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BIN
assets/audio/monster-footsteps.ogg
Normal file
BIN
assets/audio/monster-footsteps.ogg
Normal file
Binary file not shown.
BIN
assets/audio/monster_growl.ogg
Normal file
BIN
assets/audio/monster_growl.ogg
Normal file
Binary file not shown.
BIN
assets/audio/untitled.mp3
Normal file
BIN
assets/audio/untitled.mp3
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Binary file not shown.
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assets/audio/untitled.ogg
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assets/audio/untitled.ogg
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Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 3.8 KiB |
@@ -1,5 +1,10 @@
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({
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"lebron": File (path: "images/KingLebron.png"),
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"flash_hold_4": File (path: "images/pixelart/Flashlight_hold_4.png"),
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"flash_hold_4_pressed": File (path: "images/pixelart/Flashlight_click_4.png"),
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"monster_footsteps": File (path: "audio/monster-footsteps.ogg"),
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"monster_growl": File (path: "audio/monster_growl.ogg"),
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"theme": File (path: "audio/untitled.ogg"),
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"house": File (path: "meshes/House.glb"),
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"library": Folder (
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path: "meshes/library",
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@@ -30,6 +30,12 @@ pub(super) fn plugin(app: &mut App) {
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pub(crate) struct AudioAssets {
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#[asset(key = "flashlight_click")]
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pub(crate) flash_click: Handle<AudioSource>,
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#[asset(key = "monster_footsteps")]
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pub(crate) monster_footsteps: Handle<AudioSource>,
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#[asset(key = "monster_growl")]
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pub(crate) monster_growl: Handle<AudioSource>,
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#[asset(key = "theme")]
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pub(crate) theme_song: Handle<AudioSource>,
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}
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#[derive(AssetCollection, Resource, Clone)]
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@@ -116,12 +116,11 @@ fn spawn_level(
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Transform::from_xyz(-500.0, 0.0, -500.0),
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));
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// huge roof
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// commands.spawn((
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// RigidBody::Fixed,
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// Collider::cuboid(1000.0, 0.1, 1000.0),
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// Transform::from_xyz(-500.0, 3.0, -500.0),
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// ));
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// let map = GameMap::test();
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commands.spawn((
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RigidBody::Fixed,
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Collider::cuboid(1000.0, 0.1, 1000.0),
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Transform::from_xyz(-500.0, 3.0, -500.0),
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));
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let levels = create_levels(3);
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@@ -165,7 +164,7 @@ fn spawn_level(
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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round_door.clone(),
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door.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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(
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@@ -181,7 +180,7 @@ fn spawn_level(
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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round_door.clone(),
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door.clone(),
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pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
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),
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(
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@@ -194,7 +193,7 @@ fn spawn_level(
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vec![
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(wall.clone(), pos),
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(
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round_door.clone(),
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door.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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@@ -207,7 +206,7 @@ fn spawn_level(
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vec![
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(wall.clone(), pos),
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(
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round_door.clone(),
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door.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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(
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@@ -343,12 +342,6 @@ fn spawn_level(
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});
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}
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}
