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(
|
||||
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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue