generated from 2ndbeam/bevy-template
feat: Proof-of-concept attack combo system
This commit is contained in:
parent
88a73275ff
commit
95276c070b
15 changed files with 391 additions and 60 deletions
26
Cargo.lock
generated
26
Cargo.lock
generated
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@ -356,6 +356,30 @@ dependencies = [
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"bevy_internal",
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]
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[[package]]
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name = "bevy-trait-query"
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version = "0.18.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "40775521e471d7bee8e5571ac706ed4d2df896a85242201f8491eb0d02a8e44a"
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dependencies = [
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"bevy-trait-query-impl",
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"bevy_app",
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"bevy_ecs",
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"tracing",
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]
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[[package]]
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name = "bevy-trait-query-impl"
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version = "0.18.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "ec6ac32b12f325ab3781e8998c1f8e99e7ec6f73e934988427fde68e324b751d"
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dependencies = [
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"proc-macro-crate",
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"proc-macro2",
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"quote",
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"syn",
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]
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[[package]]
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name = "bevy_a11y"
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version = "0.18.1"
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@ -588,6 +612,8 @@ name = "bevy_combat_proto"
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version = "0.1.0"
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dependencies = [
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"bevy",
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"bevy-trait-query",
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"bevy_ecs",
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"bevy_rapier2d",
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"leafwing-input-manager",
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"petgraph",
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@ -7,6 +7,8 @@ edition = "2024"
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[dependencies]
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bevy = { version = "0.18.0", features = ["bevy_remote"] }
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bevy-trait-query = "0.18.0"
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bevy_ecs = "0.18.1"
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bevy_rapier2d = "0.33.0"
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leafwing-input-manager = "0.20.0"
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petgraph = { version = "0.8.3" }
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@ -15,6 +15,7 @@ pub struct AttackArea {
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accuracy: f32,
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damage: f32,
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timer: Timer,
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half_area: Vec2,
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max_distance: f32,
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}
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@ -32,24 +33,23 @@ impl AttackArea {
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accuracy,
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damage,
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timer: Timer::new(duration, TimerMode::Once),
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half_area,
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max_distance,
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}
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}
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/// Returns attack area bundle with everything needed
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pub fn bundle(
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damage: f32,
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accuracy: f32,
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duration: Duration,
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pub fn into_bundle(
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self,
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position: Vec2,
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half_area: Vec2,
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facing_left: bool,
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affinity: Group,
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) -> impl Bundle {
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let half_area = self.half_area;
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let origin_x = if facing_left { position.x - half_area.x } else { position.x + half_area.x };
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(
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// Basic
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AttackArea::new(accuracy, damage, duration, half_area),
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self,
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// Collision
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Transform::from_xyz(position.x, position.y, 0.),
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@ -103,7 +103,7 @@ pub trait PhysicalAction<Log: Eq>: NodeTrait {
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/// Graph that defines relations between physical actions
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/// See module docs for usage example
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#[derive(Clone, Debug)]
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#[derive(Component, Clone, Debug)]
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pub struct ActionGraph<Phys, Log>
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where Phys: NodeTrait, Log: Eq {
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graph: DiGraphMap<ActionNode<Phys>, Log>,
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@ -33,9 +33,9 @@ impl DefaultInputMap for PlayerInput {
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.with(Self::DodgeBlock, GamepadButton::South)
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.with(Self::LightAttack, MouseButton::Left)
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.with(Self::HeavyAttack, GamepadButton::North)
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.with(Self::LightAttack, GamepadButton::North)
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.with(Self::LightAttack, MouseButton::Right)
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.with(Self::HeavyAttack, MouseButton::Right)
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.with(Self::HeavyAttack, GamepadButton::East)
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}
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}
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@ -10,7 +10,6 @@ pub mod graph;
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pub mod input;
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pub mod player;
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pub mod plugin;
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pub mod states;
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pub mod timer;
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use bevy::prelude::*;
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@ -38,5 +37,6 @@ pub const GROUP_ATTACK: Group = Group::GROUP_5;
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/// Temporary function to setup world
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pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Player::bundle(&asset_server, Vec2::ZERO));
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commands.spawn(BpmTimer::new(120.));
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commands.spawn(BpmTimer::new(120.))