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let (x, z) = level.end_node;
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 20.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(255, 0, 0))),
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Transform::from_xyz(2.0 * x as f32, 0.5, -2.0 * z as f32),
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));
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}
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commands.insert_resource(GameLevels { levels });
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}
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@@ -377,18 +370,9 @@ fn create_levels(n: i32) -> Vec<GameLevel> {
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next_node.west = Side::Connection;
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next_node.north = Side::Connection;
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if map.end_node.0 >= map.end_node.1 {
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next_node.south = Side::Closed;
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next_node.north = Side::Closed;
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pos.0 += 1;
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} else {
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next_node.east = Side::Closed;
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next_node.west = Side::Closed;
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pos.1 += 1;
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}
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let node = maps.last().unwrap().nodes.get(&maps.last().unwrap().end_node).unwrap();
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initial_node = next_node;
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let map = GameLevel::new(pos, initial_node.clone(), 5);
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let map = GameLevel::new(pos, node.clone(), 5);
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maps.push(map);
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}
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@@ -537,10 +521,8 @@ impl GameLevel {
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let end_node = self.nodes.get_mut(&self.end_node).unwrap();
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if self.end_node.1 >= self.end_node.0 {
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end_node.north = Side::Connection;
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end_node.south = Side::Connection;
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} else {
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end_node.east = Side::Connection;
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end_node.west = Side::Connection;
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}
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}
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20
src/main.rs
20
src/main.rs
@@ -1,5 +1,6 @@
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use asset_loading::ImageAssets;
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use asset_loading::{AudioAssets, ImageAssets};
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use bevy::prelude::*;
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use bevy_kira_audio::{Audio, AudioControl};
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use bevy_rapier3d::prelude::*;
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mod asset_loading;
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@@ -8,6 +9,7 @@ mod debugging;
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mod interaction;
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mod level_instantiation;
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mod main_menu;
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mod monster;
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mod player;
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mod util;
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@@ -22,15 +24,18 @@ fn main() {
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RapierPhysicsPlugin::<NoUserData>::default(),
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// RapierDebugRenderPlugin::default(),
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player::plugin,
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monster::plugin,
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// debugging::plugin
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))
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.init_state::<GameState>()
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.insert_resource(AmbientLight {
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color: Color::srgba(0.8, 0.8, 1.0, 1.0),
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brightness: 10.0,
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brightness: 11.0,
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// brightness: 80.0,
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})
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.add_systems(OnEnter(GameState::Playing), setup)
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.add_systems(OnEnter(GameState::Menu), play_song)
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.add_systems(OnExit(GameState::Menu), stop_song)
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.run();
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}
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@@ -75,3 +80,14 @@ fn setup(
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// Transform::from_xyz(4.0, 8.0, 4.0),
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// ));
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}
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fn play_song(audio_assets: Res<AudioAssets>, audio: Res<Audio>) {
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audio
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.play(audio_assets.theme_song.clone())
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.looped()
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.with_volume(0.20);
