This commit is contained in:
LorrensP-2158466
2025-04-06 19:52:57 +02:00
17 changed files with 642 additions and 137 deletions

View File

@@ -1,13 +1,18 @@
use bevy::{
input::mouse::AccumulatedMouseMotion, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
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::{AudioAssets, FlashlightAssets}, GameState};
use crate::{
GameState,
asset_loading::{AudioAssets, FlashlightAssets},
};
#[derive(Debug, Component, Default)]
pub struct Player {
@@ -64,13 +69,12 @@ pub struct FlashlightButtonAnimation {
impl Default for FlashlightButtonAnimation {
fn default() -> Self {
Self {
timer: Timer::from_seconds(0.20, TimerMode::Once),
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))
@@ -78,12 +82,13 @@ pub fn plugin(app: &mut App) {
Update,
(
move_camera,
handle_input,
apply_head_bob,
handle_input,
apply_head_bob,
on_resize_system,
handle_flashlight,
update_flashlight_button_animation,
).run_if(in_state(GameState::Playing)),
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(
FixedUpdate,
@@ -138,8 +143,6 @@ 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((
@@ -149,18 +152,18 @@ pub fn init_player(
RenderLayers::layer(STATIC_LAYER),
FlashlightButtonAnimation::default(),
));
// feitelijke pitslamp
parent.spawn((
Flashlight,
SpotLight {
intensity: 0.0,
intensity: 0.0,
color: Color::WHITE,
range: 4.0,
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
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),
@@ -184,15 +187,17 @@ fn on_resize_system(
fn flashlight_base_transform(window_width: f32, window_height: f32) -> BaseTransform {
let window_size = Vec2::new(window_width, window_height);
let sprite_size = Vec2::new(101.0, 101.0);
let scale = window_width / 600.0;
let sprite_size = Vec2::new(404.0, 404.0);
let scale = window_width / 2400.0;
let world_size = sprite_size * scale;
let xoffset = window_size.x / 4.0 - 40.0;
let yoffset = 15.0;
let mut transform = Transform::from_translation(
Vec3::new(window_size.x / 2.0 - world_size.x / 2.0 - xoffset, -window_size.y / 2.0 + world_size.y / 2.0 - yoffset, 0.0)
);
let mut transform = Transform::from_translation(Vec3::new(
window_size.x / 2.0 - world_size.x / 2.0 - xoffset,
-window_size.y / 2.0 + world_size.y / 2.0 - yoffset,
0.0,
));
transform.scale = Vec3::new(scale, scale, 1.0);
return BaseTransform(transform);
}
@@ -231,8 +236,10 @@ pub(crate) enum PlayerAction {
Move,
Sprint,
Jump,
Interact,
ToggleFlashlight
ToggleFlashlight,
// Objects and stuff
PickUp,
Drop,
}
pub fn handle_input(
@@ -240,7 +247,7 @@ 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;
*action = PlayerAction::Move;
let forward = transform.forward();
let right = transform.right();
@@ -267,10 +274,13 @@ pub fn handle_input(
} else if keyboard_input.pressed(KeyCode::ControlLeft) {
player.speed_factor = 0.65;
} else {
player.speed_factor = 1.0;
player.speed_factor = 1.0;
}
if keyboard_input.just_pressed(KeyCode::KeyE) {
*action = PlayerAction::Interact
*action = PlayerAction::PickUp;
}
if keyboard_input.just_pressed(KeyCode::KeyQ) {
*action = PlayerAction::Drop;
}
if keyboard_input.just_pressed(KeyCode::KeyF) {
*action = PlayerAction::ToggleFlashlight;
@@ -280,7 +290,9 @@ pub fn handle_input(
}
}
pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>) {
pub fn apply_player_movement(
mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>,
) {
const SPEED: f32 = 2.6;
const JUMP_FORCE: f32 = 4.0;
@@ -297,7 +309,7 @@ pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocit
if input.movement_direction.y > 0.0 {
velocity.linvel.y = JUMP_FORCE;
}
}
}
}
@@ -305,14 +317,18 @@ pub fn apply_head_bob(
time: Res<Time>,
mut query: Query<(&PlayerInput, &mut HeadBob, &Player), With<Player>>,
mut camera_query: Query<&mut Transform, (With<WorldModelCamera>, Without<Player>)>,
mut sprite_query: Query<(&mut Transform, &Sprite, &BaseTransform), (With<Sprite>, Without<WorldModelCamera>, Without<Player>)>,
mut sprite_query: Query<
(&mut Transform, &Sprite, &BaseTransform),
(With<Sprite>, Without<WorldModelCamera>, Without<Player>),
>,
) {
let Ok((input, mut head_bob, player)) = query.get_single_mut() else {
return;
};
// bob when moving horizontally
let horizontal_movement = Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
let horizontal_movement =
Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
let is_moving = horizontal_movement.length_squared() > 0.01;
let bobbing_speed = head_bob.speed * player.speed_factor;
@@ -325,7 +341,7 @@ pub fn apply_head_bob(
if let Some(camera_transform) = camera_query.iter_mut().next() {
let current_offset = camera_transform.translation.y;
if current_offset.abs() < 0.005 {
// cancel out so head_bob.time_offset
// cancel out so head_bob.time_offset
offset = -head_bob.time_offset;
}
}
@@ -336,7 +352,7 @@ pub fn apply_head_bob(
// calculate vertical and horizontal offsets using sine and cosine
let vertical_offset = head_bob.intensity * f32::sin(head_bob.time_offset);
let horizontal_offset = (head_bob.intensity * 0.5) * f32::cos(head_bob.time_offset * 0.5);
// apply
for mut transform in camera_query.iter_mut() {
transform.translation.y = vertical_offset;
@@ -347,32 +363,31 @@ pub fn apply_head_bob(
transform.translation.x *= 0.8;
}
}
// apply offsets to flashlight
for (mut transform, _sprite, base_transform) in sprite_query.iter_mut() {
let scale_factor = 40.0 * player.speed_factor;
if is_moving {
transform.translation.x = base_transform.0.translation.x + horizontal_offset * scale_factor;
transform.translation.y = base_transform.0.translation.y + vertical_offset * scale_factor;
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
0.0,
0.0,
horizontal_offset * 0.1,
);
transform.translation.x =
base_transform.0.translation.x + horizontal_offset * scale_factor;
transform.translation.y =
base_transform.0.translation.y + vertical_offset * scale_factor;
transform.rotation =
Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, horizontal_offset * 0.1);
} else {
transform.translation = transform.translation.lerp(base_transform.0.translation, 0.1);
transform.translation = transform
.translation
.lerp(base_transform.0.translation, 0.1);
transform.rotation = transform.rotation.slerp(Quat::IDENTITY, 0.1);
}
}
}
}
pub fn handle_flashlight(
player_query: Query<&PlayerAction, With<Player>>,
mut flashlight_query: Query<&mut SpotLight, With<Flashlight>>,
mut flashlight_query: Query<&mut SpotLight, With<Flashlight>>,
mut flashlight_sprite_query: Query<&mut FlashlightButtonAnimation>,
audio_assets: Res<AudioAssets>,
audio: Res<Audio>,
@@ -390,9 +405,9 @@ pub fn handle_flashlight(
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 {
spotlight.intensity = if spotlight.intensity > 0.0 {
0.0
} else {
300_000.0
};
}
@@ -414,4 +429,4 @@ pub fn update_flashlight_button_animation(
}
}
}
}
}