Signed-off-by: Harald Hoyer <harald@hoyer.xyz>
This commit is contained in:
Harald Hoyer 2025-04-11 10:43:25 +02:00
parent ef055fe3c5
commit 3dbfb9dac1
11 changed files with 1085 additions and 867 deletions

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src/enemy.rs Normal file
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use bevy::prelude::*;
use std::time::Duration;
use crate::components::{Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget};
use crate::constants::{ // Added WINDOW_WIDTH
ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD, ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED,
ENEMY_SHOOT_INTERVAL, ENEMY_SIZE, ENEMY_SPEED, FORMATION_BASE_Y, FORMATION_COLS,
FORMATION_ENEMY_COUNT, FORMATION_X_SPACING, FORMATION_Y_SPACING, WINDOW_HEIGHT, WINDOW_WIDTH,
};
use crate::resources::{
AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives,
PlayerRespawnTimer, StageConfigurations, // Make sure StageConfigurations is imported if not already
};
use crate::game_state::AppState;
pub fn spawn_enemies(
mut commands: Commands,
time: Res<Time>,
mut timer: ResMut<EnemySpawnTimer>,
mut stage: ResMut<CurrentStage>,
mut formation_state: ResMut<FormationState>,
stage_configs: Res<StageConfigurations>, // Use imported name
) {
// Get current stage config, looping if stage number exceeds defined configs
let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
let current_config = &stage_configs.stages[config_index];
let stage_enemy_count = current_config.enemy_count;
// Tick the timer every frame
timer.timer.tick(time.delta());
// Only spawn if we haven't spawned the full formation for this stage yet
// AND the timer just finished this frame
if formation_state.total_spawned_this_stage < stage_enemy_count
&& timer.timer.just_finished()
{
let slot_index = formation_state.next_slot_index;
// Ensure slot_index is within bounds of the formation layout
if slot_index >= current_config.formation_layout.positions.len() {
println!("Warning: slot_index {} out of bounds for formation layout '{}' (size {})",
slot_index, current_config.formation_layout.name, current_config.formation_layout.positions.len());
// Optionally, reset the timer and skip spawning this frame, or handle differently
timer.timer.reset();
return;
}
// Get target position from the stage's formation layout
let target_pos = current_config.formation_layout.positions[slot_index];
// Spawn position (random at the top) - Corrected to use WINDOW_WIDTH
let spawn_x = (fastrand::f32() - 0.5) * (WINDOW_WIDTH - ENEMY_SIZE.x);
let spawn_y = WINDOW_HEIGHT / 2.0 + ENEMY_SIZE.y / 2.0; // Spawn slightly above screen
// Determine enemy type (can be randomized or based on stage config later)
let enemy_type = EnemyType::Grunt;
// Determine sprite color based on type
let sprite_color = match enemy_type {
EnemyType::Grunt => Color::rgb(1.0, 0.2, 0.2),
EnemyType::Boss => Color::rgb(0.8, 0.2, 1.0),
};
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: sprite_color,
custom_size: Some(ENEMY_SIZE),
..default()
},
transform: Transform::from_translation(Vec3::new(spawn_x, spawn_y, 0.0)),
..default()
},
Enemy {
enemy_type,
// Use shoot interval from stage config
shoot_cooldown: Timer::new(
Duration::from_secs_f32(current_config.enemy_shoot_interval),
TimerMode::Once,
),
},
FormationTarget { position: target_pos },
EnemyState::Entering,
));
// Use stage_enemy_count for cycling index
formation_state.next_slot_index = (slot_index + 1) % stage_enemy_count;
formation_state.total_spawned_this_stage += 1;
// Mark that we are now waiting for enemies to be cleared
stage.waiting_for_clear = true;
// Reset timer only if we are still spawning more enemies for the formation
if formation_state.total_spawned_this_stage < stage_enemy_count {
timer.timer.reset();
} else {
println!(
"Full formation ({}) spawned for Stage {}",
current_config.formation_layout.name, stage.number
);
}
}
}
pub fn move_enemies(
mut entering_query: Query<
(Entity, &mut Transform, &FormationTarget, &mut EnemyState),
(With<Enemy>, With<FormationTarget>),
>,
mut attacking_query: Query<
(Entity, &mut Transform, &EnemyState, &Enemy), // Add &Enemy here
(With<Enemy>, Without<FormationTarget>),
>, // Query potential attackers
time: Res<Time>,
mut commands: Commands,
stage: Res<CurrentStage>,
stage_configs: Res<StageConfigurations>, // Add stage configurations
) {
// Get current stage config for speed multiplier
let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
let current_config = &stage_configs.stages[config_index];
let speed_multiplier = current_config.enemy_speed_multiplier;
// Calculate speeds for this frame
let base_speed = ENEMY_SPEED * speed_multiplier;
let attack_speed = base_speed * 1.5; // Attackers are faster
let arrival_threshold = base_speed * time.delta_seconds() * 1.1; // Threshold for reaching formation target
// --- Handle Entering Enemies ---
for (entity, mut transform, target, mut state) in entering_query.iter_mut() {
// Ensure we only process Entering state here, though query filters it mostly
if *state == EnemyState::Entering {
let current_pos = transform.translation;
let target_pos = target.position;
let direction = target_pos - current_pos;
let distance = direction.length();
if distance < arrival_threshold {
// Arrived at target
transform.translation = target_pos;
commands.entity(entity).remove::<FormationTarget>(); // Remove target component
*state = EnemyState::InFormation; // Change state
println!(
"Enemy {:?} reached formation target and is now InFormation.",
entity
);
} else {
// Move towards target using base_speed
let move_delta = direction.normalize() * base_speed * time.delta_seconds();
transform.translation += move_delta;
}
}
}
// --- Handle Attacking Enemies ---
// Note: attack_speed calculated above using multiplier
for (entity, mut transform, state, _enemy) in attacking_query.iter_mut() {
// Match on the specific attack pattern using matches! and then get the pattern
if matches!(state, EnemyState::Attacking(_)) {
if let EnemyState::Attacking(pattern) = state { // Get the pattern safely now
let delta_seconds = time.delta_seconds();
match pattern {
AttackPattern::SwoopDive => {
// Original Swooping Dive Logic
let vertical_movement = attack_speed * delta_seconds;
let horizontal_speed_factor = 0.5;
let horizontal_movement = if transform.translation.x < 0.0 {
attack_speed * horizontal_speed_factor * delta_seconds
} else if transform.translation.x > 0.0 {
-attack_speed * horizontal_speed_factor * delta_seconds
} else { 0.0 };
transform.translation.y -= vertical_movement;
transform.translation.x += horizontal_movement;
// Prevent overshooting center
if (transform.translation.x > 0.0 && transform.translation.x + horizontal_movement < 0.0) ||
(transform.translation.x < 0.0 && transform.translation.x + horizontal_movement > 0.0) {
transform.translation.x = 0.0;
}
}
AttackPattern::DirectDive => {
// Move straight down
transform.translation.y -= attack_speed * delta_seconds;
}
AttackPattern::Kamikaze(target_pos) => {
// Move towards the target position
let direction = *target_pos - transform.translation;
let distance = direction.length();
let kamikaze_threshold = attack_speed * delta_seconds * 1.1; // Threshold to stop near target
if distance > kamikaze_threshold {
let move_delta = direction.normalize() * attack_speed * delta_seconds;
transform.translation += move_delta;
} else {
// Optionally stop or continue past target - for now, just stop moving towards it
// Could also despawn here if desired upon reaching target
}
}
// Add cases for other patterns here
} // Close inner if let
} // Closes match enemy.enemy_type
} // Closes if *state == EnemyState::Attacking
// Despawn if off screen (This should be inside the loop)
if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y {
println!(
"Despawning enemy {:?} that went off screen.", // Generic message as it could be InFormation or Attacking
entity
);
commands.entity(entity).despawn();
// TODO: Later, attacking enemies might return to formation or loop
}
} // Closes for loop
}
// System to check if all spawned enemies have reached their formation position
pub fn check_formation_complete(
mut formation_state: ResMut<FormationState>,
enemy_query: Query<&EnemyState, With<Enemy>>, // Query states directly
mut attack_dive_timer: ResMut<AttackDiveTimer>, // Add timer to reset it
) {
// Only run the check if the formation isn't already marked as complete
if !formation_state.formation_complete {
// Check if all enemies for the stage have been spawned
if formation_state.total_spawned_this_stage == FORMATION_ENEMY_COUNT {
// Check if any enemies are still in the Entering state
let mut any_entering = false;
