refactor: idiomatic cleanup across the codebase
Net -311 lines (1075 → 764). Build clean, clippy clean, 8 tests pass, headless render verified. Highlights: - player.rs: bug fix in handle_captured_player — was cloning captured.timer and ticking the clone, never the real timer. Consolidated kill_player as pub(crate) helper (was duplicated across 3 sites). Switched from ParamSet to two disjoint Queries. - enemy.rs: extracted step_attacker(), spawn_beam_visual(), end_beam(), pick_pattern() helpers — move_enemies is no longer 3-deep nested matches, beam cleanup no longer duplicated. Fixed SwoopDive overshoot check (was using already-applied movement). Mid-file `use` hoisted to top. - resources.rs: added StageConfigurations::for_stage() helper (was repeated 4×); FormationState/Score/CurrentStage now Default; extracted circle_formation() helper. - stage.rs: replaced raw world: &mut World access with ordinary ResMut system params (no need — resource types are disjoint). - game_state.rs: cleanup queries collapsed via Or<…> filters; dropped dead RestartMessage cleanup from cleanup_game_entities; button colors extracted as constants. - bullet.rs: reuses kill_player; introduced GRUNT_POINTS/BOSS_POINTS with TODO referencing GAL-27. - lib.rs: init_resource::<T>() for Default-implementing resources. - Removed unused TRACTOR_BEAM_COLOR constant. - Replaced per-frame println! debug spam with targeted info!/warn!. - Stripped noise comments that restated what the code does. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
b2b564f690
commit
ad2037a7a5
11 changed files with 762 additions and 1073 deletions
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@ -1,17 +1,17 @@
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use bevy::prelude::*;
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use crate::components::{Bullet, Enemy, EnemyBullet, EnemyType};
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use crate::components::{Bullet, Enemy, EnemyBullet, EnemyType, Invincible, Player};
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use crate::constants::{
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BULLET_ENEMY_COLLISION_THRESHOLD, BULLET_SIZE, BULLET_SPEED, ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD,
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ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED, WINDOW_HEIGHT,
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BULLET_ENEMY_COLLISION_THRESHOLD, BULLET_SIZE, BULLET_SPEED,
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ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD, ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED, WINDOW_HEIGHT,
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};
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use crate::resources::{PlayerLives, PlayerRespawnTimer, Score};
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use crate::game_state::AppState;
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use crate::components::Player; // Needed for check_enemy_bullet_player_collisions
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use crate::components::Invincible; // Needed for check_enemy_bullet_player_collisions
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use crate::player::kill_player;
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use crate::resources::{PlayerLives, PlayerRespawnTimer, Score};
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use crate::systems::spawn_explosion;
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// --- Player Bullet Systems ---
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const GRUNT_POINTS: u32 = 100;
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const BOSS_POINTS: u32 = 100; // TODO(GAL-27): differentiate Boss from Grunt scoring
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pub fn move_bullets(
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mut query: Query<(Entity, &mut Transform), With<Bullet>>,
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@ -20,7 +20,6 @@ pub fn move_bullets(
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) {
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for (entity, mut transform) in query.iter_mut() {
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transform.translation.y += BULLET_SPEED * time.delta_secs();
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if transform.translation.y > WINDOW_HEIGHT / 2.0 + BULLET_SIZE.y {
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commands.entity(entity).despawn();
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}
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@ -30,35 +29,26 @@ pub fn move_bullets(
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pub fn check_bullet_collisions(
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mut commands: Commands,
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bullet_query: Query<(Entity, &Transform), With<Bullet>>,
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enemy_query: Query<(Entity, &Transform, &Enemy), With<Enemy>>, // Fetch Enemy component too
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mut score: ResMut<Score>, // Add Score resource
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enemy_query: Query<(Entity, &Transform, &Enemy)>,
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mut score: ResMut<Score>,
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) {
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for (bullet_entity, bullet_transform) in bullet_query.iter() {
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for (enemy_entity, enemy_transform, enemy) in enemy_query.iter() {
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// Get Enemy component
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let distance = bullet_transform
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.translation
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.distance(enemy_transform.translation);
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let hit = enemy_query.iter().find(|(_, t, _)| {
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bullet_transform.translation.distance(t.translation) < BULLET_ENEMY_COLLISION_THRESHOLD
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});
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if distance < BULLET_ENEMY_COLLISION_THRESHOLD {
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if let Some((enemy_entity, enemy_transform, enemy)) = hit {
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commands.entity(bullet_entity).despawn();
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spawn_explosion(&mut commands, enemy_transform.translation);
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commands.entity(enemy_entity).despawn();
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// Increment score based on enemy type
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let points = match enemy.enemy_type {
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EnemyType::Grunt => 100,
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EnemyType::Boss => 100, // Same points as Grunt for now
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score.value += match enemy.enemy_type {
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EnemyType::Grunt => GRUNT_POINTS,
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EnemyType::Boss => BOSS_POINTS,
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};
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score.value += points;
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println!("Enemy hit by player bullet! Score: {}", score.value); // Log score update
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break; // Bullet only hits one enemy
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}
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}
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}
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}
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// --- Enemy Bullet Systems ---
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pub fn move_enemy_bullets(
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mut commands: Commands,
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time: Res<Time>,
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@ -66,51 +56,38 @@ pub fn move_enemy_bullets(
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) {
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for (entity, mut transform) in query.iter_mut() {
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transform.translation.y -= ENEMY_BULLET_SPEED * time.delta_secs();
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// Despawn if off screen (bottom)
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if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_BULLET_SIZE.y {
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commands.entity(entity).despawn();
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}
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}
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}
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// Check collisions between enemy bullets and the player
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pub fn check_enemy_bullet_player_collisions(
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mut commands: Commands,
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mut lives: ResMut<PlayerLives>,
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mut respawn_timer: ResMut<PlayerRespawnTimer>,
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mut next_state: ResMut<NextState<AppState>>,
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// Player query matching the run_if condition (player exists and is vulnerable)
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player_query: Query<(Entity, &Transform), (With<Player>, Without<Invincible>)>,
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enemy_bullet_query: Query<(Entity, &Transform), With<EnemyBullet>>,
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bullet_query: Query<(Entity, &Transform), With<EnemyBullet>>,
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) {
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if let Ok((player_entity, player_transform)) = player_query.single() {
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for (bullet_entity, bullet_transform) in enemy_bullet_query.iter() {
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let distance = player_transform
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.translation
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.distance(bullet_transform.translation);
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let Ok((player_entity, player_transform)) = player_query.single() else {
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return;
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};
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let player_pos = player_transform.translation;
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if distance < ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD {
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println!("Player hit by enemy bullet!");
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spawn_explosion(&mut commands, player_transform.translation);
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commands.entity(bullet_entity).despawn(); // Despawn bullet
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let Some((bullet_entity, _)) = bullet_query.iter().find(|(_, t)| {
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player_pos.distance(t.translation) < ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD
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}) else {
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return;
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};
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lives.count = lives.count.saturating_sub(1);
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println!("Lives remaining: {}", lives.count);
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commands.entity(player_entity).despawn(); // Despawn player
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if lives.count > 0 {
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respawn_timer.timer.reset();
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respawn_timer.timer.unpause();
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println!("Respawn timer started.");
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} else {
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println!("GAME OVER!");
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next_state.set(AppState::GameOver);
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}
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// Break because the player can only be hit once per frame
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break;
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}
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}
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}
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commands.entity(bullet_entity).despawn();
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kill_player(
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&mut commands,
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&mut lives,
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&mut respawn_timer,
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&mut next_state,
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player_entity,
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player_pos,
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);
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}
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@ -1,6 +1,5 @@
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use bevy::prelude::*;
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// --- Components ---
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#[derive(Component)]
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pub struct Player {
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pub speed: f32,
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@ -10,15 +9,15 @@ pub struct Player {
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#[derive(Component)]
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pub struct Bullet;
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug)] // Added derive for common traits
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug)]
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pub enum EnemyType {
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Grunt,
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Boss, // Added Boss type
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Boss,
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}
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#[derive(Component)]
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pub struct Enemy {
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pub enemy_type: EnemyType, // Add type field
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pub enemy_type: EnemyType,
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pub shoot_cooldown: Timer,
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}
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@ -27,22 +26,19 @@ pub struct Invincible {
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pub timer: Timer,
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}
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// New component to mark a player as captured by a Boss enemy
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#[derive(Component, Clone)] // Added Clone derive
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/// Marks a player held by a Boss's tractor beam.
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#[derive(Component)]
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pub struct Captured {
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// Reference to the capturing boss entity
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pub boss_entity: Entity,
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// Timer for how long the player remains captured
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pub timer: Timer,
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}
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// New component for the tractor beam visual effect
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#[derive(Component)]
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pub struct TractorBeam {
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pub target: Option<Entity>, // The entity being targeted (usually player)
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pub timer: Timer, // How long the beam lasts
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pub width: f32, // Visual width of the beam
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pub active: bool, // Whether the beam is currently active
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pub target: Option<Entity>,
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pub timer: Timer,
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pub width: f32,
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pub active: bool,
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}
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#[derive(Component)]
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pub position: Vec3,
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}
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// Component to store the original formation position for enemies that need to return
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/// Stored on enemies once they reach formation, so attackers can return to it.
