pickup shows in toolbar

This commit is contained in:
LorrensP-2158466
2025-04-06 16:31:32 +02:00
10 changed files with 349 additions and 59 deletions

View File

@@ -3,20 +3,20 @@ use bevy::{prelude::*, utils::HashMap};
use crate::GameState;
use bevy_asset_loader::prelude::*;
// use bevy_egui::{EguiContexts, egui, egui::ProgressBar};
// use bevy_kira_audio::AudioSource;
use bevy_kira_audio::{AudioPlugin, AudioSource};
// use iyes_progress::{ProgressCounter, ProgressPlugin};
/// Loads resources and assets for the game.
/// See assets/main.assets.ron for the actual paths used.
pub(super) fn plugin(app: &mut App) {
app.add_loading_state(
app.add_plugins(AudioPlugin).add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("main.assets.ron")
.load_collection::<ImageAssets>()
.load_collection::<FlashlightAssets>()
.load_collection::<GltfAssets>(),
// .load_collection::<AudioAssets>()
.load_collection::<GltfAssets>()
.load_collection::<AudioAssets>(),
// .load_collection::<TextureAssets>()
// .load_collection::<GrassAssets>()
// .load_collection::<ConfigAssets>(),
@@ -27,7 +27,10 @@ pub(super) fn plugin(app: &mut App) {
// when done loading, they will be inserted as resources (see <https://github.com/NiklasEi/bevy_asset_loader>)
#[derive(AssetCollection, Resource, Clone)]
pub(crate) struct AudioAssets {}
pub(crate) struct AudioAssets {
#[asset(key = "flashlight_click")]
pub(crate) flash_click: Handle<AudioSource>,
}
#[derive(AssetCollection, Resource, Clone)]
pub(crate) struct GltfAssets {
@@ -58,4 +61,6 @@ pub(crate) struct ImageAssets {
pub(crate) struct FlashlightAssets {
#[asset(key = "flash_hold_4")]
pub(crate) flash_hold_4: Handle<Image>,
#[asset(key = "flash_hold_4_pressed")]
pub(crate) flash_hold_4_pressed: Handle<Image>,
}

View File

@@ -1,7 +1,12 @@
use bevy::{prelude::*, reflect::DynamicTypePath};
use bevy::{image, prelude::*, reflect::DynamicTypePath};
use bevy_rapier3d::prelude::*;
use crate::{GameState, asset_loading::GltfAssets, interaction::Interact};
use crate::{
GameState,
asset_loading::{GltfAssets, ImageAssets},
interaction::Interact,
player::toolbar::ItemIcon,
};
pub fn map_plugin(app: &mut App) {
app.add_systems(
@@ -112,7 +117,12 @@ fn spawn_level(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: R
));
}
fn spawn_objects(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: Res<GltfAssets>) {
fn spawn_objects(
mut commands: Commands,
models: Res<Assets<Gltf>>,
gltf_assets: Res<GltfAssets>,
image_assets: Res<ImageAssets>,
) {
// let hammer = gltf_assets
// .library
// .get("meshes/library/hammer.glb")
@@ -147,6 +157,7 @@ fn spawn_objects(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets:
Interact,
RigidBody::Dynamic,
Name::new("Id Card"),
ItemIcon::new(image_assets.id_card.clone()),
SceneRoot(asset.clone()),
))
.with_children(|parent| {

View File

@@ -22,7 +22,7 @@ fn main() {
RapierPhysicsPlugin::<NoUserData>::default(),
RapierDebugRenderPlugin::default(),
player::plugin,
debugging::plugin,
// debugging::plugin
))
.init_state::<GameState>()
.add_systems(OnEnter(GameState::Playing), setup)
@@ -62,11 +62,11 @@ fn setup(
Collider::cuboid(0.5, 0.5, 0.5),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// commands.spawn((
// PointLight {
// shadows_enabled: true,
// ..default()
// },
// Transform::from_xyz(4.0, 8.0, 4.0),
// ));
}

