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player.rs
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240 lines (217 loc) · 7.22 KB
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use bevy::{
prelude::*,
render::{camera::Camera2d},
sprite::collide_aabb::collide,
};
use bevy_inspector_egui::Inspectable;
use crate::{
ascii::{AsciiSheet},
combat::CombatStats,
fadeout::create_fadeout,
graphics::{CharacterSheet, FacingDirection, FrameAnimation, PlayerGraphics},
tilemap::{EncounterSpawner, TileCollider},
GameState, TILE_SIZE,
};
pub struct PlayerPlugin;
#[derive(Component, Default, Reflect)]
#[reflect(Component)]
pub struct EncounterTracker {
timer: Timer,
}
#[derive(Component, Inspectable)]
pub struct Player {
speed: f32,
pub active: bool,
just_moved: bool,
pub exp: usize,
}
impl Player {
pub fn give_exp(&mut self, exp: usize, stats: &mut CombatStats) -> bool {
self.exp += exp;
if self.exp >= 50 {
stats.health += 2;
stats.max_health += 2;
stats.attack += 1;
stats.defense += 1;
self.exp -= 50;
return true;
}
false
}
}
impl Plugin for PlayerPlugin {
fn build(&self, app: &mut App) {
app.add_system_set(SystemSet::on_resume(GameState::Overworld).with_system(show_player))
.add_system_set(SystemSet::on_pause(GameState::Overworld).with_system(hide_player))
.add_system_set(
SystemSet::on_update(GameState::Overworld)
.with_system(player_encounter_checking.after(player_movement))
.with_system(camera_follow.after(player_movement))
.with_system(player_movement),
)
.add_system_set(SystemSet::on_enter(GameState::Overworld).with_system(spawn_player));
}
}
fn hide_player(
mut player_query: Query<&mut Visibility, With<Player>>,
children_query: Query<&Children, With<Player>>,
mut child_visibility_query: Query<&mut Visibility, Without<Player>>,
) {
let mut player_vis = player_query.single_mut();
player_vis.is_visible = false;
if let Ok(children) = children_query.get_single() {
for child in children.iter() {
if let Ok(mut child_vis) = child_visibility_query.get_mut(*child) {
child_vis.is_visible = false;
}
}
}
}
fn show_player(
mut player_query: Query<(&mut Player, &mut Visibility)>,
children_query: Query<&Children, With<Player>>,
mut child_visibility_query: Query<&mut Visibility, Without<Player>>,
) {
let (mut player, mut player_vis) = player_query.single_mut();
player.active = true;
player_vis.is_visible = true;
if let Ok(children) = children_query.get_single() {
for child in children.iter() {
if let Ok(mut child_vis) = child_visibility_query.get_mut(*child) {
child_vis.is_visible = true;
}
}
}
}
fn player_encounter_checking(
mut commands: Commands,
mut player_query: Query<(&mut Player, &mut EncounterTracker, &Transform)>,
encounter_query: Query<&Transform, (With<EncounterSpawner>, Without<Player>)>,
ascii: Res<AsciiSheet>,
time: Res<Time>,
) {
let (mut player, mut encounter_tracker, player_transform) = player_query.single_mut();
let player_translation = player_transform.translation;
if player.just_moved
&& encounter_query
.iter()
.any(|&transform| wall_collision_check(player_translation, transform.translation))
{
encounter_tracker.timer.tick(time.delta());
if encounter_tracker.timer.just_finished() {
player.active = false;
create_fadeout(&mut commands, Some(GameState::Combat), &ascii);
}
}
}
fn camera_follow(
player_query: Query<&Transform, With<Player>>,
mut camera_query: Query<&mut Transform, (Without<Player>, With<Camera2d>)>,
) {
let player_transform = player_query.single();
let mut camera_transform = camera_query.single_mut();
camera_transform.translation.x = player_transform.translation.x;
camera_transform.translation.y = player_transform.translation.y;
}
fn player_movement(
mut player_query: Query<(&mut Player, &mut Transform, &mut PlayerGraphics)>,
wall_query: Query<&Transform, (With<TileCollider>, Without<Player>)>,
keyboard: Res<Input<KeyCode>>,
time: Res<Time>,
) {
let (mut player, mut transform, mut graphics) = player_query.single_mut();
player.just_moved = false;
if !player.active {
return;
}
let mut y_delta = 0.0;
if keyboard.pressed(KeyCode::W) {
y_delta += player.speed * TILE_SIZE * time.delta_seconds();
}
if keyboard.pressed(KeyCode::S) {
y_delta -= player.speed * TILE_SIZE * time.delta_seconds();
}
let mut x_delta = 0.0;
if keyboard.pressed(KeyCode::A) {
x_delta -= player.speed * TILE_SIZE * time.delta_seconds();
}
if keyboard.pressed(KeyCode::D) {
x_delta += player.speed * TILE_SIZE * time.delta_seconds();
}
let target = transform.translation + Vec3::new(0.0, y_delta, 0.0);
if !wall_query
.iter()
.any(|&transform| wall_collision_check(target, transform.translation))
{
if y_delta != 0.0 {
player.just_moved = true;
if y_delta > 0.0 {
graphics.facing = FacingDirection::Up;
} else {
graphics.facing = FacingDirection::Down;
}
}
transform.translation = target;
}
let target = transform.translation + Vec3::new(x_delta, 0.0, 0.0);
if !wall_query
.iter()
.any(|&transform| wall_collision_check(target, transform.translation))
{
if x_delta != 0.0 {
player.just_moved = true;
if x_delta > 0.0 {
graphics.facing = FacingDirection::Right;
} else {
graphics.facing = FacingDirection::Left;
}
}
transform.translation = target;
}
}
fn wall_collision_check(target_player_pos: Vec3, wall_translation: Vec3) -> bool {
let collision = collide(
target_player_pos,
Vec2::splat(TILE_SIZE * 0.9),
wall_translation,
Vec2::splat(TILE_SIZE),
);
collision.is_some()
}
fn spawn_player(mut commands: Commands, characters: Res<CharacterSheet>) {
commands
.spawn_bundle(SpriteSheetBundle {
sprite: TextureAtlasSprite {
index: characters.player_down[0],
custom_size: Some(Vec2::splat(TILE_SIZE)),
..default()
},
transform: Transform::from_xyz(2.0 * TILE_SIZE, -2.0 * TILE_SIZE, 900.0),
texture_atlas: characters.handle.clone(),
..default()
})
.insert(FrameAnimation {
timer: Timer::from_seconds(0.2, true),
frames: characters.player_down.to_vec(),
current_frame: 0,
})
.insert(PlayerGraphics {
facing: FacingDirection::Down,
})
.insert(Name::new("Player"))
.insert(Player {
speed: 3.0,
active: true,
just_moved: false,
exp: 0,
})
.insert(EncounterTracker {
timer: Timer::from_seconds(1.0, true),
})
.insert(CombatStats {
health: 10,
max_health: 10,
attack: 2,
defense: 1,
});
}