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#[derive(Component)]
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pub struct OriginalFormationPosition {
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pub position: Vec3,
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}
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// Enum defining different ways an enemy can attack
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#[derive(Component, Clone, Copy, PartialEq, Debug)]
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pub enum AttackPattern {
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SwoopDive, // Original pattern: dive towards center, then off screen
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DirectDive, // Dive straight down
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Kamikaze(Vec3), // Dive towards a specific target location (e.g., player's last known position) - Needs target Vec3
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CaptureBeam, // New pattern: Boss dives and attempts to capture the player with a tractor beam
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// Add more patterns later (e.g., FigureEight, Looping)
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SwoopDive,
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DirectDive,
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Kamikaze(Vec3),
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CaptureBeam,
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}
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#[derive(Component, Clone, PartialEq, Debug)] // Added Debug derive
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#[derive(Component, Clone, PartialEq, Debug)]
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pub enum EnemyState {
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Entering, // Flying onto the screen towards formation target
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InFormation, // Holding position in the formation
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Attacking(AttackPattern), // Diving towards the player using a specific pattern
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ReturningWithCaptive, // Boss returning to formation with captured player
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Entering,
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InFormation,
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Attacking(AttackPattern),
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ReturningWithCaptive,
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}
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#[derive(Component)]
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pub struct EnemyBullet;
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// Game Over UI Component (might move to ui.rs later if more UI exists)
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#[derive(Component)]
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pub struct GameOverUI;
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// Start Menu UI Components
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#[derive(Component)]
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pub struct StartMenuUI;
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use bevy::math::Vec2;
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use bevy::prelude::*;
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// --- Constants ---
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// Window
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pub const WINDOW_WIDTH: f32 = 600.0;
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pub const WINDOW_HEIGHT: f32 = 800.0;
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// Player
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pub const PLAYER_SPEED: f32 = 300.0;
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pub const BULLET_SPEED: f32 = 500.0;
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pub const ENEMY_SPEED: f32 = 100.0;
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pub const PLAYER_SIZE: Vec2 = Vec2::new(30.0, 30.0);
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pub const STARTING_LIVES: u32 = 3;
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pub const PLAYER_RESPAWN_DELAY: f32 = 2.0;
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pub const PLAYER_INVINCIBILITY_DURATION: f32 = 2.0;
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// Enemies
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pub const ENEMY_SPEED: f32 = 100.0;
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pub const ENEMY_SIZE: Vec2 = Vec2::new(40.0, 40.0);
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pub const BULLET_SIZE: Vec2 = Vec2::new(5.0, 15.0);
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// Player bullet
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pub const ENEMY_BULLET_SIZE: Vec2 = Vec2::new(8.0, 8.0);
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// Enemy bullet
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pub const ENEMY_BULLET_SPEED: f32 = 300.0;
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pub const ENEMY_SHOOT_INTERVAL: f32 = 1.5;
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// Formation constants
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// Bullets
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pub const BULLET_SPEED: f32 = 500.0;
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pub const BULLET_SIZE: Vec2 = Vec2::new(5.0, 15.0);
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pub const ENEMY_BULLET_SIZE: Vec2 = Vec2::new(8.0, 8.0);
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pub const ENEMY_BULLET_SPEED: f32 = 300.0;
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// Formation
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const FORMATION_ROWS: usize = 4;
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pub const FORMATION_COLS: usize = 8;
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pub const FORMATION_ENEMY_COUNT: usize = FORMATION_ROWS * FORMATION_COLS;
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pub const FORMATION_X_SPACING: f32 = 60.0;
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pub const FORMATION_Y_SPACING: f32 = 50.0;
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pub const FORMATION_BASE_Y: f32 = WINDOW_HEIGHT / 2.0 - 150.0;
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// Top area for formation
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pub const STARTING_LIVES: u32 = 3;
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pub const PLAYER_RESPAWN_DELAY: f32 = 2.0;
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pub const PLAYER_INVINCIBILITY_DURATION: f32 = 2.0;
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// Collision thresholds
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// Collision thresholds (mean of half-widths)
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pub const BULLET_ENEMY_COLLISION_THRESHOLD: f32 = (BULLET_SIZE.x + ENEMY_SIZE.x) * 0.5;
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// 22.5
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pub const PLAYER_ENEMY_COLLISION_THRESHOLD: f32 = (PLAYER_SIZE.x + ENEMY_SIZE.x) * 0.5;
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// 35.0
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pub const ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD: f32 =
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(ENEMY_BULLET_SIZE.x + PLAYER_SIZE.x) * 0.5;
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// Tractor beam constants
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// Tractor beam
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pub const TRACTOR_BEAM_WIDTH: f32 = 20.0;
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pub const TRACTOR_BEAM_DURATION: f32 = 3.0;
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pub const TRACTOR_BEAM_COLOR: Color = Color::srgba(0.5, 0.0, 0.8, 0.6);
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pub const CAPTURE_DURATION: f32 = 10.0; // How long the player stays captured
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// Tractor beam visual constants
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pub const CAPTURE_DURATION: f32 = 10.0;
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pub const BEAM_GLOW_WIDTH: f32 = 40.0;
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pub const BEAM_GLOW_COLOR: Color = Color::srgba(0.3, 0.0, 0.5, 0.25);
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pub const BEAM_CORE_COLOR: Color = Color::srgba(0.7, 0.2, 1.0, 0.7);
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pub const BEAM_PULSE_FREQ: f32 = 3.0;
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pub const BEAM_PULSE_AMPLITUDE: f32 = 0.15;
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// Starfield constants
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// Starfield
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pub const STAR_COUNT: usize = 150;
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pub const STAR_MIN_SIZE: f32 = 1.0;
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pub const STAR_MAX_SIZE: f32 = 3.0;
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pub const STAR_MIN_SPEED: f32 = 20.0;
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pub const STAR_MAX_SPEED: f32 = 100.0;
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pub const STAR_Z_DEPTH: f32 = -10.0; // Behind all game entities
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pub const STAR_Z_DEPTH: f32 = -10.0;
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// Explosion constants
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// Explosion
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pub const EXPLOSION_DURATION: f32 = 0.4;
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pub const EXPLOSION_BASE_SIZE: Vec2 = Vec2::new(15.0, 15.0);
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pub const EXPLOSION_MAX_SIZE: Vec2 = Vec2::new(50.0, 50.0);
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|
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732
src/enemy.rs
732
src/enemy.rs
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@ -2,98 +2,91 @@ use bevy::prelude::*;
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use std::time::Duration;
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use crate::components::{
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Captured, Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget,
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OriginalFormationPosition, TractorBeam, TractorBeamSprite,
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AttackPattern, Captured, Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget,
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OriginalFormationPosition, Player, TractorBeam, TractorBeamSprite,
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};
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use crate::constants::{
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BEAM_CORE_COLOR,
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BEAM_GLOW_COLOR,
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BEAM_GLOW_WIDTH,
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BEAM_PULSE_AMPLITUDE,
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BEAM_PULSE_FREQ,
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CAPTURE_DURATION,
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// Only keeping used constants
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ENEMY_BULLET_SIZE,
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ENEMY_SIZE,
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ENEMY_SPEED,
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TRACTOR_BEAM_DURATION,
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TRACTOR_BEAM_WIDTH,
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WINDOW_HEIGHT,
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WINDOW_WIDTH,
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BEAM_CORE_COLOR, BEAM_GLOW_COLOR, BEAM_GLOW_WIDTH, BEAM_PULSE_AMPLITUDE, BEAM_PULSE_FREQ,
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CAPTURE_DURATION, ENEMY_BULLET_SIZE, ENEMY_SIZE, ENEMY_SPEED, TRACTOR_BEAM_DURATION,
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TRACTOR_BEAM_WIDTH, WINDOW_HEIGHT, WINDOW_WIDTH,
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};
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use crate::resources::{
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AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, StageConfigurations,
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};
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const BOSS_BASE_CHANCE: f32 = 0.30;
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const BOSS_CHANCE_PER_STAGE: f32 = 0.05;
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const BOSS_CHANCE_BONUS_CAP: f32 = 0.50;
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const BOSS_CAPTURE_BEAM_PROBABILITY: f32 = 0.80;
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const ATTACKER_SPEED_MULTIPLIER: f32 = 1.5;
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const RETURN_SPEED_MULTIPLIER: f32 = 0.7;
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const SWOOP_HORIZONTAL_FACTOR: f32 = 0.5;
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const KAMIKAZE_NEAR_DISTANCE: f32 = 50.0;
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const RETURN_ARRIVAL_DISTANCE: f32 = 5.0;
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const ARRIVAL_THRESHOLD_FACTOR: f32 = 1.1;
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const BOSS_CAPTURE_BEAM_HOVER_Y_FACTOR: f32 = 0.25; // -WINDOW_HEIGHT * this
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const BOSS_DESCENT_SPEED_FACTOR: f32 = 0.8;
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|
||||
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
|
||||
stage_configs: Res<StageConfigurations>,
|
||||
) {
|
||||
// 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
|
||||
let config = stage_configs.for_stage(stage.number);
|
||||
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;
|
||||
if formation_state.total_spawned_this_stage >= config.enemy_count
|
||||
|| !timer.timer.just_finished()
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 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()
|
||||
let slot = formation_state.next_slot_index;
|
||||
if slot >= config.formation_layout.positions.len() {
|
||||
warn!(
|
||||
"slot_index {} out of bounds for formation '{}' (size {})",
|
||||
slot,
|
||||
config.formation_layout.name,
|
||||
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];
|
||||
let target_pos = config.formation_layout.positions[slot];
|
||||
let spawn_pos = Vec3::new(
|
||||
(fastrand::f32() - 0.5) * (WINDOW_WIDTH - ENEMY_SIZE.x),
|
||||
WINDOW_HEIGHT / 2.0 + ENEMY_SIZE.y / 2.0,
|
||||
0.0,
|
||||
);
|
||||
|
||||
// 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 - now with a chance to spawn Boss enemies
|
||||
// Higher stages have a slightly higher boss chance
|
||||
let boss_chance = 0.30 + (stage.number as f32 * 0.05).min(0.50); // Increased for testing
|
||||
let boss_chance = BOSS_BASE_CHANCE
|
||||
+ (stage.number as f32 * BOSS_CHANCE_PER_STAGE).min(BOSS_CHANCE_BONUS_CAP);
|
||||
let enemy_type = if fastrand::f32() < boss_chance {
|
||||
println!("Spawning a Boss enemy!");
|
||||
EnemyType::Boss
|
||||
} else {
|
||||
EnemyType::Grunt
|
||||
};
|
||||
|
||||
// Determine sprite color based on type
|
||||
let sprite_color = match enemy_type {
|
||||
let color = match enemy_type {
|
||||
EnemyType::Grunt => Color::srgb(1.0, 0.2, 0.2),
|
||||
EnemyType::Boss => Color::srgb(0.8, 0.2, 1.0),
|
||||
};
|
||||
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
color: sprite_color,
|
||||
color,
|
||||
custom_size: Some(ENEMY_SIZE),
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(Vec3::new(spawn_x, spawn_y, 0.0)),
|
||||
Transform::from_translation(spawn_pos),
|
||||
Enemy {
|
||||
enemy_type,
|
||||
// Use shoot interval from stage config
|
||||
shoot_cooldown: Timer::new(
|
||||
Duration::from_secs_f32(current_config.enemy_shoot_interval),
|
||||
Duration::from_secs_f32(config.enemy_shoot_interval),
|
||||
TimerMode::Once,
|
||||
),
|
||||
},
|
||||
|
|
@ -103,23 +96,18 @@ pub fn spawn_enemies(
|
|||
EnemyState::Entering,
|
||||
));
|
||||
|
||||
// Use stage_enemy_count for cycling index
|
||||
formation_state.next_slot_index = (slot_index + 1) % stage_enemy_count;
|
||||
formation_state.next_slot_index = (slot + 1) % config.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 {
|
||||
if formation_state.total_spawned_this_stage < config.enemy_count {
|
||||
timer.timer.reset();
|
||||
} else {
|
||||
println!(
|
||||
"Full formation ({}) spawned for Stage {}",
|
||||
current_config.formation_layout.name, stage.number
|
||||
info!(
|
||||
"Stage {} formation '{}' fully spawned",
|
||||
stage.number, config.formation_layout.name
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn move_enemies(
|
||||
|
|
@ -134,138 +122,92 @@ pub fn move_enemies(
|
|||
&mut EnemyState,
|
||||
&Enemy,
|
||||
Option<&OriginalFormationPosition>,
|
||||
), // Add mutable state and original position
|
||||
),
|
||||
(With<Enemy>, Without<FormationTarget>),
|
||||
>, // Query potential attackers
|
||||
>,
|
||||
time: Res<Time>,
|
||||
mut commands: Commands,
|
||||
stage: Res<CurrentStage>,
|
||||
stage_configs: Res<StageConfigurations>, // Add stage configurations
|
||||
stage_configs: Res<StageConfigurations>,
|
||||
has_beam_query: Query<&TractorBeam>,
|
||||
) {
|
||||
// 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 dt = time.delta_secs();
|
||||
let speed_multiplier = stage_configs.for_stage(stage.number).enemy_speed_multiplier;
|
||||
let base_speed = ENEMY_SPEED * speed_multiplier;
|
||||
let attack_speed = base_speed * 1.5; // Attackers are faster
|
||||
let arrival_threshold = base_speed * time.delta_secs() * 1.1; // Threshold for reaching formation target
|
||||
let attack_speed = base_speed * ATTACKER_SPEED_MULTIPLIER;
|
||||
let arrival_threshold = base_speed * dt * ARRIVAL_THRESHOLD_FACTOR;
|
||||
|
||||
// --- 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;
|
||||
// Using target_pos which is already a Vec3, not a reference
|
||||
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
|
||||
|
||||
// Store the original formation position for potential return
|
||||
if *state != EnemyState::Entering {
|
||||
continue;
|
||||
}
|
||||
let direction = target.position - transform.translation;
|
||||
if direction.length() < arrival_threshold {
|
||||
transform.translation = target.position;
|
||||
commands.entity(entity).remove::<FormationTarget>();
|
||||
commands.entity(entity).insert(OriginalFormationPosition {
|
||||
position: target_pos,
|
||||
position: target.position,
|
||||
});
|
||||
|
||||
println!(
|
||||
"Enemy {:?} reached formation target and is now InFormation.",
|
||||
entity
|
||||
);
|
||||
*state = EnemyState::InFormation;
|
||||
} else {
|
||||
// Move towards target using base_speed
|
||||
let move_delta = direction.normalize() * base_speed * time.delta_secs();
|
||||
transform.translation += move_delta;
|
||||
}
|
||||
transform.translation += direction.normalize() * base_speed * dt;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Handle Attacking and Returning Enemies ---
|
||||
for (entity, mut transform, mut state, enemy, original_pos) in attacking_query.iter_mut() {
|
||||
// Check what state the enemy is in
|
||||
match state.as_ref() {
|
||||
EnemyState::Attacking(attack_pattern) => {
|
||||
// Apply different movement based on enemy type
|
||||
match enemy.enemy_type {
|
||||
EnemyType::Grunt => {
|
||||
// Basic enemies follow their attack pattern
|
||||
match attack_pattern {
|
||||
// ... existing patterns ...
|
||||
AttackPattern::SwoopDive => {
|
||||
// ... existing code ...
|
||||
let vertical_movement = attack_speed * time.delta_secs();
|
||||
let horizontal_speed_factor = 0.5;
|
||||
let horizontal_movement = if transform.translation.x < 0.0 {
|
||||
attack_speed * horizontal_speed_factor * time.delta_secs()
|
||||
} else if transform.translation.x > 0.0 {
|
||||
-attack_speed * horizontal_speed_factor * time.delta_secs()
|
||||
EnemyState::Attacking(pattern) => {
|
||||
step_attacker(
|
||||
&mut commands,
|
||||
entity,
|
||||
&mut transform,
|
||||
enemy.enemy_type,
|
||||
*pattern,
|
||||
attack_speed,
|
||||
dt,
|
||||
&has_beam_query,
|
||||
);
|
||||
}
|
||||
EnemyState::ReturningWithCaptive => {
|
||||
if let Some(home) = original_pos {
|
||||
let direction = home.position - transform.translation;
|
||||
let return_speed = base_speed * RETURN_SPEED_MULTIPLIER;
|
||||
if direction.length() < RETURN_ARRIVAL_DISTANCE {
|
||||
transform.translation = home.position;
|
||||
*state = EnemyState::InFormation;
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
transform.translation += direction.normalize() * return_speed * dt;
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
transform.translation.y -= vertical_movement;
|
||||
transform.translation.x += horizontal_movement;
|
||||
if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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 => {
|
||||
transform.translation.y -= attack_speed * time.delta_secs();
|
||||
}
|
||||
AttackPattern::Kamikaze(target) => {
|
||||
// Copy the target value rather than dereferencing
|
||||
// since target should actually be a Vec3 in this context
|
||||
let target_pos = *target; // Dereference here
|
||||
let direction = target_pos - transform.translation;
|
||||
let distance = direction.length();
|
||||
let kamikaze_threshold = attack_speed * time.delta_secs() * 1.1; // Threshold to stop near target
|
||||
|
||||
if distance > kamikaze_threshold {
|
||||
let move_delta =
|
||||
direction.normalize() * attack_speed * time.delta_secs();
|
||||
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
|
||||
}
|
||||
}
|
||||
// New CaptureBeam pattern - Bosses behave differently
|
||||
AttackPattern::CaptureBeam => {
|
||||
// For Grunt enemies, just do a direct dive (fallback)
|
||||
transform.translation.y -= attack_speed * time.delta_secs();
|
||||
}
|
||||
}
|
||||
}
|
||||
EnemyType::Boss => {
|
||||
// Boss has special behavior, especially for CaptureBeam
|
||||
match attack_pattern {
|
||||
AttackPattern::CaptureBeam => {
|
||||
// Boss moves down to a position above the player area
|
||||
let target_y = -WINDOW_HEIGHT / 4.0; // Position at lower quarter of the screen
|
||||
|
||||
if transform.translation.y > target_y {
|
||||
// Move down to position
|
||||
transform.translation.y -=
|
||||
attack_speed * 0.8 * time.delta_secs();
|
||||
} else {
|
||||
// Once in position, stay there briefly before activating beam
|
||||
// Check if this boss already has a TractorBeam component
|
||||
if has_beam_query.get(entity).is_err() {
|
||||
// Spawn tractor beam component on this boss
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn step_attacker(
|
||||
commands: &mut Commands,
|
||||
entity: Entity,
|
||||
transform: &mut Transform,
|
||||
enemy_type: EnemyType,
|
||||
pattern: AttackPattern,
|
||||
attack_speed: f32,
|
||||
dt: f32,
|
||||
has_beam_query: &Query<&TractorBeam>,
|
||||
) {
|
||||
match (enemy_type, pattern) {
|
||||
(EnemyType::Boss, AttackPattern::CaptureBeam) => {
|
||||
let hover_y = -WINDOW_HEIGHT * BOSS_CAPTURE_BEAM_HOVER_Y_FACTOR;
|
||||
if transform.translation.y > hover_y {
|
||||
transform.translation.y -= attack_speed * BOSS_DESCENT_SPEED_FACTOR * dt;
|
||||
} else if has_beam_query.get(entity).is_err() {
|
||||
commands.entity(entity).insert(TractorBeam {
|
||||
target: None, // Will be filled in by the boss_capture_attack
|
||||
target: None,
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(TRACTOR_BEAM_DURATION),
|
||||
TimerMode::Once,
|
||||
|
|
@ -275,291 +217,216 @@ pub fn move_enemies(
|
|||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
AttackPattern::SwoopDive => {
|
||||
// ... existing code for swoop dive ...
|
||||
let center_x = 0.0;
|
||||
let bottom_y = -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y;
|
||||
|
||||
// First move towards center-bottom
|
||||
let target = Vec3::new(center_x, bottom_y, 0.0);
|
||||
// target is directly created as Vec3, not a reference
|
||||
(EnemyType::Boss, AttackPattern::SwoopDive) => {
|
||||
let target = Vec3::new(0.0, -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y, 0.0);
|
||||
let direction = target - transform.translation;
|
||||
|
||||
// Normalize and move
|
||||
if direction.length() > 0.0 {
|
||||
let normalized_dir = direction.normalize();
|
||||
transform.translation +=
|
||||
normalized_dir * attack_speed * time.delta_secs();
|
||||
transform.translation += direction.normalize() * attack_speed * dt;
|
||||
}
|
||||
}
|
||||
AttackPattern::DirectDive => {
|
||||
transform.translation.y -= attack_speed * time.delta_secs();
|
||||
(_, AttackPattern::DirectDive) | (EnemyType::Grunt, AttackPattern::CaptureBeam) => {
|
||||
transform.translation.y -= attack_speed * dt;
|
||||
}
|
||||
AttackPattern::Kamikaze(target) => {
|
||||
// Convert the target to a value type
|
||||
let target_pos = *target; // Dereference here
|
||||
let direction = target_pos - transform.translation;
|
||||
|
||||
// If very close to target, just move straight down
|
||||
if direction.length() < 50.0 {
|
||||
transform.translation.y -= attack_speed * time.delta_secs();
|
||||
} else {
|
||||
// Move toward target
|
||||
let normalized_dir = direction.normalize();
|
||||
transform.translation +=
|
||||
normalized_dir * attack_speed * time.delta_secs();
|
||||
(EnemyType::Grunt, AttackPattern::SwoopDive) => {
|
||||
transform.translation.y -= attack_speed * dt;
|
||||
let prev_x = transform.translation.x;
|
||||
let dx = -prev_x.signum() * attack_speed * SWOOP_HORIZONTAL_FACTOR * dt;
|
||||
transform.translation.x += dx;
|
||||
// Snap to center if we crossed it (prevents wobble)
|
||||
if prev_x != 0.0 && prev_x.signum() != transform.translation.x.signum() {
|
||||
transform.translation.x = 0.0;
|
||||
}
|
||||
}
|
||||
(_, AttackPattern::Kamikaze(target)) => {
|
||||
let direction = target - transform.translation;
|
||||
let dist = direction.length();
|
||||
if enemy_type == EnemyType::Boss && dist < KAMIKAZE_NEAR_DISTANCE {
|
||||
transform.translation.y -= attack_speed * dt;
|
||||
} else if dist > attack_speed * dt * ARRIVAL_THRESHOLD_FACTOR {
|
||||
transform.translation += direction.normalize() * attack_speed * dt;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
EnemyState::ReturningWithCaptive => {
|
||||
// Boss returning to formation with captured player
|
||||
if let Some(original_pos) = original_pos {
|
||||
let direction = original_pos.position - transform.translation;
|
||||
let distance = direction.length();
|
||||
let return_speed = ENEMY_SPEED * speed_multiplier * 0.7; // Slightly slower when carrying captive
|
||||
|
||||
if distance < 5.0 {
|
||||
// Close enough to formation position
|
||||
// Return to formation
|
||||
transform.translation = original_pos.position;
|
||||
*state = EnemyState::InFormation;
|
||||
println!("Boss {:?} returned to formation with captive!", entity);
|
||||
} else {
|
||||
// Move towards formation position
|
||||
let move_delta =
|
||||
direction.normalize() * return_speed * time.delta_secs();
|
||||
transform.translation += move_delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {} // Handle other states if needed
|
||||
}
|
||||
|
||||
// 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>>,
|
||||
mut attack_dive_timer: ResMut<AttackDiveTimer>,
|
||||
stage: Res<CurrentStage>, // Need current stage
|
||||
stage_configs: Res<StageConfigurations>, // Need stage configs
|
||||
stage: Res<CurrentStage>,
|
||||
stage_configs: Res<StageConfigurations>,
|
||||
) {
|
||||
// Only run the check if the formation isn't already marked as complete
|
||||
if !formation_state.formation_complete {
|
||||
// Get current stage config
|
||||
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;
|
||||
|
||||
// Check if all enemies for *this stage* have been spawned
|
||||
if formation_state.total_spawned_this_stage == stage_enemy_count {
|
||||
// Check if any enemies are still in the Entering state
|
||||
let mut any_entering = false;
|
||||
for state in enemy_query.iter() {
|
||||
// Use matches! macro for safety
|
||||
if matches!(state, EnemyState::Entering) {
|
||||
any_entering = true;
|
||||
break;
|
||||
if formation_state.formation_complete {
|
||||
return;
|
||||
}
|
||||
let config = stage_configs.for_stage(stage.number);
|
||||
if formation_state.total_spawned_this_stage != config.enemy_count {
|
||||
return;
|
||||
}
|
||||
let any_entering = enemy_query
|
||||
.iter()
|
||||
.any(|s| matches!(s, EnemyState::Entering));
|
||||
if any_entering {
|
||||
return;
|
||||
}
|
||||
|
||||
// If all spawned and none are entering, formation is complete
|
||||
if !any_entering {
|
||||
println!(
|
||||
"Formation complete for Stage {}! Setting attack timer. (Spawned={})",
|
||||
stage.number, formation_state.total_spawned_this_stage
|
||||
);
|
||||
info!("Stage {} formation complete", stage.number);
|
||||
formation_state.formation_complete = true;
|
||||
|
||||
// Set timer duration based on stage config
|
||||
let dive_interval = Duration::from_secs_f32(current_config.attack_dive_interval);
|
||||
let dive_interval = Duration::from_secs_f32(config.attack_dive_interval);
|
||||
attack_dive_timer.timer.set_duration(dive_interval);
|
||||
attack_dive_timer.timer.reset();
|
||||
attack_dive_timer.timer.unpause();
|
||||
println!(
|
||||
"Attack timer set to {:?} duration, unpaused and reset.",
|
||||
dive_interval
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
use crate::components::{AttackPattern, Player}; // Import the new enum and Player
|
||||
|
||||
pub fn trigger_attack_dives(
|
||||
mut timer: ResMut<AttackDiveTimer>,
|
||||
time: Res<Time>,
|
||||
mut enemy_query: Query<(Entity, &mut EnemyState, &Enemy)>, // Added Enemy component to check type
|
||||
mut enemy_query: Query<(Entity, &mut EnemyState, &Enemy)>,
|
||||
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
|
||||
stage: Res<CurrentStage>,
|
||||
stage_configs: Res<StageConfigurations>,
|
||||
player_query: Query<&Transform, With<Player>>,
|
||||
) {
|
||||
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 {
|
||||
// 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, EnemyType)> = Vec::new();
|
||||
for (entity, state, enemy) in enemy_query.iter() {
|
||||
// Check the state correctly and store enemy type
|
||||
if matches!(state, EnemyState::InFormation) {
|
||||
available_enemies.push((entity, enemy.enemy_type));
|
||||
}
|
||||
if !timer.timer.just_finished() || !formation_state.formation_complete {
|
||||
return;
|
||||
}
|
||||
|
||||
// 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, enemy_type) = available_enemies[random_index];
|
||||
let config = stage_configs.for_stage(stage.number);
|
||||
if config.attack_patterns.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Select an attack pattern based on enemy type
|
||||
let mut selected_pattern = match enemy_type {
|
||||
// For Boss enemies, occasionally use the CaptureBeam pattern
|
||||
EnemyType::Boss => {
|
||||
if fastrand::f32() < 0.8 {
|
||||
// 80% chance for Boss to use CaptureBeam (increased for testing)
|
||||
println!("Boss {:?} selected CaptureBeam attack!", chosen_entity);
|
||||
let candidates: Vec<(Entity, EnemyType)> = enemy_query
|
||||
.iter()
|
||||
.filter(|(_, state, _)| matches!(state, EnemyState::InFormation))
|
||||
.map(|(e, _, enemy)| (e, enemy.enemy_type))
|
||||
.collect();
|
||||
if candidates.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
let (chosen, enemy_type) = candidates[fastrand::usize(..candidates.len())];
|
||||
let pattern = pick_pattern(enemy_type, config.attack_patterns.as_slice(), &player_query);
|
||||
|
||||
if let Ok((_, mut state, _)) = enemy_query.get_mut(chosen) {
|
||||
*state = EnemyState::Attacking(pattern);
|
||||
}
|
||||
}
|
||||
|
||||
fn pick_pattern(
|
||||
enemy_type: EnemyType,
|
||||
available: &[AttackPattern],
|
||||
player_query: &Query<&Transform, With<Player>>,
|
||||
) -> AttackPattern {
|
||||
let pattern = match enemy_type {
|
||||
EnemyType::Boss if fastrand::f32() < BOSS_CAPTURE_BEAM_PROBABILITY => {
|
||||
AttackPattern::CaptureBeam
|
||||
} else {
|
||||
// Otherwise use a random pattern from the stage config
|
||||
let pattern_index = fastrand::usize(..current_config.attack_patterns.len());
|
||||
println!(
|
||||
"Boss {:?} selected {:?} attack!",
|
||||
chosen_entity, current_config.attack_patterns[pattern_index]
|
||||
);
|
||||
current_config.attack_patterns[pattern_index]
|
||||
}
|
||||
}
|
||||
// Regular enemies use patterns from the stage config
|
||||
EnemyType::Grunt => {
|
||||
let pattern_index = fastrand::usize(..current_config.attack_patterns.len());
|
||||
current_config.attack_patterns[pattern_index]
|
||||
}
|
||||
_ => available[fastrand::usize(..available.len())],
|
||||
};
|
||||
|
||||
// If Kamikaze, get player position (if player exists)
|
||||
if let AttackPattern::Kamikaze(_) = selected_pattern {
|
||||
if let Ok(player_transform) = player_query.single() {
|
||||
selected_pattern = AttackPattern::Kamikaze(player_transform.translation);
|
||||
// Resolve Kamikaze target (or fall back if player is gone).
