,
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is_player: bool,
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||||||
|
@ -189,6 +201,8 @@ pub fn spawn_character(
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.insert(CollisionCount(0));
|
.insert(CollisionCount(0));
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||||||
});
|
});
|
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|
|
||||||
|
character_list.0.insert(entity_commands.id());
|
||||||
|
|
||||||
if is_player {
|
if is_player {
|
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entity_commands.insert(Player);
|
entity_commands.insert(Player);
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audio
|
audio
|
||||||
|
@ -277,6 +291,7 @@ fn collision_event_system(
|
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mut collision_counter_query: Query<&mut CollisionCount>,
|
mut collision_counter_query: Query<&mut CollisionCount>,
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||||||
mut app_state: ResMut<State<AppState>>,
|
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 {
|
match collision_event {
|
||||||
|
@ -287,6 +302,8 @@ fn collision_event_system(
|
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Ok((c2_color, c2_transform, _c2_material, c2_player)),
|
Ok((c2_color, c2_transform, _c2_material, c2_player)),
|
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) = (character_query.get(*e1), character_query.get(*e2))
|
) = (character_query.get(*e1), character_query.get(*e2))
|
||||||
{
|
{
|
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|
character_list.0.remove(e1);
|
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|
character_list.0.remove(e2);
|
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commands.entity(*e1).despawn_recursive();
|
commands.entity(*e1).despawn_recursive();
|
||||||
commands.entity(*e2).despawn_recursive();
|
commands.entity(*e2).despawn_recursive();
|
||||||
|
|
||||||
|
@ -294,8 +311,7 @@ fn collision_event_system(
|
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.clamp(Vec4::ZERO, Vec4::ONE);
|
.clamp(Vec4::ZERO, Vec4::ONE);
|
||||||
|
|
||||||
// If color approximately white
|
// If color approximately white
|
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if app_state.current() == &AppState::Game
|
if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9
|
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&& Vec4::from(new_color).min_element() >= 0.9
|
|
||||||
{
|
{
|
||||||
app_state.replace(AppState::Win).ok();
|
app_state.replace(AppState::Win).ok();
|
||||||
}
|
}
|
||||||
|
@ -306,6 +322,7 @@ fn collision_event_system(
|
||||||
&character_meshes,
|
&character_meshes,
|
||||||
&mut materials,
|
&mut materials,
|
||||||
&audio,
|
&audio,
|
||||||
|
&mut character_list,
|
||||||
if c1_player.is_some() {
|
if c1_player.is_some() {
|
||||||
*c1_transform
|
*c1_transform
|
||||||
} else if c2_player.is_some() {
|
} else if c2_player.is_some() {
|
||||||
|
@ -409,41 +426,32 @@ fn change_character_system(
|
||||||
keyboard_input: Res<Input<KeyCode>>,
|
keyboard_input: Res<Input<KeyCode>>,
|
||||||
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
|
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
|
||||||
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||||
|
character_list: Res<CharacterList>,
|
||||||
) {
|
) {
|
||||||
if !keyboard_input.just_pressed(KeyCode::Tab) {
|
if !keyboard_input.just_pressed(KeyCode::Tab) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let mut player_idx: usize = 0;
|
if let Some((player_entity, _color, _)) = characters
|
||||||
let mut player_count: usize = 0;
|
.iter()
|
||||||
|
.find(|(_entity, _color, player)| player.is_some())
|
||||||
// find player idx
|
.or_else(|| characters.iter().next())
|
||||||
for (_entity, _color, player) in characters.iter() {
|
{
|
||||||
if player.is_some() {
|
commands.entity(player_entity).remove::<Player>();
|
||||||
player_idx = player_count;
|
if let Some(new_player_entity) = character_list
|
||||||
}
|
.0
|
||||||
player_count += 1;
|
.range(player_entity..)
|
||||||
}
|
.nth(1)
|
||||||
|
.or_else(|| character_list.0.iter().next())
|
||||||
// calculate next player index
|
{
|
||||||
let next_player_idx = (player_idx + 1) % player_count;
|
commands.entity(*new_player_entity).insert(Player);
|
||||||
player_count = 0;
|
if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
|
||||||
|
|
||||||
// exchange `Player` component from old `player_idx` to new `next_player_idx`
|
|
||||||
for (entity, color, _player) in characters.iter() {
|
|
||||||
if player_count == player_idx {
|
|
||||||
commands.entity(entity).remove::<Player>();
|
|
||||||
}
|
|
||||||
|
|
||||||
if player_count == next_player_idx {
|
|
||||||
commands.entity(entity).insert(Player);
|
|
||||||
audio
|
audio
|
||||||
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
|
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
|
||||||
.ok();
|
.ok();
|
||||||
audio.send(AudioMsg::Switch).ok();
|
audio.send(AudioMsg::Switch).ok();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
player_count += 1;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -499,7 +507,8 @@ fn win_setup(
|
||||||
transform: Transform::from_xyz(0., 0., 3.),
|
transform: Transform::from_xyz(0., 0., 3.),
|
||||||
..default()
|
..default()
|
||||||
})
|
})
|
||||||
.insert(Level);
|
.insert(Level)
|
||||||
|
.insert(WinText);
|
||||||
commands
|
commands
|
||||||
.spawn_bundle(Text2dBundle {
|
.spawn_bundle(Text2dBundle {
|
||||||
text: Text::from_section(
|
text: Text::from_section(
|
||||||
|
@ -514,7 +523,8 @@ fn win_setup(
|
||||||
transform: Transform::from_xyz(0., 0., 4.),
|
transform: Transform::from_xyz(0., 0., 4.),
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
.insert(Level);
|
.insert(Level)
|
||||||
|
.insert(WinText);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn move_camera(
|
fn move_camera(
|
||||||
|
@ -543,12 +553,24 @@ fn move_camera(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn move_win_text_system(
|
||||||
|
camera_query: Query<&Transform, With<Camera>>,
|
||||||
|
mut win_text_query: Query<&mut Transform, (With<WinText>, Without<Camera>)>,
|
||||||
|
) {
|
||||||
|
let camera_pos = camera_query.single();
|
||||||
|
for mut pos in win_text_query.iter_mut() {
|
||||||
|
pos.translation.x = camera_pos.translation.x;
|
||||||
|
pos.translation.y = camera_pos.translation.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn level_keyboard_system(
|
fn level_keyboard_system(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut current_level: ResMut<CurrentLevel>,
|
mut current_level: ResMut<CurrentLevel>,
|
||||||
mut level_startup_event: EventWriter<LevelStartupEvent>,
|
mut level_startup_event: EventWriter<LevelStartupEvent>,
|
||||||
mut camera_query: Query<&mut Transform, With<Camera>>,
|
mut camera_query: Query<&mut Transform, With<Camera>>,
|
||||||
keyboard_input: Res<Input<KeyCode>>,
|
keyboard_input: Res<Input<KeyCode>>,
|
||||||
|
mut character_list: ResMut<CharacterList>,
|
||||||
level_query: Query<Entity, With<Level>>,
|
level_query: Query<Entity, With<Level>>,
|
||||||
mut app_state: ResMut<State<AppState>>,
|
mut app_state: ResMut<State<AppState>>,
|
||||||
) {
|
) {
|
||||||
|
@ -560,6 +582,7 @@ fn level_keyboard_system(
|
||||||
}
|
}
|
||||||
|
|
||||||
if keyboard_input.just_pressed(KeyCode::R) {
|
if keyboard_input.just_pressed(KeyCode::R) {
|
||||||
|
character_list.0.clear();
|
||||||
for entity in level_query.iter() {
|
for entity in level_query.iter() {
|
||||||
commands.entity(entity).despawn_recursive();
|
commands.entity(entity).despawn_recursive();
|
||||||
}
|
}
|
||||||
|
|
|
@ -16,7 +16,12 @@ pub fn setup_level(
|
||||||
level_startup_event.send(LevelStartupEvent);
|
level_startup_event.send(LevelStartupEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
|
pub fn despawn_level(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut character_list: ResMut<CharacterList>,
|
||||||
|
level_query: Query<Entity, With<Level>>,
|
||||||
|
) {
|
||||||
|
character_list.0.clear();
|
||||||
for entity in level_query.iter() {
|
for entity in level_query.iter() {
|
||||||
commands.entity(entity).despawn_recursive();
|
commands.entity(entity).despawn_recursive();
|
||||||
}
|
}
|
||||||
|
@ -32,6 +37,7 @@ pub fn post_setup_level(
|
||||||
mut level_startup_event: EventReader<LevelStartupEvent>,
|
mut level_startup_event: EventReader<LevelStartupEvent>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||||
|
mut character_list: ResMut<CharacterList>,
|
||||||
stored_levels_assets: Res<Assets<StoredLevels>>,
|
stored_levels_assets: Res<Assets<StoredLevels>>,
|
||||||
stored_levels_handle: Res<Handle<StoredLevels>>,
|
stored_levels_handle: Res<Handle<StoredLevels>>,
|
||||||
) {
|
) {
|
||||||
|
@ -50,6 +56,7 @@ pub fn post_setup_level(
|
||||||
&mut materials,
|
&mut materials,
|
||||||
&asset_server,
|
&asset_server,
|
||||||
&audio,
|
&audio,
|
||||||
|
&mut character_list,
|
||||||
stored_level,
|
stored_level,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -64,6 +71,7 @@ pub fn spawn_stored_level(
|
||||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||||
asset_server: &Res<AssetServer>,
|
asset_server: &Res<AssetServer>,
|
||||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||||
|
character_list: &mut ResMut<CharacterList>,
|
||||||
|
|
||||||
stored_level: &StoredLevel,
|
stored_level: &StoredLevel,
|
||||||
) {
|
) {
|
||||||
|
@ -84,6 +92,7 @@ pub fn spawn_stored_level(
|
||||||
character_meshes,
|
character_meshes,
|
||||||
materials,
|
materials,
|
||||||
audio,
|
audio,
|
||||||
|
character_list,
|
||||||
stored_level.characters.iter().map(|character| {
|
stored_level.characters.iter().map(|character| {
|
||||||
(
|
(
|
||||||
Transform::from_xyz(character.pos.x, character.pos.y, 0.),
|
Transform::from_xyz(character.pos.x, character.pos.y, 0.),
|
||||||
|
|
16
src/menu.rs
16
src/menu.rs
|
@ -20,6 +20,22 @@ impl Plugin for MenuPlugin {
|
||||||
|
|
||||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
|
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
|
||||||
|
#[cfg(target_arch = "wasm32")]
|
||||||
|
commands
|
||||||
|
.spawn_bundle(Text2dBundle {
|
||||||
|
text: Text::from_section(
|
||||||
|
"Note:\nAudio is NOT available in the WASM build.",
|
||||||
|
TextStyle {
|
||||||
|
font: font.clone(),
|
||||||
|
font_size: 24.0,
|
||||||
|
color: Color::rgba(1., 0.4, 0.4, 1.),
|
||||||
|
},
|
||||||
|
)
|
||||||
|
.with_alignment(TextAlignment::CENTER),
|
||||||
|
transform: Transform::from_xyz(0., -128.0, 0.),
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(Menu);
|
||||||
commands
|
commands
|
||||||
.spawn_bundle(Text2dBundle {
|
.spawn_bundle(Text2dBundle {
|
||||||
text: Text::from_section(
|
text: Text::from_section(
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
use bevy::{prelude::*, sprite::Mesh2dHandle};
|
use bevy::{prelude::*, sprite::Mesh2dHandle};
|
||||||
use rand::Rng;
|
use rand::{rngs::ThreadRng, Rng};
|
||||||
use rand_distr::{Distribution, UnitCircle};
|
use rand_distr::{Distribution, UnitCircle};
|
||||||
|
|
||||||
#[cfg(not(target_arch = "wasm32"))]
|
#[cfg(not(target_arch = "wasm32"))]
|
||||||
|
@ -68,15 +68,20 @@ pub struct ParticleComponent {
|
||||||
}
|
}
|
||||||
|
|
||||||
impl ParticleComponent {
|
impl ParticleComponent {
|
||||||
pub fn new() -> Self {
|
pub fn new(rng: &mut ThreadRng) -> Self {
|
||||||
let mut particle_component: Self = Self::default();
|
let mut particle_component: Self = Self::default();
|
||||||
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
|
particle_component.randomize_velocity(rng, MIN_VELOCITY, MAX_VELOCITY);
|
||||||
particle_component
|
particle_component
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
|
pub fn randomize_velocity(
|
||||||
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
|
&mut self,
|
||||||
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity..max_velocity);
|
rng: &mut ThreadRng,
|
||||||
|
min_velocity: f32,
|
||||||
|
max_velocity: f32,
|
||||||
|
) {
|
||||||
|
let random_direction: [f32; 2] = UnitCircle.sample(rng);
|
||||||
|
let random_magnitude: f32 = rng.gen_range(min_velocity..max_velocity);
|
||||||
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
|
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -87,6 +92,8 @@ fn particle_effect_startup(
|
||||||
particle_mesh: Res<ParticleMesh>,
|
particle_mesh: Res<ParticleMesh>,
|
||||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||||
) {
|
) {
|
||||||
|
let mut rng = rand::thread_rng();
|
||||||
|
|
||||||
for _p in 0..POOL_COUNT {
|
for _p in 0..POOL_COUNT {
|
||||||
let color_mesh = ColorMesh2dBundle {
|
let color_mesh = ColorMesh2dBundle {
|
||||||
mesh: particle_mesh.square.clone(),
|
mesh: particle_mesh.square.clone(),
|
||||||
|
@ -96,7 +103,7 @@ fn particle_effect_startup(
|
||||||
|
|
||||||
commands
|
commands
|
||||||
.spawn_bundle(color_mesh)
|
.spawn_bundle(color_mesh)
|
||||||
.insert(ParticleComponent::new());
|
.insert(ParticleComponent::new(&mut rng));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -110,6 +117,8 @@ fn particle_effect_system(
|
||||||
mut particle_effect: ResMut<ParticleEffectResource>,
|
mut particle_effect: ResMut<ParticleEffectResource>,
|
||||||
time: Res<Time>,
|
time: Res<Time>,
|
||||||
) {
|
) {
|
||||||
|
let mut rng = rand::thread_rng();
|
||||||
|
|
||||||
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
|
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
|
||||||
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
|
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
|
||||||
// let overall_velocity: Vec3 = delta_position / delta_seconds;
|
// let overall_velocity: Vec3 = delta_position / delta_seconds;
|
||||||
|
@ -124,7 +133,7 @@ fn particle_effect_system(
|
||||||
.distance_squared(particle_effect.translation);
|
.distance_squared(particle_effect.translation);
|
||||||
if squared_distance > particle_effect.radius_squared {
|
if squared_distance > particle_effect.radius_squared {
|
||||||
transform.translation = particle_effect.translation;
|
transform.translation = particle_effect.translation;
|
||||||
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
|
particle_component.randomize_velocity(&mut rng, MIN_VELOCITY, MAX_VELOCITY);
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(material) = materials.get_mut(color_material) {
|
if let Some(material) = materials.get_mut(color_material) {
|
||||||
|
|
Loading…
Reference in a new issue