diff --git a/src/config.rs b/src/config.rs index e80e187..a0da7a9 100644 --- a/src/config.rs +++ b/src/config.rs @@ -25,5 +25,6 @@ pub(crate) const BULLET_SPEED: f32 = 150.0; pub(crate) const BULLET_LIFETIME: f32 = 2.0; pub(crate) const ASTEROID_LIFETIME: f32 = 40.0; +pub(crate) const DEBRIS_LIFETIME: f32 = 3.0; // lifetime, in seconds pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098"; diff --git a/src/objects.rs b/src/objects.rs index 9c363c5..d44a1b4 100644 --- a/src/objects.rs +++ b/src/objects.rs @@ -4,6 +4,7 @@ use bevy::{ ecs::{ + bundle::Bundle, component::Component, entity::Entity, event::{EventReader, EventWriter}, @@ -12,7 +13,7 @@ use bevy::{ }, math::{Vec2, Vec3, Vec3Swizzles}, prelude::{Deref, DerefMut}, - render::mesh::Mesh2d, + render::{mesh::Mesh2d, view::Visibility}, sprite::MeshMaterial2d, state::state::NextState, time::{Timer, TimerMode}, @@ -22,9 +23,9 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso use crate::{ AngularVelocity, GameAssets, GameState, Lives, - config::{ASTEROID_LIFETIME, SHIP_FIRE_RATE}, + config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE}, events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid}, - machinery::Lifetime, + machinery::{Lifetime, Sparkler}, physics::{Velocity, Wrapping}, }; @@ -63,6 +64,10 @@ pub struct Weapon(Timer); #[derive(Component)] pub struct Bullet; +/// Debris left behind after the ship is destroyed. +#[derive(Component)] +pub struct Debris; + /// Responds to [`SpawnAsteroid`] events, spawning as specified pub fn spawn_asteroid( mut events: EventReader, @@ -189,6 +194,7 @@ pub fn ship_impact_listener( rocks: Query>, mut player: Single<(&mut Transform, &mut Velocity), With>, mut next_state: ResMut>, + game_assets: Res, ) { for _ in events.read() { // STEP 1: Decrement lives (and maybe go to game over) @@ -205,6 +211,23 @@ pub fn ship_impact_listener( commands.entity(rock).despawn(); } + // STEP 3: spawn the debris field where the player used to be. + for i in 0..10 { + let angle_rads = (i as f32) / 10.0 * std::f32::consts::TAU; + let dir = Vec2::from_angle(angle_rads); + let vel = player.1.0 + dir * 100.0; + commands.spawn(( + Debris, + Visibility::Visible, // make sure it's "visible" not "Inherited" so the cycle works right + Lifetime(Timer::from_seconds(DEBRIS_LIFETIME, TimerMode::Once)), + Sparkler::at_interval(0.15), + Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now + MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material + player.0.clone(), // clone the player transform + Velocity(vel), + )); + } + // STEP 3: Respawn player (teleport them to the origin) player.0.translation = Vec3::ZERO; player.1.0 = Vec2::ZERO;