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.observe(player::systems::on_timer_tick);
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}
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@ -3,15 +3,22 @@
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use bevy::{camera::ScalingMode, prelude::*};
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use bevy_rapier2d::prelude::*;
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use leafwing_input_manager::prelude::*;
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use seldom_state::prelude::*;
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use crate::{
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GROUP_ATTACK, GROUP_ENEMY, GROUP_FRIENDLY, GROUP_INTERACTIVE, GROUP_STATIC, input::{
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GROUP_ATTACK, GROUP_ENEMY, GROUP_FRIENDLY, GROUP_INTERACTIVE, GROUP_STATIC, graph::action::ActionGraph, input::{
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DefaultInputMap,
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PlayerInput,
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}, meters
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}, meters, player::weapon::{AttackType, Weapon}
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};
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pub mod states;
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pub mod systems;
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pub mod triggers;
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pub mod weapon;
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type AttackGraph = ActionGraph<AttackType, PlayerInput>;
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type InputState = ActionState<PlayerInput>;
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/// Player component
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#[derive(Component, Clone, Copy, PartialEq, Debug, Reflect)]
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@ -47,19 +54,58 @@ impl Player {
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PlayerInput::input_map(),
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// Collision
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RigidBody::KinematicPositionBased,
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KinematicCharacterController::default(),
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ActiveCollisionTypes::default() | ActiveCollisionTypes::KINEMATIC_STATIC,
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CollisionGroups::new(
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GROUP_FRIENDLY,
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GROUP_STATIC | GROUP_INTERACTIVE | GROUP_ENEMY | GROUP_ATTACK,
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(
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RigidBody::KinematicPositionBased,
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KinematicCharacterController::default(),
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ActiveCollisionTypes::default() | ActiveCollisionTypes::KINEMATIC_STATIC,
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CollisionGroups::new(
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GROUP_FRIENDLY,
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GROUP_STATIC | GROUP_INTERACTIVE | GROUP_ENEMY | GROUP_ATTACK,
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),
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Collider::cuboid(meters(0.3), meters(0.9)),
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ActiveEvents::COLLISION_EVENTS,
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Sleeping::disabled(),
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),
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Collider::cuboid(meters(0.3), meters(0.9)),
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ActiveEvents::COLLISION_EVENTS,
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Sleeping::disabled(),
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// State
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crate::states::Free,
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// State Machine
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states::Free,
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StateMachine::default()
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// Reset graph before Free
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.on_enter::<states::Free>(|c| { c.entry::<AttackGraph>().and_modify(|mut g| g.reset()); })
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// Free -> Choosing
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.trans_builder(
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triggers::any_action_just_pressed(vec![
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PlayerInput::HeavyAttack,
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PlayerInput::LightAttack,
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]),
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triggers::from_free_to_choosing,
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)
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// Choosing -> Free
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.trans::<states::Choosing, _>(done(None), states::Free)
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// Choosing -> Attacking
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.trans_builder(
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triggers::attack_queued,
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triggers::from_choosing_to_attacking,
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)
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// Remove NextAttack before Attacking
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.on_enter::<states::Attacking>(|c| { c.remove::<states::NextAttack>(); } )
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// Attacking -> Awaiting
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.trans::<states::Attacking, _>(done(None), states::Awaiting { beats_remaining: 1 })
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// Awaiting -> Free
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.trans::<states::Awaiting, _>(done(None), states::Free)
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// Awaiting -> Choosing
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.trans_builder(
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triggers::any_action_just_pressed(vec![
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PlayerInput::HeavyAttack,
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PlayerInput::LightAttack,
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]),
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triggers::from_awaiting_to_choosing,
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)
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.set_trans_logging(true),
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// Weapon
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weapon::knife::Knife::default(),
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weapon::knife::Knife::default().graph(),
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Children::spawn((
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// Camera
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47
src/player/states.rs
Normal file
47
src/player/states.rs
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@ -0,0 +1,47 @@
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//! Commonly used entity states
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use std::fmt::Debug;
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use bevy::prelude::*;
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use crate::{graph::action::ActionNode, input::PlayerInput, player::weapon::AttackType};
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/// Player is not doing anything special
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Default, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug, Default)]
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#[component(storage = "SparseSet")]
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pub struct Free;
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/// Player is choosing next action
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug)]
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#[component(storage = "SparseSet")]
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pub struct Choosing {
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/// Which logical action was sent
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pub log: PlayerInput,
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}
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/// Player is acting and cannot do something else
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug)]
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#[component(storage = "SparseSet")]
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pub struct Attacking {
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/// Which physical action was chosen
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pub phys: ActionNode<AttackType>,
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/// How much time left before action ends
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pub beats_remaining: u32,
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}
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/// Next attack to be performed
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug)]
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pub struct NextAttack(pub Attacking);
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/// Player is awaiting next action
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Default, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug, Default)]
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#[component(storage = "SparseSet")]
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pub struct Awaiting {
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/// How much time left before transitioning to Free
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pub beats_remaining: u32,
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}
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@ -1,25 +1,99 @@
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//! Player systems
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use crate::timer::TickEvent;
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use super::*;
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/// Do something based on [PlayerInput]
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pub fn handle_input(
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time: Res<Time>,
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mut commands: Commands,
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time: Res<Time>,
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player_query: Query<(
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Entity,
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&Player,
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&ActionState<PlayerInput>,
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&InputState,
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&mut KinematicCharacterController,
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&mut Sprite,
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Option<&mut AttackGraph>,
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Option<&states::Free>,
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Option<&states::Choosing>,
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Option<&states::Attacking>,
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Option<&states::Awaiting>,
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)>,
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) {
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for (player, action_state, mut controller, mut sprite) in player_query {
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let direction = action_state.clamped_value(&PlayerInput::Move);
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controller.translation = Some(vec2(direction * player.speed * time.delta_secs(), 0.));
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if direction != 0. {
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sprite.flip_x = direction < 0.;
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for (
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player_id,
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player,
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action_state,
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mut controller,
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mut sprite,
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maybe_attack_graph,
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maybe_free,
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maybe_choosing,
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maybe_attacking,
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maybe_awaiting,
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) in player_query {
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if maybe_free.is_some() {
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let direction = action_state.clamped_value(&PlayerInput::Move);
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controller.translation = Some(vec2(direction * player.speed * time.delta_secs(), 0.));
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if direction != 0. {
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sprite.flip_x = direction < 0.;
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}
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} else if let Some(states::Choosing { log }) = maybe_choosing &&
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let Some(mut attack_graph) = maybe_attack_graph {
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if let Some(next_state) = attack_graph.next(*log) {
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let next_attack = match *log {
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PlayerInput::LightAttack => {
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states::Attacking {
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phys: next_state,
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beats_remaining: 1,
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}
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},
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PlayerInput::HeavyAttack => {
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states::Attacking {
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phys: next_state,
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beats_remaining: 2,
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}
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},
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_ => unreachable!(),
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};
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commands.entity(player_id).insert(states::NextAttack(next_attack));
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} else {
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commands.entity(player_id).insert(Done::Failure);
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}
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} else if let Some(states::Attacking { phys, beats_remaining }) = maybe_attacking {
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println!("{phys:#?}");
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if *beats_remaining == 0 {
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commands.entity(player_id).insert(Done::Success);
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}
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} else if let Some(states::Awaiting { beats_remaining, .. }) = maybe_awaiting {
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if *beats_remaining == 0 {
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commands.entity(player_id).insert(Done::Success);
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}
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}
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}
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}
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// TODO: change beats_remaining to more accurate counting
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/// Observer that updates temporal states on timer tick
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pub fn on_timer_tick(
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_: On<TickEvent>,
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player_query: Query<(
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Option<&mut states::Attacking>,
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Option<&mut states::Awaiting>,
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), With<Player>>
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) {
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for (maybe_attacking, maybe_awaiting) in player_query {
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if let Some(mut attacking) = maybe_attacking {
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info!("attack tick");
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attacking.beats_remaining -= 1;
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} else if let Some(mut awaiting) = maybe_awaiting {
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info!("await tick");
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awaiting.beats_remaining -= 1;
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}
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}
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}
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|
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41
src/player/triggers.rs
Normal file
41
src/player/triggers.rs
Normal file
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@ -0,0 +1,41 @@
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//! Player state machine triggers
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use super::*;
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use super::states::*;
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/// Returns an action of any of given actions are just pressed
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pub fn any_action_just_pressed(actions: Vec<PlayerInput>) -> impl EntityTrigger<Out = Option<PlayerInput>> {
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(move |In(player_id): In<Entity>, query: Query<&InputState, With<Player>>| {
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let Ok(input) = query.get(player_id) else {
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return None;
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};
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for action in actions.iter() {
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if input.just_pressed(action) {
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return Some(*action);
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}
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}
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None
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}).into_trigger()
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}
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/// Transition from [Free] to [Choosing]
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pub fn from_free_to_choosing(trans: Trans<Free, PlayerInput>) -> Choosing {
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Choosing { log: trans.out }
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}
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/// Returns true if player has [NextAttack]
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pub fn attack_queued(In(player_id): In<Entity>, query: Query<&NextAttack>) -> Option<Attacking> {
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match query.get(player_id) {
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Ok(next) => Some(next.0),
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Err(_) => None,
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}
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}
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/// Transition from [Choosing] to [Attacking]
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pub fn from_choosing_to_attacking(trans: Trans<Choosing, Attacking>) -> Attacking { trans.out }
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/// Transition from [Awaiting] to [Choosing]
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pub fn from_awaiting_to_choosing(trans: Trans<Awaiting, PlayerInput>) -> Choosing {
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Choosing { log: trans.out }
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}
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83
src/player/weapon/knife.rs
Normal file
83
src/player/weapon/knife.rs
Normal file
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@ -0,0 +1,83 @@
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//! Knife implementation module
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use std::{collections::HashMap, time::Duration};
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use crate::meters;
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use super::*;
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/// Light cutting weapon
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#[derive(Component, Clone, PartialEq, Debug, Reflect)]
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#[reflect(Component, Clone, PartialEq, Debug, Default)]
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pub struct Knife {
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level_multipliers: Vec<f32>,
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base_damage: HashMap<AttackType, f32>,
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}
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impl Default for Knife {
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fn default() -> Self {
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let level_multipliers = vec![ 0., 1., 1.1, 1.2 ];
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let mut base_damage = HashMap::new();
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base_damage.insert(AttackType::HorizontalSwing, 5.);
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base_damage.insert(AttackType::VerticalSwing, 5.);
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base_damage.insert(AttackType::RoundSwing, 7.);
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base_damage.insert(AttackType::Stab, 10.);
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base_damage.insert(AttackType::Lunge, 10.);
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Self { level_multipliers, base_damage }
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}
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}
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impl Weapon for Knife {
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fn graph(&self) -> ActionGraph<AttackType,PlayerInput> {
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use PlayerInput::HeavyAttack as Heavy;
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use PlayerInput::LightAttack as Light;
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use AttackType as P;
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let paths = vec![
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||||
vec![(Heavy, P::Lunge), (Heavy, P::VerticalSwing), (Heavy, P::Stab)],
|
||||
vec![(Heavy, P::Lunge), (Heavy, P::VerticalSwing), (Light, P::RoundSwing)],
|
||||
vec![(Heavy, P::Lunge), (Light, P::HorizontalSwing), (Light, P::HorizontalSwing)],
|
||||
vec![(Light, P::HorizontalSwing), (Light, P::HorizontalSwing), (Heavy, P::Stab)],
|
||||
vec![(Light, P::HorizontalSwing), (Light, P::HorizontalSwing), (Light, P::VerticalSwing)],
|
||||
];
|
||||
|
||||
ActionGraph::from_paths(paths)
|
||||
}
|
||||
|
||||
fn attack_bundle(&self, attack: ActionNode<AttackType>, accuracy: f32) -> Option<AttackArea> {
|
||||
let Some(action_type) = attack.action else {
|
||||
return None;
|
||||
};
|
||||
|
||||
let Some(damage) = self.base_damage.get(&action_type) else {
|
||||
return None;
|
||||
};
|
||||
|
||||
let damage = damage * self.level_multipliers[attack.level as usize];
|
||||
|
||||
let (duration, half_area) = match action_type {
|
||||
AttackType::HorizontalSwing => {(
|
||||
Duration::from_secs(1),
|
||||
vec2(meters(0.5), meters(0.2)),
|
||||
)},
|
||||
AttackType::VerticalSwing => {(
|
||||
Duration::from_millis(1_500),
|
||||
vec2(meters(0.5), meters(1.)),
|
||||
)},
|
||||
AttackType::RoundSwing => {(
|
||||
Duration::from_secs(1),
|
||||
vec2(meters(0.5), meters(0.2)),
|
||||
)},
|
||||
AttackType::Stab => {(
|
||||
Duration::from_secs(1),
|
||||
vec2(meters(0.5), meters(0.1)),
|
||||
)},
|
||||
AttackType::Lunge => {(
|
||||
Duration::from_millis(1_500),
|
||||
vec2(meters(0.7), meters(0.1)),
|
||||
)},
|
||||
};
|
||||
|
||||
Some(AttackArea::new(accuracy, damage, duration, half_area))
|
||||
}
|
||||
}
|
||||
34
src/player/weapon/mod.rs
Normal file
34
src/player/weapon/mod.rs
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
//! Equippable weapons module
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{combat::attack::AttackArea, graph::action::{ActionGraph, ActionNode}, input::PlayerInput};
|
||||
|
||||
pub mod knife;
|
||||
|
||||
/// Contains every possible attack type
|
||||
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Debug, Hash, Reflect)]
|
||||
#[reflect(Clone, PartialEq, Debug, Hash)]
|
||||
#[non_exhaustive]
|
||||
pub enum AttackType {
|
||||
/// Low damage attack, creates small attack area
|
||||
HorizontalSwing,
|
||||
/// Low damage attack, creates large attack area
|
||||
VerticalSwing,
|
||||
/// Medium damage attack, creates small attack area
|
||||
RoundSwing,
|
||||
/// High damage attack, creates very small attack area
|
||||
Stab,
|
||||
/// Like stab, but user dashes towards
|
||||
Lunge,
|
||||
}
|
||||
|
||||
/// Trait to obtain [ActionGraph] for given weapon
|
||||
#[bevy_trait_query::queryable]
|
||||
pub trait Weapon {
|
||||
/// Returns [ActionGraph] for this weapon
|
||||
fn graph(self: &Self) -> ActionGraph<AttackType, PlayerInput>;
|
||||
|
||||
/// Returns [AttackArea] for given attack
|
||||
fn attack_bundle(self: &Self, attack: ActionNode<AttackType>, accuracy: f32) -> Option<AttackArea>;
|
||||
}
|
||||
|
|
@ -2,10 +2,11 @@
|
|||
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier2d::prelude::*;
|
||||
use bevy_trait_query::RegisterExt;
|
||||
use leafwing_input_manager::prelude::*;
|
||||
use seldom_state::prelude::*;
|
||||
|
||||
use crate::*;
|
||||
use crate::{*, player::weapon::*};
|
||||
|
||||
/// Plugin that connects everything needed for this prototype
|
||||
pub struct GamePlugin;
|
||||
|
|
@ -26,6 +27,7 @@ impl Plugin for GamePlugin {
|
|||
.add_systems(Update, (
|
||||
player::systems::handle_input,
|
||||
timer::update_bpm_timers,
|
||||
));
|
||||
))
|
||||
.register_component_as::<dyn Weapon, knife::Knife>();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +0,0 @@
|
|||
//! Commonly used entity states
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
/// Entity is not doing anything special
|
||||
#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Default, Reflect)]
|
||||
#[reflect(Component, Clone, PartialEq, Debug, Default)]
|
||||
pub struct Free;
|
||||
|
||||
/// Entity is acting and cannot do something else
|
||||
#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Default, Reflect)]
|
||||
#[reflect(Component, Clone, PartialEq, Debug, Default)]
|
||||
pub struct Acting {
|
||||
/// How much time left before action ends
|
||||
pub beats_remaining: u32,
|
||||
}
|
||||
|
||||
/// Entity is awaiting a specific set of actions
|
||||
#[derive(Component, Clone, Copy, PartialEq, Eq, Debug, Default, Reflect)]
|
||||
#[reflect(Component, Clone, PartialEq, Debug, Default)]
|
||||
pub struct ActionWindow {
|
||||
/// How much time left before window ends
|
||||
pub beats_remaining: u32,
|
||||
}
|
||||
|
|
@ -47,7 +47,7 @@ impl BpmTimer {
|
|||
/// Updates internal timer and returns true if it just ticked
|
||||
pub fn tick(&mut self, dt: Duration) -> bool {
|
||||
let ticked = self.timer.tick(dt).just_finished();
|
||||
if ticked { self.elapsed += 1.; }
|
||||
if ticked { self.elapsed += self.timer.times_finished_this_tick() as f32; }
|
||||
ticked
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue