5 Commits

Author SHA1 Message Date
0967795d51 Remove unnecessary mut on system parameter
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Basic checks / Basic build-and-test supertask (push) Successful in 7m4s
2025-08-14 22:33:53 -05:00
20c71658c3 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.
2025-08-14 22:33:42 -05:00
960861af79 Add a sparkler component to flash entities
I'll be using this to make a sparkling effect on the debris field left
behind from a destroyed ship.

It can also be used to do the temporary invincibility effect when
(re)spawning the player.
2025-08-14 21:57:47 -05:00
4b70be7048 Fix and improve ButtonMenuAction doc comment 2025-08-14 20:54:29 -05:00
8bf21e74f0 Remove Rapier debug plugin 2025-08-14 18:25:33 -05:00
5 changed files with 67 additions and 8 deletions

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@@ -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";

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@@ -23,7 +23,6 @@ use bevy::prelude::*;
use bevy_rapier2d::{
plugin::{NoUserData, RapierPhysicsPlugin},
prelude::*,
render::RapierDebugRenderPlugin,
};
use machinery::Lifetime;
use resources::{GameAssets, Lives, Score, WorldSize};
@@ -39,7 +38,6 @@ impl Plugin for AsteroidPlugin {
widgets::PluginGetReady,
widgets::PluginGameHud,
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
RapierDebugRenderPlugin::default(),
))
.insert_resource(ClearColor(BACKGROUND_COLOR))
.insert_resource(WorldSize::default())
@@ -60,6 +58,7 @@ impl Plugin for AsteroidPlugin {
input_ship_shoot,
physics::wrap_entities,
machinery::tick_asteroid_manager,
machinery::operate_sparklers,
objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
objects::split_asteroids,
objects::bullet_impact_listener,

View File

@@ -103,3 +103,35 @@ pub fn tick_lifetimes(
}
}
}
/// Entities marked with this will flash. Used to make the debris field sparkle.
#[derive(Component, Deref, DerefMut)]
pub struct Sparkler(Timer);
impl Sparkler {
pub fn at_interval(period: f32) -> Self {
Self(Timer::from_seconds(period, TimerMode::Repeating))
}
}
/// Advances the timer in a sparkler, swapping between visible and invisible
/// each time the timer expires.
pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, time: Res<Time>) {
for (mut vis, mut timer) in sparklers {
if timer.tick(time.delta()).just_finished() {
// Cycle between visible and in-visible modes (and print warning for "Inherited")
*vis = match *vis {
Visibility::Inherited => {
// I don't know when entities have this mode, so I'm going
// print a warning for a while.
eprintln!(
"->> WARN: `machinery::operate_sparklers` found an entity with Visibility::Inherited"
);
Visibility::Inherited
}
Visibility::Hidden => Visibility::Visible,
Visibility::Visible => Visibility::Hidden,
};
}
}
}

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@@ -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<SpawnAsteroid>,
@@ -189,6 +194,7 @@ pub fn ship_impact_listener(
rocks: Query<Entity, With<Asteroid>>,
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
mut next_state: ResMut<NextState<GameState>>,
game_assets: Res<GameAssets>,
) {
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;

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@@ -83,10 +83,14 @@ struct MarkerGameOver;
#[derive(Component)]
struct MarkerHUD;
/// Action specifier for the game-over menu's buttons.
/// Action specifier for the buttons on the menus.
///
/// Attach this component to a button and [`PluginGameOver`] will use it to
/// decide what to do when that button is pressed.
/// Instead of holding function pointers for use as callbacks, I'm doing enum-
/// dispatch. Add a variant according to what action the button press should
/// trigger.
///
/// Only [`PluginGameMenu`] and [`PluginGameOver`] will use it to this
/// component. There is no always-on, global system.
#[derive(Component)]
enum ButtonMenuAction {
ToMainMenu,