View File

@@ -2,11 +2,12 @@
use bevy::{
input::mouse::AccumulatedMouseMotion, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
};
use bevy_kira_audio::{Audio, AudioControl};
use bevy_rapier3d::prelude::*;
pub mod toolbar;
use crate::{asset_loading::FlashlightAssets, GameState};
use crate::{asset_loading::{AudioAssets, FlashlightAssets}, GameState};
#[derive(Debug, Component, Default)]
pub struct Player {
@@ -51,12 +52,38 @@ impl Default for HeadBob {
#[derive(Component, Debug)]
pub struct BaseTransform(pub Transform);
#[derive(Debug, Component)]
pub struct Flashlight;
#[derive(Component)]
pub struct FlashlightButtonAnimation {
pub timer: Timer,
pub is_pressed: bool,
}
impl Default for FlashlightButtonAnimation {
fn default() -> Self {
Self {
timer: Timer::from_seconds(0.20, TimerMode::Once),
is_pressed: false,
}
}
}
pub fn plugin(app: &mut App) {
app.add_plugins(toolbar::plugin)
.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
.add_systems(
Update,
(move_camera, handle_input, apply_head_bob, on_resize_system).run_if(in_state(GameState::Playing)),
(
move_camera,
handle_input,
apply_head_bob,
on_resize_system,
handle_flashlight,
update_flashlight_button_animation,
).run_if(in_state(GameState::Playing)),
)
.add_systems(
FixedUpdate,
@@ -112,6 +139,7 @@ pub fn init_player(
RenderLayers::layer(STATIC_LAYER),
));
// pitslamp sprite
let window = window.single();
let transform = flashlight_base_transform(window.width(), window.height());
parent.spawn((
@@ -119,6 +147,24 @@ pub fn init_player(
transform.0.clone(),
transform,
RenderLayers::layer(STATIC_LAYER),
FlashlightButtonAnimation::default(),
));
// feitelijke pitslamp
parent.spawn((
Flashlight,
SpotLight {
intensity: 0.0,
color: Color::WHITE,
range: 4.0,
outer_angle: 30.0_f32.to_radians(), // wide cone for flashlight
inner_angle: 10.0_f32.to_radians(), // narrower inner cone
shadows_enabled: false, // (set to true for realism)
radius: 0.35, // low value for hard light
..default()
},
Transform::from_xyz(0.0, -0.15, 0.5),
GlobalTransform::default(),
));
});
}
@@ -194,6 +240,8 @@ pub fn handle_input(
mut query: Query<(&Transform, &mut PlayerInput, &mut PlayerAction, &mut Player), With<Player>>,
) {
for (transform, mut input, mut action, mut player) in query.iter_mut() {
*action = PlayerAction::Move;
let forward = transform.forward();
let right = transform.right();
let mut movement_direction = Vec3::ZERO;
@@ -221,10 +269,10 @@ pub fn handle_input(
} else {
player.speed_factor = 1.0;
}
if keyboard_input.pressed(KeyCode::KeyE) {
if keyboard_input.just_pressed(KeyCode::KeyE) {
*action = PlayerAction::Interact
}
if keyboard_input.pressed(KeyCode::KeyA) {
if keyboard_input.just_pressed(KeyCode::KeyF) {
*action = PlayerAction::ToggleFlashlight;
}
@@ -295,7 +343,7 @@ pub fn apply_head_bob(
if is_moving {
transform.translation.x = horizontal_offset;
} else {
// decrease bobbing magnitued
// decrease bobbing magnitude
transform.translation.x *= 0.8;
}
}
@@ -320,4 +368,50 @@ pub fn apply_head_bob(
}
}
}
}
pub fn handle_flashlight(
player_query: Query<&PlayerAction, With<Player>>,
mut flashlight_query: Query<&mut SpotLight, With<Flashlight>>,
mut flashlight_sprite_query: Query<&mut FlashlightButtonAnimation>,
audio_assets: Res<AudioAssets>,
audio: Res<Audio>,
) {
let Ok(action) = player_query.get_single() else {
return;
};
if *action != PlayerAction::ToggleFlashlight {
return;
}
if let Ok(mut animation) = flashlight_sprite_query.get_single_mut() {
animation.is_pressed = true;
animation.timer.reset();
}
if let Ok(mut spotlight) = flashlight_query.get_single_mut() {
audio.play(audio_assets.flash_click.clone());
spotlight.intensity = if spotlight.intensity > 0.0 {
0.0
} else {
300_000.0
};
}
}
pub fn update_flashlight_button_animation(
time: Res<Time>,
mut query: Query<(&mut FlashlightButtonAnimation, &mut Sprite)>,
flashlights: Res<FlashlightAssets>,
) {
for (mut animation, mut image) in query.iter_mut() {
if animation.is_pressed {
animation.timer.tick(time.delta());
if animation.timer.finished() {
*image = Sprite::from_image(flashlights.flash_hold_4.clone());
animation.is_pressed = false;
} else {
*image = Sprite::from_image(flashlights.flash_hold_4_pressed.clone());
}
}
}
}