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}
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fn stop_song(audio: Res<Audio>) {
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audio.stop();
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}
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371
src/monster.rs
Normal file
371
src/monster.rs
Normal file
@@ -0,0 +1,371 @@
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use std::time::Duration;
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use bevy::{
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prelude::*,
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time::Stopwatch,
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};
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use bevy_kira_audio::{prelude::Volume, Audio, AudioControl, AudioTween};
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use bevy_rapier3d::prelude::*;
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use rand::prelude::*;
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use crate::{
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asset_loading::AudioAssets,
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player::Player,
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GameState
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};
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// Monster states and behavior configuration
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#[derive(Debug, Component)]
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pub struct Monster {
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pub speed: f32,
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pub detection_range: f32,
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pub state_timer: Timer,
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pub footstep_timer: Timer,
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pub state: MonsterState,
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}
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#[derive(Debug, Clone, PartialEq)]
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pub enum MonsterState {
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Lurking,
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Hunting,
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Wandering,
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Dormant,
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}
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impl Default for Monster {
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fn default() -> Self {
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Self {
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speed: 2.0,
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detection_range: 15.0,
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state_timer: Timer::from_seconds(1.0, TimerMode::Once),
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footstep_timer: Timer::from_seconds(3.0, TimerMode::Repeating),
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state: MonsterState::Dormant,
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}
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}
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}
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#[derive(Debug, Component, Default)]
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pub struct MonsterPathfinding {
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pub current_target: Option<Vec3>,
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pub wander_target_timer: Timer,
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}
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#[derive(Debug, Component, Default)]
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pub struct DangerIndicator {
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pub last_sound_timer: Stopwatch,
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}
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pub fn plugin(app: &mut App) {
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app
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.add_systems(OnEnter(GameState::Playing), spawn_monster)
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.add_systems(
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Update,
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(
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update_monster_state,
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move_monster,
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play_monster_sounds,
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).run_if(in_state(GameState::Playing)),
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);
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}
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fn spawn_monster(
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mut commands: Commands,
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// mut meshes: ResMut<Assets<Mesh>>,
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// mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let spawn_position = Vec3::new(20.0, 0.5, 20.0);
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commands.spawn((
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Monster::default(),
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MonsterPathfinding {
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current_target: None,
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wander_target_timer: Timer::from_seconds(5.0, TimerMode::Repeating),
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},
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DangerIndicator::default(),
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RigidBody::Dynamic,
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Collider::capsule(Vec3::new(0.0, -0.5, 0.0), Vec3::new(0.0, 1.0, 0.0), 0.6),
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Velocity::zero(),
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LockedAxes::ROTATION_LOCKED,
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Damping {
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linear_damping: 1.0,
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angular_damping: 1.0,
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},
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Transform::from_translation(spawn_position),
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));
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}
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fn update_monster_state(
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time: Res<Time>,
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mut monster_query: Query<(&mut Monster, &Transform, &mut MonsterPathfinding, &mut DangerIndicator), Without<Player>>,
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player_query: Query<&Transform, With<Player>>,
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) {
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let mut rand = rand::rng();
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|
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if let Ok((mut monster, monster_transform, mut pathfinding, mut danger)) = monster_query.get_single_mut() {
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let player_pos = if let Ok(player_transform) = player_query.get_single() {
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Some(player_transform.translation)
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} else {
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None
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};
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monster.state_timer.tick(time.delta());
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// when timer expires, potentially change state
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if monster.state_timer.just_finished() {
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let next_state = match monster.state {
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MonsterState::Dormant => {
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// 70% chance to start lurking
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if rand.random_bool(0.85) {
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MonsterState::Lurking
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} else {
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MonsterState::Dormant
|
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}
|
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},
|
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MonsterState::Lurking => {
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// 30% chance to start hunting, 20% to go dormant, 50% to start wandering
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let roll = rand.random_range(0.0..1.0);
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if roll < 0.3 {
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danger.last_sound_timer.reset();
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MonsterState::Hunting
|
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} else if roll < 0.5 {
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MonsterState::Dormant
|
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} else {
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MonsterState::Wandering
|
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}
|
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},
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MonsterState::Wandering => {
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// 20% chance to start hunting, 30% to go lurking, 50% to keep wandering
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let roll = rand.random_range(0.0..1.0);
|
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if roll < 0.2 {
|
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danger.last_sound_timer.reset();
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MonsterState::Hunting
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} else if roll < 0.5 {
|
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MonsterState::Lurking
|
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} else {
|
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MonsterState::Wandering
|
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}
|
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},
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MonsterState::Hunting => {
|
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// after hunting, always go dormant for a while
|
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MonsterState::Dormant
|
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}
|
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};
|
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|
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// set state
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monster.state = next_state.clone();
|
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monster.state_timer = match next_state {
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MonsterState::Dormant => Timer::from_seconds(15.0, TimerMode::Once),
|
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MonsterState::Lurking => Timer::from_seconds(20.0, TimerMode::Once),
|
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MonsterState::Wandering => Timer::from_seconds(30.0, TimerMode::Once),
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MonsterState::Hunting => Timer::from_seconds(20.0, TimerMode::Once),
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};
|
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|
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// reset pathfinding when state changes
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pathfinding.current_target = None;
|
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println!("new state={:?}", monster.state);
|
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}
|
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|
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// override state in some cases
|
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if let Some(player_pos) = player_pos {
|
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let distance = monster_transform.translation.distance(player_pos);
|
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|
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// if player is very close and monster isn't hunting, switch to hunting
|
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if distance < monster.detection_range * 0.5 && monster.state != MonsterState::Hunting {
|
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if rand.random_bool(0.75) { // 75% chance to notice player
|
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monster.state = MonsterState::Hunting;
|
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monster.state_timer = Timer::from_seconds(20.0, TimerMode::Once);
|
||||
danger.last_sound_timer.reset();
|
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pathfinding.current_target = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_monster(
|
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time: Res<Time>,
|
||||
mut monster_query: Query<(&Monster, &mut Transform, &mut Velocity, &mut MonsterPathfinding), Without<Player>>,
|
||||
player_query: Query<&Transform, With<Player>>,
|
||||
) {
|
||||
let mut rand = rand::rng();
|
||||
|
||||
if let Ok((monster, mut transform, mut velocity, mut pathfinding)) = monster_query.get_single_mut() {
|
||||
pathfinding.wander_target_timer.tick(time.delta());
|
||||
|
||||
// move based on state
|
||||
match monster.state {
|
||||
MonsterState::Dormant => {
|
||||
velocity.linvel = Vec3::ZERO;
|
||||
},
|
||||
MonsterState::Lurking => {
|
||||
// get a random wander target if we don't have one or timer expired
|
||||
if pathfinding.current_target.is_none() || pathfinding.wander_target_timer.just_finished() {
|
||||
let range = 30.0;
|
||||
let random_offset = Vec3::new(
|
||||
rand.random_range(-range..range),
|
||||
0.0,
|
||||
rand.random_range(-range..range)
|
||||
);
|
||||
|
||||
let base_pos = if let Ok(player_transform) = player_query.get_single() {
|
||||
player_transform.translation
|
||||
} else {
|
||||
transform.translation
|
||||
};
|
||||
|
||||
pathfinding.current_target = Some(base_pos + random_offset);
|
||||
pathfinding.wander_target_timer = Timer::from_seconds(10.0, TimerMode::Once);
|
||||
}
|
||||
|
||||
// move toward target at slow pace
|
||||
if let Some(target) = pathfinding.current_target {
|
||||
move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.65);
|
||||
}
|
||||
},
|
||||
MonsterState::Wandering => {
|
||||
if pathfinding.current_target.is_none() || pathfinding.wander_target_timer.just_finished() {
|
||||
if let Ok(player_transform) = player_query.get_single() {
|
||||
// choose a random position somewhat close to player
|
||||
let range = 15.0;
|
||||
let random_offset = Vec3::new(
|
||||
rand.random_range(-range..range),
|
||||
0.0,
|
||||
rand.random_range(-range..range)
|
||||
);
|
||||
|
||||
pathfinding.current_target = Some(player_transform.translation + random_offset);
|
||||
pathfinding.wander_target_timer = Timer::from_seconds(7.0, TimerMode::Once);
|
||||
}
|
||||
}
|
||||
|
||||
// move toward target at medium pace
|
||||
if let Some(target) = pathfinding.current_target {
|
||||
move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.85);
|
||||
}
|
||||
},
|
||||
MonsterState::Hunting => {
|
||||
// chase the motherfucker
|
||||
if let Ok(player_transform) = player_query.get_single() {
|
||||
move_towards_target(
|
||||
&mut transform,
|
||||
&mut velocity,
|
||||
player_transform.translation,
|
||||
monster.speed * 1.1
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_towards_target(
|
||||
transform: &mut Transform,
|
||||
velocity: &mut Velocity,
|
||||
target: Vec3,
|
||||
speed: f32
|
||||
) {
|
||||
let direction = (target - transform.translation).normalize_or_zero();
|
||||
let direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
|
||||
velocity.linvel = direction * speed;
|
||||
|
||||
if direction.length_squared() > 0.01 {
|
||||
let look_direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
|
||||
if look_direction != Vec3::ZERO {
|
||||
let target_rotation = Quat::from_rotation_arc(Vec3::Z, look_direction);
|
||||
transform.rotation = transform.rotation.slerp(target_rotation, 0.1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn play_monster_sounds(
|
||||
time: Res<Time>,
|
||||
audio: Res<Audio>,
|
||||
audio_assets: Res<AudioAssets>,
|
||||
mut monster_query: Query<(&mut Monster, &Transform), Without<Player>>,
|
||||
player_query: Query<&Transform, With<Player>>,
|
||||
) {
|
||||
let mut rand = rand::rng();
|
||||
if let (Ok((mut monster, monster_transform)), Ok(player_transform)) =
|
||||
(monster_query.get_single_mut(), player_query.get_single()) {
|
||||
|
||||
monster.footstep_timer.tick(time.delta());
|
||||
let distance = monster_transform.translation.distance(player_transform.translation);
|
||||
|
||||
// play footstep sound if the timer finished
|
||||
if monster.footstep_timer.just_finished() {
|
||||
match monster.state {
|
||||
MonsterState::Hunting => {
|
||||
monster.footstep_timer = Timer::from_seconds(10.0, TimerMode::Once);
|
||||
monster.speed = 1.1
|
||||
},
|
||||
MonsterState::Lurking | MonsterState::Wandering => {
|
||||
monster.footstep_timer = Timer::from_seconds(
|
||||
10.0,
|
||||
TimerMode::Once
|
||||
);
|
||||
monster.speed = 1.0
|
||||
},
|
||||
MonsterState::Dormant => {
|
||||
monster.footstep_timer = Timer::from_seconds(
|
||||
10.0,
|
||||
TimerMode::Once
|
||||
);
|
||||
monster.speed = 0.0
|
||||
}
|
||||
}
|
||||
|
||||
play_footstep_segment(
|
||||
&audio,
|
||||
&audio_assets,
|
||||
distance,
|
||||
&monster.state,
|
||||
monster.footstep_timer.duration().as_secs_f32(),
|
||||
monster.speed
|
||||
);
|
||||
|
||||
if monster.state == MonsterState::Hunting && rand.random_bool(0.3) {
|
||||
audio.play(audio_assets.monster_growl.clone())
|
||||
.with_volume(0.8 as f64)
|
||||
.fade_in(AudioTween::linear(Duration::from_millis(100)))
|
||||
.handle();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn play_footstep_segment(
|
||||
audio: &Res<Audio>,
|
||||
audio_assets: &Res<AudioAssets>,
|
||||
distance: f32,
|
||||
state: &MonsterState,
|
||||
dur: f32,
|
||||
speed: f32
|
||||
) {
|
||||
let base_volume: f32 = match state {
|
||||
MonsterState::Dormant => 0.6,
|
||||
MonsterState::Lurking => 0.65,
|
||||
MonsterState::Wandering => 0.8,
|
||||
MonsterState::Hunting => 1.0,
|
||||
};
|
||||
|
||||
// adjust volume based on distance (closer = louder)
|
||||
let distance_factor: f32 = (1.0 - (distance / 30.0).powf(2.0)).clamp(0.0, 1.0);
|
||||
let volume = base_volume * distance_factor;
|
||||
|
||||
// play only a short segment of the footstep sound
|
||||
// by only playing the last part
|
||||
let mut start_time = 30.0 - dur;
|
||||
// let mut rand = rand::rng();
|
||||
// start_time += rand.random_range(0.0..5.0);
|
||||
|
||||
audio.stop();
|
||||
audio.play(audio_assets.monster_footsteps.clone())
|
||||
.with_volume(volume as f64)
|
||||
.start_from((start_time as f64).min(27.0))
|
||||
.fade_in(AudioTween::linear(Duration::from_millis(100)))
|
||||
.with_playback_rate(speed as f64)
|
||||
.handle();
|
||||
|
||||
println!("Monster footstep: State={:?}, Distance={:.2}, Volume={:.2}, Dur={:1}, Start={:1}",
|
||||
state, distance, volume, dur, (start_time as f64).min(27.0));
|
||||
}
|
||||
@@ -93,7 +93,7 @@ pub fn plugin(app: &mut App) {
|
||||
handle_input,
|
||||
apply_head_bob,
|
||||
on_resize_system,
|
||||
handle_flashlight,
|
||||
(handle_flashlight, handle_spotlight).chain(),
|
||||
(
|
||||
update_flashlight_button_animation,
|
||||
update_flashlight_charge,
|
||||
@@ -213,7 +213,7 @@ 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(404.0, 404.0);
|
||||
let scale = window_width / 2400.0;
|
||||
let scale = window_width / 2200.0;
|
||||
let world_size = sprite_size * scale;
|
||||
let xoffset = window_size.x / 4.0 - 40.0;
|
||||
let yoffset = 15.0;
|
||||
@@ -416,7 +416,7 @@ pub fn apply_head_bob(
|
||||
}
|
||||
pub fn handle_flashlight(
|
||||
player_query: Query<&PlayerAction, With<Player>>,
|
||||
mut flashlight_query: Query<&mut SpotLight, With<SpotlightFlashlight>>,
|
||||
mut flashlight_query: Query<&mut Flashlight>,
|
||||
mut flashlight_sprite_query: Query<&mut FlashlightButtonAnimation>,
|
||||
audio_assets: Res<AudioAssets>,
|
||||
audio: Res<Audio>,
|
||||
@@ -427,27 +427,39 @@ pub fn handle_flashlight(
|
||||
if *action != PlayerAction::ToggleFlashlight {
|
||||
return;
|
||||
}
|
||||
if let Ok(flashlight) = flashlight_query.get_single() {
|
||||
if flashlight.charge < 1.0 {
|
||||
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() {
|
||||
if let Ok(mut flashlight) = flashlight_query.get_single_mut() {
|
||||
audio.play(audio_assets.flash_click.clone());
|
||||
flashlight.is_on = !flashlight.is_on;
|
||||
}
|
||||
}
|
||||
|
||||
spotlight.intensity = if spotlight.intensity > 0.0 {
|
||||
0.0
|
||||
} else {
|
||||
320_000.0
|
||||
};
|
||||
pub fn handle_spotlight(
|
||||
mut spotlight_query: Query<&mut SpotLight, With<SpotlightFlashlight>>,
|
||||
mut flashlight_query: Query<&mut Flashlight>,
|
||||
) {
|
||||
if let (Ok(mut spotlight), Ok(flashlight)) = (
|
||||
spotlight_query.get_single_mut(),
|
||||
flashlight_query.get_single_mut(),
|
||||
) {
|
||||
spotlight.intensity = if !flashlight.is_on { 0.0 } else { 320_000.0 };
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_flashlight_charge(time: Res<Time>, mut flashlight_query: Query<&mut Flashlight>) {
|
||||
for mut flashlight in flashlight_query.iter_mut() {
|
||||
if flashlight.is_on {
|
||||
flashlight.charge = flashlight.charge - time.delta_secs() * 0.1;
|
||||
flashlight.charge = flashlight.charge - time.delta_secs() * 0.2;
|
||||
} else {
|
||||
flashlight.charge = flashlight.charge + time.delta_secs() * 0.1;
|
||||
flashlight.charge = flashlight.charge + time.delta_secs() * 0.2;
|
||||
}
|
||||
flashlight.charge = flashlight.charge.clamp(0.0, 4.0);
|
||||
if flashlight.charge <= 0.0 {
|
||||
@@ -476,7 +488,7 @@ pub fn update_flashlight_sprite(
|
||||
flashlights: Res<FlashlightAssets>,
|
||||
) {
|
||||
for (animation, mut image, flashlight) in query.iter_mut() {
|
||||
let charge = flashlight.charge.ceil() as i32;
|
||||
let charge = flashlight.charge.round() as i32;
|
||||
let sprite_image = match (charge, animation.is_pressed) {
|
||||
(4, true) => flashlights.flash_hold_4_pressed.clone(),
|
||||
(4, false) => flashlights.flash_hold_4.clone(),
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy_egui::{EguiContexts, egui};
|
||||
use bevy_egui::{egui::{self, Shadow, Stroke}, EguiContexts};
|
||||
use std::default::Default;
|
||||
|
||||
use crate::{GameState, interaction::Interact, util::single};
|
||||
@@ -58,12 +58,14 @@ fn bottom_panel(
|
||||
});
|
||||
|
||||
egui::TopBottomPanel::bottom("inventory_toolbar")
|
||||
.show_separator_line(false)
|
||||
.frame(egui::Frame {
|
||||
fill: egui::Color32::from_rgba_premultiplied(0, 0, 0, 0),
|
||||
// Removed the stroke/border by setting it to none
|
||||
stroke: egui::Stroke::NONE,
|
||||
outer_margin: egui::epaint::Margin::same(0),
|
||||
inner_margin: egui::epaint::Margin::same(0),
|
||||
shadow: Shadow::NONE,
|
||||
..Default::default()
|
||||
})
|
||||
.show(egui_ctx.ctx_mut(), |ui| {
|
||||
@@ -75,8 +77,8 @@ fn bottom_panel(
|
||||
|
||||
// Create a frame for the slot
|
||||
let slot_frame = egui::Frame {
|
||||
fill: egui::Color32::from_rgba_premultiplied(75, 75, 75, 100),
|
||||
stroke: egui::Stroke::new(2.0, egui::Color32::WHITE),
|
||||
fill: egui::Color32::from_rgba_premultiplied(10, 10, 10, 100),
|
||||
stroke: Stroke::NONE,
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
@@ -92,15 +94,15 @@ fn bottom_panel(
|
||||
));
|
||||
}
|
||||
None => {
|
||||
ui.label(egui::RichText::new("Empty").size(12.0));
|
||||
// ui.label(egui::RichText::new("Empty").size(12.0));
|
||||
return;
|
||||
}
|
||||
}
|
||||
ui.label(
|
||||
egui::RichText::new(name)
|
||||
.color(egui::Color32::WHITE)
|
||||
.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())
|
||||
|
||||
Reference in New Issue
Block a user