for state in enemy_query.iter() {
if *state == EnemyState::Entering {
any_entering = true;
break;
}
}
// If all spawned and none are entering, formation is complete
if !any_entering {
println!(
"Formation complete! Resetting attack timer. (Spawned={})",
formation_state.total_spawned_this_stage
);
formation_state.formation_complete = true;
attack_dive_timer.timer.reset(); // Reset the dive timer
attack_dive_timer.timer.unpause(); // Start the timer now
println!("Formation complete! Attack timer unpaused and reset.");
}
}
}
}
use crate::components::AttackPattern; // Import the new enum
use crate::components::Player; // Import Player for Kamikaze target
pub fn trigger_attack_dives(
mut timer: ResMut<AttackDiveTimer>,
time: Res<Time>,
mut enemy_query: Query<(Entity, &mut EnemyState), With<Enemy>>, // Renamed for clarity
formation_state: Res<FormationState>,
stage: Res<CurrentStage>, // Need current stage
stage_configs: Res<StageConfigurations>, // Need stage configs
player_query: Query<&Transform, With<Player>>, // Need player position for Kamikaze
) {
timer.timer.tick(time.delta());
// Only proceed if the timer finished AND the formation is complete
if timer.timer.just_finished() && formation_state.formation_complete {
// Find all enemies currently in formation
let mut available_enemies: Vec<Entity> = Vec::new();
// Get the current stage config
let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
let current_config = &stage_configs.stages[config_index];
// Find all enemies currently in formation
let mut available_enemies: Vec<Entity> = Vec::new();
for (entity, state) in enemy_query.iter() {
// Check the state correctly
if matches!(state, EnemyState::InFormation) {
available_enemies.push(entity);
}
}
// If there are enemies available, pick one randomly
if !available_enemies.is_empty() && !current_config.attack_patterns.is_empty() {
let random_index = fastrand::usize(..available_enemies.len());
let chosen_entity = available_enemies[random_index];
// Select a random attack pattern for this stage
let pattern_index = fastrand::usize(..current_config.attack_patterns.len());
let mut selected_pattern = current_config.attack_patterns[pattern_index]; // Copy the pattern
// If Kamikaze, get player position (if player exists)
if let AttackPattern::Kamikaze(_) = selected_pattern {
if let Ok(player_transform) = player_query.get_single() {
selected_pattern = AttackPattern::Kamikaze(player_transform.translation);
} else {
// Fallback if player doesn't exist (e.g., just died)
selected_pattern = AttackPattern::DirectDive; // Or SwoopDive
println!("Kamikaze target not found, falling back to DirectDive");
}
}
// Get the chosen enemy's state mutably and change it
if let Ok((_, mut state)) = enemy_query.get_mut(chosen_entity) {
println!("Enemy {:?} starting attack dive with pattern {:?}!", chosen_entity, selected_pattern);
*state = EnemyState::Attacking(selected_pattern); // Set state with pattern
// Timer duration is handled elsewhere (e.g., check_formation_complete)
}
}
}
}
pub fn enemy_shoot(
mut commands: Commands,
time: Res<Time>,
// Query attacking enemies: need their transform and mutable Enemy component for the timer
mut enemy_query: Query<(&Transform, &mut Enemy, &EnemyState), Without<FormationTarget>>, // Query remains the same
) {
for (transform, mut enemy, state) in enemy_query.iter_mut() {
// Only shoot if in any Attacking state (pattern doesn't matter for shooting)
if matches!(state, EnemyState::Attacking(_)) { // Use matches! macro
enemy.shoot_cooldown.tick(time.delta());
if enemy.shoot_cooldown.finished() {
// println!("Enemy {:?} firing!", transform.translation); // Less verbose logging
let bullet_start_pos = transform.translation
- Vec3::Y * (ENEMY_SIZE.y / 2.0 + ENEMY_BULLET_SIZE.y / 2.0);
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::rgb(1.0, 0.5, 0.5),
custom_size: Some(ENEMY_BULLET_SIZE),
..default()
},
transform: Transform::from_translation(bullet_start_pos),
..default()
},
EnemyBullet,
));
// Reset the timer for the next shot
enemy.shoot_cooldown.reset();
}
}
}
}
// Check collisions between enemy bullets and the player
// Moved to player.rs as it affects player state directly
// New run condition: Check if the formation is complete
pub fn is_formation_complete(formation_state: Res<FormationState>) -> bool {
formation_state.formation_complete
}