fix: particles on win, fmt
This commit is contained in:
parent
15960e7f80
commit
6809a30faa
4 changed files with 50 additions and 48 deletions
|
@ -7,7 +7,6 @@ edition = "2021"
|
|||
|
||||
[dependencies]
|
||||
bevy = "0.8.0"
|
||||
# bevy_hanabi = "0.3.1"
|
||||
bevy-inspector-egui = "0.12.1"
|
||||
bevy_rapier2d = "0.16.2"
|
||||
cpal = "0.14.0"
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
* level design
|
||||
* (?) can jump only from a surface (no mid-air jump)
|
||||
* (?) multiplayer
|
||||
* make WASM build work again (replace hanabi)
|
||||
* level reset
|
||||
* more audio
|
||||
|
||||
|
@ -25,8 +24,6 @@ cargo build --release
|
|||
|
||||
### WASM
|
||||
|
||||
Currently `bevy_hanabi` does not compile for WASM, and audio does not work on WASM.
|
||||
|
||||
```bash
|
||||
rustup target add wasm32-unknown-unknown
|
||||
cargo install wasm-bindgen-cli
|
||||
|
|
20
src/game.rs
20
src/game.rs
|
@ -32,14 +32,13 @@ impl Plugin for GamePlugin {
|
|||
SystemSet::on_update(AppState::Game)
|
||||
.with_system(crate::levels::post_setup_level)
|
||||
.with_system(keyboard_input_system)
|
||||
.with_system(character_particle_effect_system)
|
||||
.with_system(move_camera),
|
||||
.with_system(move_camera)
|
||||
.with_system(character_particle_effect_system),
|
||||
)
|
||||
.add_system_set(
|
||||
SystemSet::on_update(AppState::Win)
|
||||
.with_system(keyboard_input_system)
|
||||
.with_system(move_camera),
|
||||
.with_system(move_camera)
|
||||
.with_system(character_particle_effect_system),
|
||||
)
|
||||
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
|
||||
|
@ -221,7 +220,6 @@ fn keyboard_input_system(
|
|||
if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
|
||||
if keyboard_input.just_pressed(KeyCode::Tab) {
|
||||
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
|
||||
|
||||
*selected_character_id = *character_id_list
|
||||
.0
|
||||
.range(*selected_character_id..)
|
||||
|
@ -251,9 +249,8 @@ fn keyboard_input_system(
|
|||
if let Some(selected_character_id) = &selected_character_id.0 {
|
||||
if let Some((_character_id, mut velocity, _color)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _velocity, _color)| {
|
||||
*character_id == selected_character_id
|
||||
}) {
|
||||
.find(|(character_id, _velocity, _color)| *character_id == selected_character_id)
|
||||
{
|
||||
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
|
||||
|
||||
if keyboard_input.just_pressed(KeyCode::Space) {
|
||||
|
@ -271,16 +268,15 @@ 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)>,
|
||||
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
|
||||
}) {
|
||||
.find(|(character_id, _transform, _color)| *character_id == selected_character_id)
|
||||
{
|
||||
particle_effect.translation = transform.translation;
|
||||
particle_effect.color = color.0;
|
||||
}
|
||||
|
|
|
@ -1,24 +1,25 @@
|
|||
use bevy::{prelude::*, sprite::Mesh2dHandle};
|
||||
use rand::Rng;
|
||||
use rand_distr::{UnitCircle, Distribution};
|
||||
use rand_distr::{Distribution, UnitCircle};
|
||||
|
||||
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 _VELOCITY_SCALE: f32 = 0.1;
|
||||
pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
|
||||
|
||||
pub struct ParticleEffectPlugin;
|
||||
|
||||
impl Plugin for ParticleEffectPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.init_resource::<ParticleMesh>()
|
||||
.insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
|
||||
.add_startup_system(particle_effect_startup)
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<ParticleMesh>()
|
||||
.insert_resource(ParticleEffectResource::new(Vec3::new(
|
||||
10000.0, 10000.0, 0.0,
|
||||
)))
|
||||
.add_startup_system(particle_effect_startup)
|
||||
.add_system(particle_effect_system);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ParticleMesh {
|
||||
|
@ -42,9 +43,9 @@ impl FromWorld for ParticleMesh {
|
|||
|
||||
#[derive(bevy_inspector_egui::Inspectable)]
|
||||
pub struct ParticleEffectResource {
|
||||
pub translation: Vec3,
|
||||
pub translation: Vec3,
|
||||
pub prev_translation: Vec3,
|
||||
pub radius_squared: f32,
|
||||
pub radius_squared: f32,
|
||||
pub color: Color,
|
||||
}
|
||||
|
||||
|
@ -67,60 +68,69 @@ pub struct ParticleComponent {
|
|||
impl ParticleComponent {
|
||||
pub fn new() -> Self {
|
||||
let mut particle_component: Self = Self::default();
|
||||
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
|
||||
return particle_component;
|
||||
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
|
||||
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;
|
||||
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,
|
||||
mut commands: Commands,
|
||||
|
||||
particle_mesh: Res<ParticleMesh>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
for _p in 0 .. POOL_COUNT {
|
||||
let color_mesh = ColorMesh2dBundle {
|
||||
for _p in 0..POOL_COUNT {
|
||||
let color_mesh = ColorMesh2dBundle {
|
||||
mesh: particle_mesh.square.clone(),
|
||||
material: materials.add(ColorMaterial::from(Color::WHITE)),
|
||||
..default()
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn_bundle(color_mesh)
|
||||
.insert(ParticleComponent::new());
|
||||
}
|
||||
commands
|
||||
.spawn_bundle(color_mesh)
|
||||
.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>,
|
||||
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_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;
|
||||
// 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 {
|
||||
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);
|
||||
material.color.set_a(
|
||||
(particle_effect.radius_squared - squared_distance)
|
||||
/ particle_effect.radius_squared,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue