Implement a basic ship debris effect

I'm stealing the thruster mesh, which itself is actually the ship's
mesh, to draw the debris particles. I'll come back and make the scatter
a bit better at some point, but for now it's passable.
This commit is contained in:
2025-08-14 22:31:12 -05:00
parent 960861af79
commit 20c71658c3
2 changed files with 27 additions and 3 deletions

View File

@@ -25,5 +25,6 @@ pub(crate) const BULLET_SPEED: f32 = 150.0;
pub(crate) const BULLET_LIFETIME: f32 = 2.0; pub(crate) const BULLET_LIFETIME: f32 = 2.0;
pub(crate) const ASTEROID_LIFETIME: f32 = 40.0; 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"; pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098";

View File

@@ -4,6 +4,7 @@
use bevy::{ use bevy::{
ecs::{ ecs::{
bundle::Bundle,
component::Component, component::Component,
entity::Entity, entity::Entity,
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
@@ -12,7 +13,7 @@ use bevy::{
}, },
math::{Vec2, Vec3, Vec3Swizzles}, math::{Vec2, Vec3, Vec3Swizzles},
prelude::{Deref, DerefMut}, prelude::{Deref, DerefMut},
render::mesh::Mesh2d, render::{mesh::Mesh2d, view::Visibility},
sprite::MeshMaterial2d, sprite::MeshMaterial2d,
state::state::NextState, state::state::NextState,
time::{Timer, TimerMode}, time::{Timer, TimerMode},
@@ -22,9 +23,9 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
use crate::{ use crate::{
AngularVelocity, GameAssets, GameState, Lives, AngularVelocity, GameAssets, GameState, Lives,
config::{ASTEROID_LIFETIME, SHIP_FIRE_RATE}, config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE},
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid}, events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
machinery::Lifetime, machinery::{Lifetime, Sparkler},
physics::{Velocity, Wrapping}, physics::{Velocity, Wrapping},
}; };
@@ -63,6 +64,10 @@ pub struct Weapon(Timer);
#[derive(Component)] #[derive(Component)]
pub struct Bullet; pub struct Bullet;
/// Debris left behind after the ship is destroyed.
#[derive(Component)]
pub struct Debris;
/// Responds to [`SpawnAsteroid`] events, spawning as specified /// Responds to [`SpawnAsteroid`] events, spawning as specified
pub fn spawn_asteroid( pub fn spawn_asteroid(
mut events: EventReader<SpawnAsteroid>, mut events: EventReader<SpawnAsteroid>,
@@ -189,6 +194,7 @@ pub fn ship_impact_listener(
rocks: Query<Entity, With<Asteroid>>, rocks: Query<Entity, With<Asteroid>>,
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>, mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
mut next_state: ResMut<NextState<GameState>>, mut next_state: ResMut<NextState<GameState>>,
game_assets: Res<GameAssets>,
) { ) {
for _ in events.read() { for _ in events.read() {
// STEP 1: Decrement lives (and maybe go to game over) // STEP 1: Decrement lives (and maybe go to game over)
@@ -205,6 +211,23 @@ pub fn ship_impact_listener(
commands.entity(rock).despawn(); 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) // STEP 3: Respawn player (teleport them to the origin)
player.0.translation = Vec3::ZERO; player.0.translation = Vec3::ZERO;
player.1.0 = Vec2::ZERO; player.1.0 = Vec2::ZERO;