|
||||
if matches!(pattern, AttackPattern::Kamikaze(_)) {
|
||||
match player_query.single() {
|
||||
Ok(t) => AttackPattern::Kamikaze(t.translation),
|
||||
Err(_) => AttackPattern::DirectDive,
|
||||
}
|
||||
} 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)
|
||||
}
|
||||
}
|
||||
pattern
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
mut enemy_query: Query<(&Transform, &mut Enemy, &EnemyState), Without<FormationTarget>>,
|
||||
) {
|
||||
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
|
||||
if !matches!(state, EnemyState::Attacking(_)) {
|
||||
continue;
|
||||
}
|
||||
enemy.shoot_cooldown.tick(time.delta());
|
||||
if enemy.shoot_cooldown.is_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);
|
||||
if !enemy.shoot_cooldown.is_finished() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let bullet_pos =
|
||||
transform.translation - Vec3::Y * (ENEMY_SIZE.y / 2.0 + ENEMY_BULLET_SIZE.y / 2.0);
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
color: Color::srgb(1.0, 0.5, 0.5),
|
||||
custom_size: Some(ENEMY_BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(bullet_start_pos),
|
||||
Transform::from_translation(bullet_pos),
|
||||
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
|
||||
}
|
||||
|
||||
/// Calculate the beam height from the boss's Y position to the bottom of the screen.
|
||||
/// Beam spans from the boss down to the bottom of the screen.
|
||||
pub(crate) fn calculate_beam_height(boss_y: f32) -> f32 {
|
||||
(boss_y - (-WINDOW_HEIGHT / 2.0)).max(0.0)
|
||||
}
|
||||
|
||||
/// Calculate the pulsing alpha value for a beam layer.
|
||||
/// Sinusoidal alpha pulse, clamped to [0, 1].
|
||||
pub(crate) fn beam_pulse_alpha(base_alpha: f32, time_secs: f32, freq: f32, amplitude: f32) -> f32 {
|
||||
(base_alpha + (time_secs * freq).sin() * amplitude).clamp(0.0, 1.0)
|
||||
}
|
||||
|
||||
// New system to handle the tractor beam attack from Boss enemies
|
||||
pub fn boss_capture_attack(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut boss_query: Query<(Entity, &Transform, &mut TractorBeam)>,
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<Captured>)>, // Only target non-captured players
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<Captured>)>,
|
||||
enemy_query: Query<&EnemyState, With<Enemy>>,
|
||||
children_query: Query<&Children>,
|
||||
) {
|
||||
for (boss_entity, boss_transform, mut tractor_beam) in boss_query.iter_mut() {
|
||||
// Tick the beam timer
|
||||
tractor_beam.timer.tick(time.delta());
|
||||
for (boss_entity, boss_transform, mut beam) in boss_query.iter_mut() {
|
||||
beam.timer.tick(time.delta());
|
||||
|
||||
// If player exists and beam is not active yet, set player as target
|
||||
if !tractor_beam.active && tractor_beam.target.is_none() {
|
||||
if !beam.active && beam.target.is_none() {
|
||||
if let Ok((player_entity, _)) = player_query.single() {
|
||||
tractor_beam.target = Some(player_entity);
|
||||
tractor_beam.active = true;
|
||||
println!(
|
||||
"Boss {:?} activated tractor beam targeting player!",
|
||||
boss_entity
|
||||
);
|
||||
beam.target = Some(player_entity);
|
||||
beam.active = true;
|
||||
spawn_beam_visual(&mut commands, boss_entity, boss_transform.translation.y);
|
||||
}
|
||||
}
|
||||
|
||||
let beam_height = calculate_beam_height(boss_transform.translation.y);
|
||||
if beam.active {
|
||||
if let Ok((player_entity, player_transform)) = player_query.single() {
|
||||
let dx = (player_transform.translation.x - boss_transform.translation.x).abs();
|
||||
if dx < beam.width / 2.0 {
|
||||
info!("Player captured by boss {boss_entity:?}");
|
||||
commands.entity(player_entity).insert(Captured {
|
||||
boss_entity,
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(CAPTURE_DURATION),
|
||||
TimerMode::Once,
|
||||
),
|
||||
});
|
||||
end_beam(&mut commands, boss_entity, &enemy_query, &children_query);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if beam.timer.is_finished() {
|
||||
end_beam(&mut commands, boss_entity, &enemy_query, &children_query);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_beam_visual(commands: &mut Commands, boss_entity: Entity, boss_y: f32) {
|
||||
let beam_height = calculate_beam_height(boss_y);
|
||||
let core_height = beam_height * 0.6;
|
||||
commands.entity(boss_entity).with_children(|parent| {
|
||||
// Outer glow layer (wide, dim)
|
||||
parent.spawn((
|
||||
Sprite {
|
||||
color: BEAM_GLOW_COLOR,
|
||||
|
|
@ -569,123 +436,73 @@ pub fn boss_capture_attack(
|
|||
Transform::from_xyz(0.0, -beam_height / 2.0, -0.5),
|
||||
TractorBeamSprite,
|
||||
));
|
||||
// Inner core layer (narrow, bright, shorter)
|
||||
let core_height = beam_height * 0.6;
|
||||
parent.spawn((
|
||||
Sprite {
|
||||
color: BEAM_CORE_COLOR,
|
||||
custom_size: Some(Vec2::new(TRACTOR_BEAM_WIDTH, core_height)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(
|
||||
0.0,
|
||||
-core_height / 2.0 - beam_height * 0.2,
|
||||
-0.3,
|
||||
),
|
||||
Transform::from_xyz(0.0, -core_height / 2.0 - beam_height * 0.2, -0.3),
|
||||
TractorBeamSprite,
|
||||
));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If beam is active, check if player is in beam's path
|
||||
if tractor_beam.active {
|
||||
if let Ok((player_entity, player_transform)) = player_query.single() {
|
||||
// Check if player is roughly under the boss
|
||||
if (player_transform.translation.x - boss_transform.translation.x).abs()
|
||||
< tractor_beam.width / 2.0
|
||||
{
|
||||
// Player is in the beam! Capture them
|
||||
println!("Player captured by boss {:?}!", boss_entity);
|
||||
|
||||
// Add Captured component to player
|
||||
commands.entity(player_entity).insert(Captured {
|
||||
boss_entity,
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(CAPTURE_DURATION),
|
||||
TimerMode::Once,
|
||||
),
|
||||
});
|
||||
|
||||
// Boss returns to formation with captured player
|
||||
/// Tear down the beam component and visuals; if the boss was attacking, send it home.
|
||||
fn end_beam(
|
||||
commands: &mut Commands,
|
||||
boss_entity: Entity,
|
||||
enemy_query: &Query<&EnemyState, With<Enemy>>,
|
||||
children_query: &Query<&Children>,
|
||||
) {
|
||||
commands.entity(boss_entity).remove::<TractorBeam>();
|
||||
|
||||
// Change boss state to returning with captive
|
||||
if let Ok(EnemyState::Attacking(_)) = enemy_query.get(boss_entity) {
|
||||
commands
|
||||
.entity(boss_entity)
|
||||
.insert(EnemyState::ReturningWithCaptive);
|
||||
|
||||
// Clean up the beam visual
|
||||
if let Ok(children) = children_query.get(boss_entity) {
|
||||
for child in children.iter() {
|
||||
commands.entity(child).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If beam timer finishes and player wasn't captured, end the beam attack
|
||||
if tractor_beam.timer.is_finished() {
|
||||
println!("Boss {:?} tractor beam expired", boss_entity);
|
||||
commands.entity(boss_entity).remove::<TractorBeam>();
|
||||
|
||||
// Clean up the beam visual
|
||||
if let Ok(children) = children_query.get(boss_entity) {
|
||||
for child in children.iter() {
|
||||
commands.entity(child).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// Boss returns to formation after failed capture
|
||||
if let Ok(EnemyState::Attacking(_)) = enemy_query.get(boss_entity) {
|
||||
commands
|
||||
.entity(boss_entity)
|
||||
.insert(EnemyState::ReturningWithCaptive);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Update tractor beam visual: pulse opacity and update beam height.
|
||||
pub fn update_tractor_beam_visual(
|
||||
time: Res<Time>,
|
||||
boss_query: Query<(Entity, &Transform, &TractorBeam), Without<TractorBeamSprite>>,
|
||||
boss_query: Query<(Entity, &Transform), (With<TractorBeam>, Without<TractorBeamSprite>)>,
|
||||
mut sprite_query: Query<(&mut Sprite, &mut Transform), With<TractorBeamSprite>>,
|
||||
children: Query<&Children>,
|
||||
children_query: Query<&Children>,
|
||||
) {
|
||||
for (boss_entity, boss_transform, _tractor_beam) in boss_query.iter() {
|
||||
let current_beam_height = calculate_beam_height(boss_transform.translation.y);
|
||||
let time_secs = time.elapsed_secs();
|
||||
for (boss_entity, boss_transform) in boss_query.iter() {
|
||||
let beam_height = calculate_beam_height(boss_transform.translation.y);
|
||||
let Ok(children) = children_query.get(boss_entity) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
if let Ok(child_entities) = children.get(boss_entity) {
|
||||
for child in child_entities {
|
||||
if let Ok((mut sprite, mut transform)) = sprite_query.get_mut(*child) {
|
||||
// Update color pulse
|
||||
let base_alpha = sprite.color.alpha();
|
||||
let new_alpha = beam_pulse_alpha(
|
||||
base_alpha,
|
||||
for &child in children {
|
||||
let Ok((mut sprite, mut transform)) = sprite_query.get_mut(child) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let alpha = beam_pulse_alpha(
|
||||
sprite.color.alpha(),
|
||||
time_secs,
|
||||
BEAM_PULSE_FREQ,
|
||||
BEAM_PULSE_AMPLITUDE,
|
||||
);
|
||||
sprite.color.set_alpha(new_alpha);
|
||||
sprite.color.set_alpha(alpha);
|
||||
|
||||
// Update size and position
|
||||
let current_width = sprite.custom_size.map(|s| s.x).unwrap_or(0.0);
|
||||
if current_width == BEAM_GLOW_WIDTH {
|
||||
let new_height = current_beam_height;
|
||||
sprite.custom_size = Some(Vec2::new(current_width, new_height));
|
||||
transform.translation.y = -new_height / 2.0;
|
||||
} else if current_width == TRACTOR_BEAM_WIDTH {
|
||||
let core_height = current_beam_height * 0.6;
|
||||
sprite.custom_size = Some(Vec2::new(current_width, core_height));
|
||||
transform.translation.y = -core_height / 2.0 - current_beam_height * 0.2;
|
||||
}
|
||||
}
|
||||
// Distinguish glow vs. core by their fixed widths.
|
||||
let width = sprite.custom_size.map(|s| s.x).unwrap_or(0.0);
|
||||
if (width - BEAM_GLOW_WIDTH).abs() < f32::EPSILON {
|
||||
sprite.custom_size = Some(Vec2::new(width, beam_height));
|
||||
transform.translation.y = -beam_height / 2.0;
|
||||
} else if (width - TRACTOR_BEAM_WIDTH).abs() < f32::EPSILON {
|
||||
let core_height = beam_height * 0.6;
|
||||
sprite.custom_size = Some(Vec2::new(width, core_height));
|
||||
transform.translation.y = -core_height / 2.0 - beam_height * 0.2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -717,7 +534,6 @@ mod beam_tests {
|
|||
|
||||
#[test]
|
||||
fn pulse_at_peak() {
|
||||
// sin(pi/2) = 1, so time = (pi/2) / freq
|
||||
let t = std::f32::consts::FRAC_PI_2 / 3.0;
|
||||
let result = beam_pulse_alpha(0.5, t, 3.0, 0.15);
|
||||
assert!((result - 0.65).abs() < 0.001);
|
||||
|
|
@ -725,7 +541,6 @@ mod beam_tests {
|
|||
|
||||
#[test]
|
||||
fn pulse_at_trough() {
|
||||
// sin(3pi/2) = -1, so time = (3pi/2) / freq = pi/2
|
||||
let t = std::f32::consts::FRAC_PI_2;
|
||||
let result = beam_pulse_alpha(0.5, t, 3.0, 0.15);
|
||||
assert!((result - 0.35).abs() < 0.001);
|
||||
|
|
@ -733,7 +548,6 @@ mod beam_tests {
|
|||
|
||||
#[test]
|
||||
fn pulse_clamped_to_zero() {
|
||||
// sin(3pi/2) = -1, so time = (3pi/2) / freq
|
||||
let t = 3.0 * std::f32::consts::FRAC_PI_2 / 3.0;
|
||||
let result = beam_pulse_alpha(0.05, t, 3.0, 1.0);
|
||||
assert_eq!(result, 0.0);
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
use crate::components::{Bullet, Enemy, GameOverUI, RestartMessage, StartButton, StartMenuUI};
|
||||
use crate::resources::RestartPressed;
|
||||
use bevy::prelude::*;
|
||||
|
||||
// --- Game States ---
|
||||
use crate::components::{Bullet, Enemy, EnemyBullet, GameOverUI, RestartMessage, StartButton, StartMenuUI};
|
||||
use crate::resources::RestartPressed;
|
||||
|
||||
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
#[default]
|
||||
|
|
@ -11,10 +11,12 @@ pub enum AppState {
|
|||
GameOver,
|
||||
}
|
||||
|
||||
const BUTTON_IDLE: Color = Color::srgb(0.1, 0.1, 0.5);
|
||||
const BUTTON_HOVER: Color = Color::srgb(0.2, 0.2, 0.7);
|
||||
|
||||
// --- Game Over UI ---
|
||||
|
||||
pub fn setup_game_over_ui(mut commands: Commands) {
|
||||
println!("Entering GameOver state. Setting up UI.");
|
||||
commands.spawn((
|
||||
Text::new("GAME OVER"),
|
||||
TextFont {
|
||||
|
|
@ -51,39 +53,20 @@ pub fn setup_game_over_ui(mut commands: Commands) {
|
|||
|
||||
pub fn cleanup_game_over_ui(
|
||||
mut commands: Commands,
|
||||
query: Query<Entity, With<GameOverUI>>,
|
||||
restart_query: Query<Entity, With<RestartMessage>>,
|
||||
query: Query<Entity, Or<(With<GameOverUI>, With<RestartMessage>)>>,
|
||||
) {
|
||||
println!("Exiting GameOver state. Cleaning up UI.");
|
||||
for entity in query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in restart_query.iter() {
|
||||
for entity in &query {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cleanup ---
|
||||
// --- Cleanup on leaving Playing ---
|
||||
|
||||
// Cleanup system when exiting the Playing state
|
||||
pub fn cleanup_game_entities(
|
||||
mut commands: Commands,
|
||||
bullet_query: Query<Entity, With<Bullet>>,
|
||||
enemy_bullet_query: Query<Entity, With<crate::components::EnemyBullet>>,
|
||||
enemy_query: Query<Entity, With<Enemy>>,
|
||||
restart_message_query: Query<Entity, With<crate::components::RestartMessage>>,
|
||||
query: Query<Entity, Or<(With<Bullet>, With<EnemyBullet>, With<Enemy>)>>,
|
||||
) {
|
||||
println!("Exiting Playing state. Cleaning up game entities.");
|
||||
for entity in bullet_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in enemy_bullet_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in enemy_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in restart_message_query.iter() {
|
||||
for entity in &query {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
|
@ -91,8 +74,6 @@ pub fn cleanup_game_entities(
|
|||
// --- Start Menu UI ---
|
||||
|
||||
pub fn setup_start_menu_ui(mut commands: Commands) {
|
||||
println!("Entering StartMenu state. Setting up UI.");
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
|
|
@ -106,7 +87,6 @@ pub fn setup_start_menu_ui(mut commands: Commands) {
|
|||
StartMenuUI,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
// Title
|
||||
parent.spawn((
|
||||
Text::new("BGLGA"),
|
||||
TextFont {
|
||||
|
|
@ -119,8 +99,6 @@ pub fn setup_start_menu_ui(mut commands: Commands) {
|
|||
..default()
|
||||
},
|
||||
));
|
||||
|
||||
// Start Game Button
|
||||
parent
|
||||
.spawn((
|
||||
Button,
|
||||
|
|
@ -133,7 +111,7 @@ pub fn setup_start_menu_ui(mut commands: Commands) {
|
|||
..default()
|
||||
},
|
||||
BorderColor::all(Color::WHITE),
|
||||
BackgroundColor(Color::srgb(0.1, 0.1, 0.5)),
|
||||
BackgroundColor(BUTTON_IDLE),
|
||||
StartButton,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
|
|
@ -150,51 +128,42 @@ pub fn setup_start_menu_ui(mut commands: Commands) {
|
|||
}
|
||||
|
||||
pub fn cleanup_start_menu_ui(mut commands: Commands, query: Query<Entity, With<StartMenuUI>>) {
|
||||
println!("Exiting StartMenu state. Cleaning up UI.");
|
||||
for entity in query.iter() {
|
||||
for entity in &query {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn start_menu_button_system(
|
||||
mut interaction_query: Query<
|
||||
mut interactions: Query<
|
||||
(&Interaction, &mut BackgroundColor),
|
||||
(Changed<Interaction>, With<StartButton>),
|
||||
>,
|
||||
mut app_state: ResMut<NextState<AppState>>,
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
) {
|
||||
for (interaction, mut color) in &mut interaction_query {
|
||||
for (interaction, mut bg) in &mut interactions {
|
||||
match *interaction {
|
||||
Interaction::Pressed => {
|
||||
println!("Start button pressed! Transitioning to Playing state.");
|
||||
app_state.set(AppState::Playing);
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
color.0 = Color::srgb(0.2, 0.2, 0.7);
|
||||
}
|
||||
Interaction::None => {
|
||||
color.0 = Color::srgb(0.1, 0.1, 0.5);
|
||||
}
|
||||
Interaction::Pressed => next_state.set(AppState::Playing),
|
||||
Interaction::Hovered => bg.0 = BUTTON_HOVER,
|
||||
Interaction::None => bg.0 = BUTTON_IDLE,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn handle_restart_input(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut restart_resource: ResMut<RestartPressed>,
|
||||
keyboard: Res<ButtonInput<KeyCode>>,
|
||||
mut restart: ResMut<RestartPressed>,
|
||||
) {
|
||||
if keyboard_input.just_pressed(KeyCode::KeyR) {
|
||||
restart_resource.pressed = true;
|
||||
if keyboard.just_pressed(KeyCode::KeyR) {
|
||||
restart.pressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn restart_game_system(
|
||||
mut app_state: ResMut<NextState<AppState>>,
|
||||
mut restart_resource: ResMut<RestartPressed>,
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
mut restart: ResMut<RestartPressed>,
|
||||
) {
|
||||
if restart_resource.pressed {
|
||||
println!("Restart requested. Transitioning to Playing state.");
|
||||
restart_resource.pressed = false;
|
||||
app_state.set(AppState::Playing);
|
||||
if restart.pressed {
|
||||
restart.pressed = false;
|
||||
next_state.set(AppState::Playing);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
93
src/lib.rs
93
src/lib.rs
|
|
@ -3,44 +3,46 @@
|
|||
use bevy::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
pub mod bullet;
|
||||
pub mod components;
|
||||
pub mod constants;
|
||||
pub mod resources;
|
||||
pub mod enemy;
|
||||
pub mod game_state;
|
||||
pub mod player;
|
||||
pub mod enemy;
|
||||
pub mod bullet;
|
||||
pub mod resources;
|
||||
pub mod stage;
|
||||
pub mod systems;
|
||||
pub mod starfield;
|
||||
pub mod systems;
|
||||
|
||||
use components::TractorBeam;
|
||||
use constants::{PLAYER_RESPAWN_DELAY, STARTING_LIVES, WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use resources::{
|
||||
AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives,
|
||||
PlayerRespawnTimer, Score, StageConfigurations,
|
||||
};
|
||||
use game_state::{
|
||||
cleanup_game_entities, cleanup_game_over_ui, setup_game_over_ui, AppState,
|
||||
setup_start_menu_ui, cleanup_start_menu_ui, start_menu_button_system,
|
||||
handle_restart_input, restart_game_system,
|
||||
};
|
||||
use resources::RestartPressed;
|
||||
use player::{
|
||||
check_player_enemy_collisions, manage_invincibility, move_player, player_shoot,
|
||||
respawn_player, handle_captured_player,
|
||||
};
|
||||
use enemy::{
|
||||
check_formation_complete, enemy_shoot, is_formation_complete, move_enemies, spawn_enemies,
|
||||
trigger_attack_dives, boss_capture_attack, update_tractor_beam_visual,
|
||||
};
|
||||
use bullet::{
|
||||
check_bullet_collisions, check_enemy_bullet_player_collisions, move_bullets,
|
||||
move_enemy_bullets,
|
||||
};
|
||||
use components::TractorBeam;
|
||||
use constants::{PLAYER_RESPAWN_DELAY, STARTING_LIVES, WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use enemy::{
|
||||
boss_capture_attack, check_formation_complete, enemy_shoot, is_formation_complete,
|
||||
move_enemies, spawn_enemies, trigger_attack_dives, update_tractor_beam_visual,
|
||||
};
|
||||
use game_state::{
|
||||
cleanup_game_entities, cleanup_game_over_ui, cleanup_start_menu_ui, handle_restart_input,
|
||||
restart_game_system, setup_game_over_ui, setup_start_menu_ui, start_menu_button_system,
|
||||
AppState,
|
||||
};
|
||||
use player::{
|
||||
check_player_enemy_collisions, handle_captured_player, manage_invincibility, move_player,
|
||||
player_shoot, respawn_player,
|
||||
};
|
||||
use resources::{
|
||||
AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives,
|
||||
PlayerRespawnTimer, RestartPressed, Score, StageConfigurations,
|
||||
};
|
||||
use stage::check_stage_clear;
|
||||
use systems::{player_exists, player_vulnerable, setup, should_respawn_player, update_window_title, animate_explosion};
|
||||
use starfield::scroll_starfield;
|
||||
use systems::{
|
||||
animate_explosion, player_exists, player_vulnerable, setup, should_respawn_player,
|
||||
update_window_title,
|
||||
};
|
||||
|
||||
pub fn run() {
|
||||
App::new()
|
||||
|
|
@ -58,29 +60,25 @@ pub fn run() {
|
|||
.insert_resource(EnemySpawnTimer {
|
||||
timer: Timer::new(Duration::from_secs_f32(1.0), TimerMode::Once),
|
||||
})
|
||||
.insert_resource(PlayerLives { count: STARTING_LIVES })
|
||||
.insert_resource(PlayerLives {
|
||||
count: STARTING_LIVES,
|
||||
})
|
||||
.insert_resource(PlayerRespawnTimer {
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_RESPAWN_DELAY),
|
||||
TimerMode::Once,
|
||||
),
|
||||
})
|
||||
.insert_resource(Score { value: 0 })
|
||||
.insert_resource(CurrentStage {
|
||||
number: 1,
|
||||
waiting_for_clear: false,
|
||||
})
|
||||
.insert_resource(FormationState {
|
||||
formation_complete: false,
|
||||
total_spawned_this_stage: 0,
|
||||
next_slot_index: 0,
|
||||
})
|
||||
.insert_resource(AttackDiveTimer {
|
||||
timer: Timer::new(Duration::from_secs_f32(3.0), TimerMode::Once),
|
||||
})
|
||||
.insert_resource(StageConfigurations::default())
|
||||
.insert_resource(RestartPressed::default())
|
||||
.init_resource::<Score>()
|
||||
.init_resource::<CurrentStage>()
|
||||
.init_resource::<FormationState>()
|
||||
.init_resource::<StageConfigurations>()
|
||||
.init_resource::<RestartPressed>()
|
||||
.add_systems(Startup, setup)
|
||||
// Systems active only while Playing.
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
|
|
@ -113,15 +111,22 @@ pub fn run() {
|
|||
.chain()
|
||||
.run_if(in_state(AppState::Playing)),
|
||||
)
|
||||
.add_systems(Update, scroll_starfield)
|
||||
.add_systems(Update, animate_explosion)
|
||||
// Always-on background systems.
|
||||
.add_systems(Update, (scroll_starfield, animate_explosion))
|
||||
// Start menu.
|
||||
.add_systems(OnEnter(AppState::StartMenu), setup_start_menu_ui)
|
||||
.add_systems(OnExit(AppState::StartMenu), cleanup_start_menu_ui)
|
||||
.add_systems(Update, start_menu_button_system.run_if(in_state(AppState::StartMenu)))
|
||||
.add_systems(
|
||||
Update,
|
||||
start_menu_button_system.run_if(in_state(AppState::StartMenu)),
|
||||
)
|
||||
// Game over.
|
||||
.add_systems(OnEnter(AppState::GameOver), setup_game_over_ui)
|
||||
.add_systems(Update, handle_restart_input.run_if(in_state(AppState::GameOver)))
|
||||
.add_systems(Update, restart_game_system.run_if(in_state(AppState::GameOver)))
|
||||
.add_systems(OnExit(AppState::Playing), cleanup_game_entities)
|
||||
.add_systems(OnExit(AppState::GameOver), cleanup_game_over_ui)
|
||||
.add_systems(
|
||||
Update,
|
||||
(handle_restart_input, restart_game_system).run_if(in_state(AppState::GameOver)),
|
||||
)
|
||||
.add_systems(OnExit(AppState::Playing), cleanup_game_entities)
|
||||
.run();
|
||||
}
|
||||
|
|
|
|||
247
src/player.rs
247
src/player.rs
|
|
@ -1,5 +1,4 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::ecs::system::ParamSet;
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::components::{Bullet, Captured, Enemy, Invincible, Player};
|
||||
|
|
@ -11,7 +10,11 @@ use crate::game_state::AppState;
|
|||
use crate::resources::{PlayerLives, PlayerRespawnTimer};
|
||||
use crate::systems::spawn_explosion;
|
||||
|
||||
// Helper to spawn player (used in setup and respawn)
|
||||
const PLAYER_SHOOT_COOLDOWN: f32 = 0.3;
|
||||
const CAPTURE_FOLLOW_LERP: f32 = 0.2;
|
||||
const CAPTURE_OFFSET_BELOW_BOSS: f32 = PLAYER_SIZE.y + 10.0;
|
||||
const INVINCIBILITY_BLINK_HZ: f32 = 10.0;
|
||||
|
||||
pub fn spawn_player_ship(commands: &mut Commands) {
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
|
|
@ -19,16 +22,14 @@ pub fn spawn_player_ship(commands: &mut Commands) {
|
|||
custom_size: Some(PLAYER_SIZE),
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(Vec3::new(
|
||||
0.0,
|
||||
-WINDOW_HEIGHT / 2.0 + PLAYER_SIZE.y / 2.0 + 20.0,
|
||||
0.0,
|
||||
)),
|
||||
Transform::from_xyz(0.0, -WINDOW_HEIGHT / 2.0 + PLAYER_SIZE.y / 2.0 + 20.0, 0.0),
|
||||
Player {
|
||||
speed: PLAYER_SPEED,
|
||||
shoot_cooldown: Timer::new(Duration::from_secs_f32(0.3), TimerMode::Once),
|
||||
shoot_cooldown: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_SHOOT_COOLDOWN),
|
||||
TimerMode::Once,
|
||||
),
|
||||
},
|
||||
// Player starts invincible for a short time
|
||||
Invincible {
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_INVINCIBILITY_DURATION),
|
||||
|
|
@ -36,256 +37,194 @@ pub fn spawn_player_ship(commands: &mut Commands) {
|
|||
),
|
||||
},
|
||||
));
|
||||
println!("Player spawned!");
|
||||
}
|
||||
|
||||
pub fn move_player(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &Player), Without<Captured>>, // Don't move captured players with controls
|
||||
keyboard: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &Player), Without<Captured>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
// Using get_single_mut handles the case where player might not exist yet (or was just destroyed)
|
||||
if let Ok((mut transform, player)) = query.single_mut() {
|
||||
let mut direction = 0.0;
|
||||
let Ok((mut transform, player)) = query.single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) {
|
||||
let mut direction = 0.0;
|
||||
if keyboard.pressed(KeyCode::KeyA) || keyboard.pressed(KeyCode::ArrowLeft) {
|
||||
direction -= 1.0;
|
||||
}
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) {
|
||||
if keyboard.pressed(KeyCode::KeyD) || keyboard.pressed(KeyCode::ArrowRight) {
|
||||
direction += 1.0;
|
||||
}
|
||||
|
||||
transform.translation.x += direction * player.speed * time.delta_secs();
|
||||
let half_player_width = PLAYER_SIZE.x / 2.0;
|
||||
transform.translation.x = transform.translation.x.clamp(
|
||||
-WINDOW_WIDTH / 2.0 + half_player_width,
|
||||
WINDOW_WIDTH / 2.0 - half_player_width,
|
||||
);
|
||||
}
|
||||
let half_width = PLAYER_SIZE.x / 2.0;
|
||||
transform.translation.x = transform
|
||||
.translation
|
||||
.x
|
||||
.clamp(-WINDOW_WIDTH / 2.0 + half_width, WINDOW_WIDTH / 2.0 - half_width);
|
||||
}
|
||||
|
||||
// New system to handle captured player movement
|
||||
pub fn handle_captured_player(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut set: ParamSet<(
|
||||
Query<(Entity, &mut Transform, &mut Captured)>,
|
||||
Query<&Transform, (With<Enemy>, Without<Player>)>,
|
||||
)>,
|
||||
mut player_query: Query<(Entity, &mut Transform, &mut Captured), With<Player>>,
|
||||
boss_query: Query<&Transform, (With<Enemy>, Without<Player>)>,
|
||||
mut lives: ResMut<PlayerLives>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
) {
|
||||
// First, collect data about captured players and their bosses
|
||||
let mut captured_data = Vec::new();
|
||||
|
||||
// Get player data
|
||||
for (entity, transform, captured) in set.p0().iter() {
|
||||
captured_data.push((entity, transform.translation, captured.boss_entity, captured.timer.clone()));
|
||||
}
|
||||
|
||||
// Process each captured player
|
||||
for (player_entity, _player_pos, boss_entity, mut timer) in captured_data {
|
||||
// Check if the boss exists and get its position
|
||||
let boss_pos = set.p1().get(boss_entity).map(|t| t.translation).ok();
|
||||
|
||||
// Tick the timer
|
||||
timer.tick(time.delta());
|
||||
|
||||
// Update the player
|
||||
if let Ok((entity, mut transform, mut captured)) = set.p0().get_mut(player_entity) {
|
||||
// Update the actual timer
|
||||
for (player_entity, mut transform, mut captured) in player_query.iter_mut() {
|
||||
captured.timer.tick(time.delta());
|
||||
|
||||
match boss_pos {
|
||||
Some(boss_pos) => {
|
||||
// Boss exists, update player position
|
||||
let target_pos = boss_pos - Vec3::new(0.0, PLAYER_SIZE.y + 10.0, 0.0);
|
||||
transform.translation = transform.translation.lerp(target_pos, 0.2);
|
||||
}
|
||||
None => {
|
||||
// Boss is gone, release player but lose a life
|
||||
println!("Boss is gone, releasing captured player!");
|
||||
commands.entity(entity).remove::<Captured>();
|
||||
lose_life_and_respawn(
|
||||
let Ok(boss_transform) = boss_query.get(captured.boss_entity) else {
|
||||
// Boss was despawned mid-capture: release and penalize.
|
||||
commands.entity(player_entity).remove::<Captured>();
|
||||
kill_player(
|
||||
&mut commands,
|
||||
&mut lives,
|
||||
&mut respawn_timer,
|
||||
&mut next_state,
|
||||
entity,
|
||||
_player_pos,
|
||||
player_entity,
|
||||
transform.translation,
|
||||
);
|
||||
continue; // Skip the rest of processing for this player
|
||||
}
|
||||
}
|
||||
continue;
|
||||
};
|
||||
|
||||
let target = boss_transform.translation - Vec3::Y * CAPTURE_OFFSET_BELOW_BOSS;
|
||||
transform.translation = transform.translation.lerp(target, CAPTURE_FOLLOW_LERP);
|
||||
|
||||
// If capture duration expires, player escapes but loses a life
|
||||
if captured.timer.is_finished() {
|
||||
println!("Player escaped from capture after timer expired!");
|
||||
commands.entity(entity).remove::<Captured>();
|
||||
lose_life_and_respawn(
|
||||
commands.entity(player_entity).remove::<Captured>();
|
||||
kill_player(
|
||||
&mut commands,
|
||||
&mut lives,
|
||||
&mut respawn_timer,
|
||||
&mut next_state,
|
||||
entity,
|
||||
player_entity,
|
||||
transform.translation,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper function for player life loss and respawn logic
|
||||
fn lose_life_and_respawn(
|
||||
/// Despawn the player at `position`, decrement lives, and either start the respawn
|
||||
/// timer or transition to GameOver. Does not handle collateral entities (the caller
|
||||
/// despawns enemies/bullets/etc. as needed).
