integrated particle system into player positions
This commit is contained in:
parent
f0e5f2f360
commit
f35f7abce7
2 changed files with 100 additions and 11 deletions
22
src/game.rs
22
src/game.rs
|
@ -31,7 +31,8 @@ impl Plugin for GamePlugin {
|
||||||
.add_system_set(
|
.add_system_set(
|
||||||
SystemSet::on_update(AppState::Game)
|
SystemSet::on_update(AppState::Game)
|
||||||
.with_system(crate::levels::post_setup_level)
|
.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_set(SystemSet::on_update(AppState::Win).with_system(keyboard_input_system))
|
||||||
.add_system_to_stage(CoreStage::PostUpdate, collision_event_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>) {
|
fn win_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");
|
||||||
commands
|
commands
|
||||||
|
|
|
@ -1,4 +1,13 @@
|
||||||
use bevy::{prelude::*, sprite::Mesh2dHandle};
|
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;
|
pub struct ParticleEffectPlugin;
|
||||||
|
|
||||||
|
@ -6,8 +15,9 @@ impl Plugin for ParticleEffectPlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
app
|
app
|
||||||
.init_resource::<ParticleMesh>()
|
.init_resource::<ParticleMesh>()
|
||||||
.insert_resource(PoolCount(1000))
|
.insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
|
||||||
.add_startup_system(particle_effect_startup);
|
.add_startup_system(particle_effect_startup)
|
||||||
|
.add_system(particle_effect_system);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -18,6 +28,7 @@ pub struct ParticleMesh {
|
||||||
impl FromWorld for ParticleMesh {
|
impl FromWorld for ParticleMesh {
|
||||||
fn from_world(world: &mut World) -> Self {
|
fn from_world(world: &mut World) -> Self {
|
||||||
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
|
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
|
||||||
|
|
||||||
Self {
|
Self {
|
||||||
square: meshes
|
square: meshes
|
||||||
.add(Mesh::from(shape::Quad {
|
.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)]
|
impl ParticleEffectResource {
|
||||||
pub struct ParticleComponent;
|
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(
|
fn particle_effect_startup(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
|
|
||||||
particle_mesh: Res<ParticleMesh>,
|
particle_mesh: Res<ParticleMesh>,
|
||||||
pool_count: ResMut<PoolCount>,
|
|
||||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||||
) {
|
) {
|
||||||
for _p in 0 .. pool_count.0 {
|
for _p in 0 .. POOL_COUNT {
|
||||||
let color_mesh = ColorMesh2dBundle {
|
let color_mesh = ColorMesh2dBundle {
|
||||||
mesh: particle_mesh.square.clone(),
|
mesh: particle_mesh.square.clone(),
|
||||||
material: materials.add(ColorMaterial::from(Color::WHITE)),
|
material: materials.add(ColorMaterial::from(Color::WHITE)),
|
||||||
// default to invisible
|
|
||||||
visibility: Visibility {is_visible: false},
|
|
||||||
..default()
|
..default()
|
||||||
};
|
};
|
||||||
|
|
||||||
commands
|
commands
|
||||||
.spawn_bundle(color_mesh)
|
.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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue