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0967795d51
| Author | SHA1 | Date | |
|---|---|---|---|
| 0967795d51 | |||
| 20c71658c3 | |||
| 960861af79 | |||
| 4b70be7048 | |||
| 8bf21e74f0 |
@@ -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 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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@@ -23,7 +23,6 @@ use bevy::prelude::*;
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use bevy_rapier2d::{
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plugin::{NoUserData, RapierPhysicsPlugin},
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prelude::*,
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render::RapierDebugRenderPlugin,
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};
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use machinery::Lifetime;
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use resources::{GameAssets, Lives, Score, WorldSize};
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@@ -39,7 +38,6 @@ impl Plugin for AsteroidPlugin {
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widgets::PluginGetReady,
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widgets::PluginGameHud,
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierDebugRenderPlugin::default(),
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))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(WorldSize::default())
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@@ -60,6 +58,7 @@ impl Plugin for AsteroidPlugin {
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input_ship_shoot,
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physics::wrap_entities,
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machinery::tick_asteroid_manager,
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machinery::operate_sparklers,
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objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
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objects::split_asteroids,
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objects::bullet_impact_listener,
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@@ -103,3 +103,35 @@ pub fn tick_lifetimes(
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}
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}
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}
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/// Entities marked with this will flash. Used to make the debris field sparkle.
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#[derive(Component, Deref, DerefMut)]
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pub struct Sparkler(Timer);
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impl Sparkler {
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pub fn at_interval(period: f32) -> Self {
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Self(Timer::from_seconds(period, TimerMode::Repeating))
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}
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}
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/// Advances the timer in a sparkler, swapping between visible and invisible
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/// each time the timer expires.
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pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, time: Res<Time>) {
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for (mut vis, mut timer) in sparklers {
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if timer.tick(time.delta()).just_finished() {
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// Cycle between visible and in-visible modes (and print warning for "Inherited")
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*vis = match *vis {
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Visibility::Inherited => {
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// I don't know when entities have this mode, so I'm going
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// print a warning for a while.
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eprintln!(
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"->> WARN: `machinery::operate_sparklers` found an entity with Visibility::Inherited"
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);
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Visibility::Inherited
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}
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Visibility::Hidden => Visibility::Visible,
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Visibility::Visible => Visibility::Hidden,
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};
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}
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}
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}
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@@ -4,6 +4,7 @@
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use bevy::{
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ecs::{
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bundle::Bundle,
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component::Component,
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entity::Entity,
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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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math::{Vec2, Vec3, Vec3Swizzles},
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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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state::state::NextState,
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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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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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machinery::Lifetime,
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machinery::{Lifetime, Sparkler},
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physics::{Velocity, Wrapping},
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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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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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pub fn spawn_asteroid(
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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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mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
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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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for _ in events.read() {
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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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}
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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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player.0.translation = Vec3::ZERO;
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player.1.0 = Vec2::ZERO;
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@@ -83,10 +83,14 @@ struct MarkerGameOver;
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#[derive(Component)]
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struct MarkerHUD;
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/// Action specifier for the game-over menu's buttons.
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/// Action specifier for the buttons on the menus.
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///
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/// Attach this component to a button and [`PluginGameOver`] will use it to
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/// decide what to do when that button is pressed.
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/// Instead of holding function pointers for use as callbacks, I'm doing enum-
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/// dispatch. Add a variant according to what action the button press should
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/// trigger.
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///
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/// Only [`PluginGameMenu`] and [`PluginGameOver`] will use it to this
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/// component. There is no always-on, global system.
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#[derive(Component)]
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enum ButtonMenuAction {
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ToMainMenu,
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