|
||||
pub(crate) fn kill_player(
|
||||
commands: &mut Commands,
|
||||
lives: &mut ResMut<PlayerLives>,
|
||||
respawn_timer: &mut ResMut<PlayerRespawnTimer>,
|
||||
next_state: &mut ResMut<NextState<AppState>>,
|
||||
lives: &mut PlayerLives,
|
||||
respawn_timer: &mut PlayerRespawnTimer,
|
||||
next_state: &mut NextState<AppState>,
|
||||
player_entity: Entity,
|
||||
player_position: Vec3,
|
||||
position: Vec3,
|
||||
) {
|
||||
// Lose a life
|
||||
lives.count = lives.count.saturating_sub(1);
|
||||
println!("Lives remaining: {}", lives.count);
|
||||
|
||||
// Spawn explosion at player position before destroying
|
||||
spawn_explosion(commands, player_position);
|
||||
|
||||
// Destroy player
|
||||
spawn_explosion(commands, position);
|
||||
commands.entity(player_entity).despawn();
|
||||
|
||||
if lives.count > 0 {
|
||||
respawn_timer.timer.reset();
|
||||
respawn_timer.timer.unpause();
|
||||
println!("Respawn timer started.");
|
||||
} else {
|
||||
println!("GAME OVER!");
|
||||
info!("GAME OVER");
|
||||
next_state.set(AppState::GameOver);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn player_shoot(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&Transform, &mut Player), Without<Captured>>, // Only non-captured players can shoot
|
||||
keyboard: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&Transform, &mut Player), Without<Captured>>,
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
if let Ok((player_transform, mut player)) = query.single_mut() {
|
||||
let Ok((transform, mut player)) = query.single_mut() else {
|
||||
return;
|
||||
};
|
||||
player.shoot_cooldown.tick(time.delta());
|
||||
|
||||
if (keyboard_input.just_pressed(KeyCode::Space)
|
||||
|| keyboard_input.just_pressed(KeyCode::ArrowUp))
|
||||
&& player.shoot_cooldown.is_finished()
|
||||
{
|
||||
let fire = keyboard.just_pressed(KeyCode::Space) || keyboard.just_pressed(KeyCode::ArrowUp);
|
||||
if !fire || !player.shoot_cooldown.is_finished() {
|
||||
return;
|
||||
}
|
||||
player.shoot_cooldown.reset();
|
||||
|
||||
let bullet_start_pos = player_transform.translation
|
||||
+ Vec3::Y * (PLAYER_SIZE.y / 2.0 + BULLET_SIZE.y / 2.0);
|
||||
|
||||
let bullet_pos = transform.translation + Vec3::Y * (PLAYER_SIZE.y / 2.0 + BULLET_SIZE.y / 2.0);
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
color: Color::srgb(1.0, 1.0, 1.0),
|
||||
color: Color::WHITE,
|
||||
custom_size: Some(BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(bullet_start_pos),
|
||||
Transform::from_translation(bullet_pos),
|
||||
Bullet,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Modified Collision Check for Player vs Enemy
|
||||
pub fn check_player_enemy_collisions(
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<PlayerLives>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
mut next_state: ResMut<NextState<AppState>>, // Resource to change state
|
||||
// Query player without Invincible component - relies on run_if condition too
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
player_query: Query<
|
||||
(Entity, &Transform),
|
||||
(With<Player>, Without<Invincible>, Without<Captured>),
|
||||
>, // Don't check collisions for captured players
|
||||
>,
|
||||
enemy_query: Query<(Entity, &Transform), With<Enemy>>,
|
||||
) {
|
||||
// This system only runs if player exists and is not invincible, due to run_if
|
||||
if let Ok((player_entity, player_transform)) = player_query.single() {
|
||||
for (enemy_entity, enemy_transform) in enemy_query.iter() {
|
||||
let distance = player_transform
|
||||
.translation
|
||||
.distance(enemy_transform.translation);
|
||||
let Ok((player_entity, player_transform)) = player_query.single() else {
|
||||
return;
|
||||
};
|
||||
let player_pos = player_transform.translation;
|
||||
|
||||
let Some((enemy_entity, enemy_transform)) = enemy_query
|
||||
.iter()
|
||||
.find(|(_, t)| player_pos.distance(t.translation) < PLAYER_ENEMY_COLLISION_THRESHOLD)
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
if distance < PLAYER_ENEMY_COLLISION_THRESHOLD {
|
||||
println!("Player hit by enemy!");
|
||||
spawn_explosion(&mut commands, enemy_transform.translation);
|
||||
commands.entity(enemy_entity).despawn(); // Despawn enemy
|
||||
|
||||
lives.count = lives.count.saturating_sub(1); // Decrement lives safely
|
||||
println!("Lives remaining: {}", lives.count);
|
||||
|
||||
spawn_explosion(&mut commands, player_transform.translation);
|
||||
commands.entity(player_entity).despawn(); // Despawn player
|
||||
|
||||
if lives.count > 0 {
|
||||
// Start the respawn timer
|
||||
respawn_timer.timer.reset();
|
||||
respawn_timer.timer.unpause();
|
||||
println!("Respawn timer started.");
|
||||
} else {
|
||||
println!("GAME OVER!");
|
||||
next_state.set(AppState::GameOver); // Updated for newer Bevy states API
|
||||
}
|
||||
// Important: Break after handling one collision per frame for the player
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.entity(enemy_entity).despawn();
|
||||
kill_player(
|
||||
&mut commands,
|
||||
&mut lives,
|
||||
&mut respawn_timer,
|
||||
&mut next_state,
|
||||
player_entity,
|
||||
player_pos,
|
||||
);
|
||||
}
|
||||
|
||||
// New System: Respawn Player
|
||||
pub fn respawn_player(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
// No player query needed here due to run_if condition
|
||||
) {
|
||||
// Tick the timer only if it's actually running
|
||||
if respawn_timer.timer.tick(time.delta()).just_finished() {
|
||||
println!("Respawn timer finished. Spawning player.");
|
||||
spawn_player_ship(&mut commands);
|
||||
respawn_timer.timer.pause(); // Pause timer until next death
|
||||
respawn_timer.timer.pause();
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Manage Invincibility
|
||||
pub fn manage_invincibility(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut Invincible, Option<&mut Visibility>), With<Player>>,
|
||||
mut query: Query<(Entity, &mut Invincible, &mut Visibility), With<Player>>,
|
||||
) {
|
||||
for (entity, mut invincible, mut visibility) in query.iter_mut() {
|
||||
invincible.timer.tick(time.delta());
|
||||
|
||||
// Blinking effect (optional)
|
||||
if let Some(ref mut vis) = visibility {
|
||||
// Blink roughly 5 times per second
|
||||
let elapsed_secs = invincible.timer.elapsed_secs();
|
||||
**vis = if (elapsed_secs * 10.0).floor() % 2.0 == 0.0 {
|
||||
if invincible.timer.is_finished() {
|
||||
commands.entity(entity).remove::<Invincible>();
|
||||
*visibility = Visibility::Visible;
|
||||
} else {
|
||||
// Blink at INVINCIBILITY_BLINK_HZ / 2 (one full cycle = 2 floor steps).
|
||||
let phase = (invincible.timer.elapsed_secs() * INVINCIBILITY_BLINK_HZ) as u32;
|
||||
*visibility = if phase.is_multiple_of(2) {
|
||||
Visibility::Visible
|
||||
} else {
|
||||
Visibility::Hidden
|
||||
};
|
||||
}
|
||||
|
||||
if invincible.timer.is_finished() {
|
||||
println!("Invincibility finished.");
|
||||
commands.entity(entity).remove::<Invincible>();
|
||||
// Ensure player is visible when invincibility ends
|
||||
if let Some(ref mut vis) = visibility {
|
||||
**vis = Visibility::Visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
127
src/resources.rs
127
src/resources.rs
|
|
@ -1,6 +1,11 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
// --- Resources ---
|
||||
use crate::components::AttackPattern;
|
||||
use crate::constants::{
|
||||
ENEMY_SHOOT_INTERVAL, FORMATION_BASE_Y, FORMATION_COLS, FORMATION_ENEMY_COUNT,
|
||||
FORMATION_X_SPACING, FORMATION_Y_SPACING, WINDOW_WIDTH,
|
||||
};
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct EnemySpawnTimer {
|
||||
pub timer: Timer,
|
||||
|
|
@ -16,59 +21,57 @@ pub struct PlayerRespawnTimer {
|
|||
pub timer: Timer,
|
||||
}
|
||||
|
||||
// New struct to define formation positions
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct FormationLayout {
|
||||
pub name: String, // Optional name for debugging/identification
|
||||
pub name: String,
|
||||
pub positions: Vec<Vec3>,
|
||||
}
|
||||
|
||||
// Default implementation for easy initialization
|
||||
impl Default for FormationLayout {
|
||||
fn default() -> Self {
|
||||
// Default to the original grid formation for now
|
||||
let mut positions = Vec::with_capacity(crate::constants::FORMATION_ENEMY_COUNT);
|
||||
for i in 0..crate::constants::FORMATION_ENEMY_COUNT {
|
||||
let row = i / crate::constants::FORMATION_COLS;
|
||||
let col = i % crate::constants::FORMATION_COLS;
|
||||
let target_x = (col as f32 - (crate::constants::FORMATION_COLS as f32 - 1.0) / 2.0)
|
||||
* crate::constants::FORMATION_X_SPACING;
|
||||
let target_y = crate::constants::FORMATION_BASE_Y
|
||||
- (row as f32 * crate::constants::FORMATION_Y_SPACING);
|
||||
positions.push(Vec3::new(target_x, target_y, 0.0));
|
||||
}
|
||||
FormationLayout {
|
||||
let positions = (0..FORMATION_ENEMY_COUNT)
|
||||
.map(|i| {
|
||||
let row = i / FORMATION_COLS;
|
||||
let col = i % FORMATION_COLS;
|
||||
let x = (col as f32 - (FORMATION_COLS as f32 - 1.0) / 2.0) * FORMATION_X_SPACING;
|
||||
let y = FORMATION_BASE_Y - row as f32 * FORMATION_Y_SPACING;
|
||||
Vec3::new(x, y, 0.0)
|
||||
})
|
||||
.collect();
|
||||
Self {
|
||||
name: "Default Grid".to_string(),
|
||||
positions,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Configuration for a single stage
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct StageConfig {
|
||||
pub formation_layout: FormationLayout,
|
||||
pub enemy_count: usize, // Allow overriding enemy count per stage
|
||||
pub attack_patterns: Vec<crate::components::AttackPattern>, // Possible patterns for this stage
|
||||
pub attack_dive_interval: f32, // Time between attack dives for this stage
|
||||
pub enemy_speed_multiplier: f32, // Speed multiplier for this stage
|
||||
pub enemy_shoot_interval: f32, // Shoot interval for this stage
|
||||
pub enemy_count: usize,
|
||||
pub attack_patterns: Vec<AttackPattern>,
|
||||
pub attack_dive_interval: f32,
|
||||
pub enemy_speed_multiplier: f32,
|
||||
pub enemy_shoot_interval: f32,
|
||||
}
|
||||
|
||||
// Resource to hold all stage configurations
|
||||
#[derive(Resource, Debug, Clone)]
|
||||
pub struct StageConfigurations {
|
||||
pub stages: Vec<StageConfig>,
|
||||
}
|
||||
|
||||
impl StageConfigurations {
|
||||
/// Cycles through configured stages once `stage_number` exceeds the count.
|
||||
pub fn for_stage(&self, stage_number: u32) -> &StageConfig {
|
||||
let idx = (stage_number.saturating_sub(1) as usize) % self.stages.len();
|
||||
&self.stages[idx]
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for StageConfigurations {
|
||||
fn default() -> Self {
|
||||
use crate::components::AttackPattern;
|
||||
use crate::constants::*; // Import constants for default values
|
||||
|
||||
// Define configurations for a few stages
|
||||
let stage1 = StageConfig {
|
||||
formation_layout: FormationLayout::default(), // Use the default grid
|
||||
formation_layout: FormationLayout::default(),
|
||||
enemy_count: FORMATION_ENEMY_COUNT,
|
||||
attack_patterns: vec![AttackPattern::SwoopDive],
|
||||
attack_dive_interval: 3.0,
|
||||
|
|
@ -76,41 +79,36 @@ impl Default for StageConfigurations {
|
|||
enemy_shoot_interval: ENEMY_SHOOT_INTERVAL,
|
||||
};
|
||||
|
||||
let stage2_layout = {
|
||||
let mut positions = Vec::new();
|
||||
let radius = WINDOW_WIDTH / 4.0;
|
||||
let center_y = FORMATION_BASE_Y - 50.0;
|
||||
let count = 16; // Example: Fewer enemies in a circle
|
||||
for i in 0..count {
|
||||
let angle = (i as f32 / count as f32) * 2.0 * std::f32::consts::PI;
|
||||
positions.push(Vec3::new(
|
||||
angle.cos() * radius,
|
||||
center_y + angle.sin() * radius,
|
||||
0.0,
|
||||
));
|
||||
let stage2_layout = circle_formation(16, WINDOW_WIDTH / 4.0, FORMATION_BASE_Y - 50.0);
|
||||
let stage2 = StageConfig {
|
||||
formation_layout: stage2_layout,
|
||||
enemy_count: 16,
|
||||
attack_patterns: vec![AttackPattern::SwoopDive, AttackPattern::DirectDive],
|
||||
attack_dive_interval: 2.5,
|
||||
enemy_speed_multiplier: 1.2,
|
||||
enemy_shoot_interval: ENEMY_SHOOT_INTERVAL * 0.8,
|
||||
};
|
||||
|
||||
Self {
|
||||
stages: vec![stage1, stage2],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn circle_formation(count: usize, radius: f32, center_y: f32) -> FormationLayout {
|
||||
let positions = (0..count)
|
||||
.map(|i| {
|
||||
let angle = (i as f32 / count as f32) * std::f32::consts::TAU;
|
||||
Vec3::new(angle.cos() * radius, center_y + angle.sin() * radius, 0.0)
|
||||
})
|
||||
.collect();
|
||||
FormationLayout {
|
||||
name: "Circle".to_string(),
|
||||
positions,
|
||||
}
|
||||
};
|
||||
let stage2 = StageConfig {
|
||||
formation_layout: stage2_layout,
|
||||
enemy_count: 16,
|
||||
attack_patterns: vec![AttackPattern::SwoopDive, AttackPattern::DirectDive], // Add direct dive
|
||||
attack_dive_interval: 2.5, // Faster dives
|
||||
enemy_speed_multiplier: 1.2, // Faster enemies
|
||||
enemy_shoot_interval: ENEMY_SHOOT_INTERVAL * 0.8, // Faster shooting
|
||||
};
|
||||
|
||||
// Add more stages here...
|
||||
|
||||
StageConfigurations {
|
||||
stages: vec![stage1, stage2], // Add more stages as needed
|
||||
}
|
||||
}
|
||||
}
|
||||
#[derive(Resource)]
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct Score {
|
||||
pub value: u32,
|
||||
}
|
||||
|
|
@ -118,14 +116,23 @@ pub struct Score {
|
|||
#[derive(Resource)]
|
||||
pub struct CurrentStage {
|
||||
pub number: u32,
|
||||
pub waiting_for_clear: bool, // Flag to check if we should check for stage clear
|
||||
pub waiting_for_clear: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
impl Default for CurrentStage {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
number: 1,
|
||||
waiting_for_clear: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct FormationState {
|
||||
pub next_slot_index: usize,
|
||||
pub total_spawned_this_stage: usize,
|
||||
pub formation_complete: bool, // Flag to indicate if all enemies are in position
|
||||
pub formation_complete: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
|
|
|
|||
36
src/stage.rs
36
src/stage.rs
|
|
@ -3,35 +3,19 @@ use bevy::prelude::*;
|
|||
use crate::components::Enemy;
|
||||
use crate::resources::{CurrentStage, EnemySpawnTimer, FormationState};
|
||||
|
||||
// Helper to access world directly in check_stage_clear
|
||||
pub fn check_stage_clear(world: &mut World) {
|
||||
// Use manual resource access because we need mutable access to multiple resources
|
||||
// Separate checks to manage borrows correctly
|
||||
let mut should_clear = false;
|
||||
if let Some(stage) = world.get_resource::<CurrentStage>() {
|
||||
if stage.waiting_for_clear {
|
||||
// Create the query *after* checking the flag
|
||||
let mut enemy_query = world.query_filtered::<Entity, With<Enemy>>();
|
||||
if enemy_query.iter(world).next().is_none() {
|
||||
should_clear = true;
|
||||
}
|
||||
}
|
||||
pub fn check_stage_clear(
|
||||
enemy_query: Query<(), With<Enemy>>,
|
||||
mut stage: ResMut<CurrentStage>,
|
||||
mut formation_state: ResMut<FormationState>,
|
||||
mut spawn_timer: ResMut<EnemySpawnTimer>,
|
||||
) {
|
||||
if !stage.waiting_for_clear || !enemy_query.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
if should_clear {
|
||||
// Get mutable resources only when needed
|
||||
if let Some(mut stage) = world.get_resource_mut::<CurrentStage>() {
|
||||
stage.number += 1;
|
||||
stage.waiting_for_clear = false;
|
||||
println!("Stage cleared! Starting Stage {}...", stage.number);
|
||||
}
|
||||
if let Some(mut formation_state) = world.get_resource_mut::<FormationState>() {
|
||||
formation_state.next_slot_index = 0;
|
||||
formation_state.total_spawned_this_stage = 0;
|
||||
formation_state.formation_complete = false; // Reset flag for new stage
|
||||
}
|
||||
if let Some(mut spawn_timer) = world.get_resource_mut::<EnemySpawnTimer>() {
|
||||
*formation_state = FormationState::default();
|
||||
spawn_timer.timer.reset();
|
||||
}
|
||||
}
|
||||
info!("Starting Stage {}", stage.number);
|
||||
}
|
||||
|
|
@ -2,27 +2,29 @@ use bevy::prelude::*;
|
|||
|
||||
use crate::components::Star;
|
||||
use crate::constants::{
|
||||
STAR_COUNT, STAR_MAX_SIZE, STAR_MAX_SPEED, STAR_MIN_SIZE, STAR_MIN_SPEED,
|
||||
STAR_Z_DEPTH, WINDOW_HEIGHT, WINDOW_WIDTH,
|
||||
STAR_COUNT, STAR_MAX_SIZE, STAR_MAX_SPEED, STAR_MIN_SIZE, STAR_MIN_SPEED, STAR_Z_DEPTH,
|
||||
WINDOW_HEIGHT, WINDOW_WIDTH,
|
||||
};
|
||||
|
||||
const PARALLAX_FACTOR: f32 = 0.01;
|
||||
|
||||
pub fn spawn_starfield(commands: &mut Commands) {
|
||||
for _ in 0..STAR_COUNT {
|
||||
let size = fastrand::f32() * (STAR_MAX_SIZE - STAR_MIN_SIZE) + STAR_MIN_SIZE;
|
||||
let speed = fastrand::f32() * (STAR_MAX_SPEED - STAR_MIN_SPEED) + STAR_MIN_SPEED;
|
||||
let brightness = fastrand::f32() * 0.5 + 0.5; // 0.5 to 1.0
|
||||
let size = lerp_random(STAR_MIN_SIZE, STAR_MAX_SIZE);
|
||||
let speed = lerp_random(STAR_MIN_SPEED, STAR_MAX_SPEED);
|
||||
let brightness = 0.5 + fastrand::f32() * 0.5;
|
||||
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
color: Color::srgb(brightness, brightness, brightness),
|
||||
custom_size: Some(Vec2::new(size, size)),
|
||||
custom_size: Some(Vec2::splat(size)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(Vec3::new(
|
||||
fastrand::f32() * WINDOW_WIDTH - WINDOW_WIDTH / 2.0,
|
||||
fastrand::f32() * WINDOW_HEIGHT - WINDOW_HEIGHT / 2.0,
|
||||
Transform::from_xyz(
|
||||
(fastrand::f32() - 0.5) * WINDOW_WIDTH,
|
||||
(fastrand::f32() - 0.5) * WINDOW_HEIGHT,
|
||||
STAR_Z_DEPTH,
|
||||
)),
|
||||
),
|
||||
Star { speed },
|
||||
));
|
||||
}
|
||||
|
|
@ -30,16 +32,19 @@ pub fn spawn_starfield(commands: &mut Commands) {
|
|||
|
||||
pub fn scroll_starfield(mut star_query: Query<(&mut Transform, &Star)>, time: Res<Time>) {
|
||||
let dt = time.delta_secs();
|
||||
let half_height = WINDOW_HEIGHT / 2.0;
|
||||
let half_width = WINDOW_WIDTH / 2.0;
|
||||
let half_h = WINDOW_HEIGHT / 2.0;
|
||||
|
||||
for (mut transform, star) in star_query.iter_mut() {
|
||||
let parallax = -transform.translation.y * 0.01;
|
||||
let parallax = -transform.translation.y * PARALLAX_FACTOR;
|
||||
transform.translation.y -= (star.speed + parallax) * dt;
|
||||
|
||||
if transform.translation.y < -half_height {
|
||||
transform.translation.y = half_height;
|
||||
transform.translation.x = fastrand::f32() * WINDOW_WIDTH - half_width;
|
||||
if transform.translation.y < -half_h {
|
||||
transform.translation.y = half_h;
|
||||
transform.translation.x = (fastrand::f32() - 0.5) * WINDOW_WIDTH;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn lerp_random(min: f32, max: f32) -> f32 {
|
||||
min + fastrand::f32() * (max - min)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,19 +1,20 @@
|
|||
use bevy::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::components::{Explosion, Invincible, Player};
|
||||
use crate::constants::{EXPLOSION_BASE_SIZE, EXPLOSION_COLOR, EXPLOSION_DURATION, EXPLOSION_MAX_SIZE};
|
||||
use crate::resources::{CurrentStage, PlayerLives, Score};
|
||||
use crate::player::spawn_player_ship;
|
||||
use crate::resources::{CurrentStage, PlayerLives, Score};
|
||||
use crate::starfield::spawn_starfield;
|
||||
|
||||
// --- Setup ---
|
||||
pub fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2d);
|
||||
spawn_starfield(&mut commands);
|
||||
spawn_player_ship(&mut commands);
|
||||
}
|
||||
|
||||
// --- Run Conditions ---
|
||||
// --- Run conditions ---
|
||||
|
||||
pub fn player_exists(query: Query<&Player>) -> bool {
|
||||
!query.is_empty()
|
||||
}
|
||||
|
|
@ -22,30 +23,30 @@ pub fn player_vulnerable(query: Query<&Player, Without<Invincible>>) -> bool {
|
|||
!query.is_empty()
|
||||
}
|
||||
|
||||
pub fn should_respawn_player(lives: Res<PlayerLives>, player_query: Query<&Player>) -> bool {
|
||||
player_query.is_empty() && lives.count > 0
|
||||
pub fn should_respawn_player(lives: Res<PlayerLives>, query: Query<&Player>) -> bool {
|
||||
query.is_empty() && lives.count > 0
|
||||
}
|
||||
|
||||
// --- General Systems ---
|
||||
// --- HUD ---
|
||||
|
||||
// Update Window Title with Lives, Score, and Stage
|
||||
pub fn update_window_title(
|
||||
lives: Res<PlayerLives>,
|
||||
score: Res<Score>,
|
||||
stage: Res<CurrentStage>,
|
||||
mut windows: Query<&mut Window>,
|
||||
) {
|
||||
if lives.is_changed() || score.is_changed() || stage.is_changed() {
|
||||
if !(lives.is_changed() || score.is_changed() || stage.is_changed()) {
|
||||
return;
|
||||
}
|
||||
if let Ok(mut window) = windows.single_mut() {
|
||||
window.title = format!(
|
||||
"Galaga :: Stage: {} Lives: {} Score: {}",
|
||||
stage.number, lives.count, score.value
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Explosion Systems ---
|
||||
// --- Explosions ---
|
||||
|
||||
pub fn spawn_explosion(commands: &mut Commands, position: Vec3) {
|
||||
commands.spawn((
|
||||
|
|
@ -56,7 +57,7 @@ pub fn spawn_explosion(commands: &mut Commands, position: Vec3) {
|
|||
},
|
||||
Transform::from_translation(position),
|
||||
Explosion {
|
||||
timer: Timer::new(std::time::Duration::from_secs_f32(EXPLOSION_DURATION), TimerMode::Once),
|
||||
timer: Timer::new(Duration::from_secs_f32(EXPLOSION_DURATION), TimerMode::Once),
|
||||
},
|
||||
));
|
||||
}
|
||||
|
|
@ -66,19 +67,14 @@ pub fn animate_explosion(
|
|||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut Explosion, &mut Sprite)>,
|
||||
) {
|
||||
let base = EXPLOSION_COLOR.to_srgba();
|
||||
for (entity, mut explosion, mut sprite) in query.iter_mut() {
|
||||
explosion.timer.tick(time.delta());
|
||||
let progress = (explosion.timer.elapsed_secs() / EXPLOSION_DURATION).min(1.0);
|
||||
|
||||
let progress = explosion.timer.elapsed_secs() / EXPLOSION_DURATION;
|
||||
let clamped_progress = progress.min(1.0);
|
||||
|
||||
let scale_x = EXPLOSION_BASE_SIZE.x + (EXPLOSION_MAX_SIZE.x - EXPLOSION_BASE_SIZE.x) * clamped_progress;
|
||||
let scale_y = EXPLOSION_BASE_SIZE.y + (EXPLOSION_MAX_SIZE.y - EXPLOSION_BASE_SIZE.y) * clamped_progress;
|
||||
sprite.custom_size = Some(Vec2::new(scale_x, scale_y));
|
||||
|
||||
let alpha = 1.0 - clamped_progress;
|
||||
let base = EXPLOSION_COLOR.to_srgba();
|
||||
sprite.color = Color::srgba(base.red, base.green, base.blue, alpha);
|
||||
let size = EXPLOSION_BASE_SIZE.lerp(EXPLOSION_MAX_SIZE, progress);
|
||||
sprite.custom_size = Some(size);
|
||||
sprite.color = Color::srgba(base.red, base.green, base.blue, 1.0 - progress);
|
||||
|
||||
if explosion.timer.is_finished() {
|
||||
commands.entity(entity).despawn();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue