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