View File

@@ -12,6 +12,12 @@ pub struct Item(Option<Entity>);
#[derive(Component, Default, Debug)]
pub struct ItemIcon(Handle<Image>);
impl ItemIcon {
pub fn new(h: Handle<Image>) -> Self {
Self(h)
}
}
impl Item {
pub fn none() -> Self {
Default::default()
@@ -31,9 +37,19 @@ fn bottom_panel(
mut egui_ctx: EguiContexts,
player_item_query: Query<&Item, With<Player>>,
item_query: Query<(&Name, &ItemIcon), With<Interact>>,
models: Res<Assets<Image>>,
gltf_assets: Res<ImageAssets>,
) {
let item = single!(player_item_query);
let item = item.0.and_then(|id| item_query.get(id).ok());
let (name, icon) = item.map_or_else(
|| (Name::new(""), None),
|(name, handle)| {
(
name.clone(),
Some(egui_ctx.add_image(handle.0.clone_weak())),
)
},
);
egui::TopBottomPanel::bottom("inventory_toolbar")
.frame(egui::Frame {
fill: egui::Color32::from_rgba_premultiplied(0, 0, 0, 0),
@@ -52,7 +68,7 @@ fn bottom_panel(
// Create a frame for the slot
let slot_frame = egui::Frame {
fill: egui::Color32::from_rgba_premultiplied(50, 50, 50, 100),
fill: egui::Color32::from_rgba_premultiplied(75, 75, 75, 100),
stroke: egui::Stroke::new(2.0, egui::Color32::WHITE),
..Default::default()
};
@@ -61,20 +77,24 @@ fn bottom_panel(
ui.add_sized([50.0, 50.0], |ui: &mut egui::Ui| {
// Display the item
ui.vertical_centered(|ui| {
let item = single!(player_item_query);
let item = item.0.and_then(|id| item_query.get(id).ok());
// Placeholder for texture - in a real app, load the texture
ui.label(egui::RichText::new("🔨").size(24.0));
// let (name, icon) = item.map_or_else((Name::new(""), ), |(name, handle)|{
// });
// Item count (display only if > 1)
ui.label(
egui::RichText::new("")
.color(egui::Color32::WHITE)
.size(12.0),
);
ui.horizontal_centered(|ui| {
match icon {
Some(image) => {
ui.add(egui::widgets::Image::new(
egui::load::SizedTexture::new(image, [50.0, 30.0]),
));
}
None => {
ui.label(egui::RichText::new("").size(24.0));
ui.label(egui::RichText::new("Empty").size(12.0));
}
}
ui.label(
egui::RichText::new(name)
.color(egui::Color32::WHITE)
.size(12.0),
);
});
});
ui.allocate_response(ui.available_size(), egui::Sense::click())
});