246 lines
7.6 KiB
Rust
246 lines
7.6 KiB
Rust
use bevy::{prelude::*, render::view::NoFrustumCulling};
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use crate::{
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camera::MouseCoords, illumination::Illumination, pillar::PillarActivationProgress,
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LIGHT_FRIEND_COLOR_INDICES, PALETTE_HEX,
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};
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#[derive(Component)]
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pub struct Player;
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#[derive(Component)]
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pub struct PlayerLight {
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i: u8,
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}
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pub struct PlayerAnimations {
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idle: Handle<AnimationClip>,
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run: Handle<AnimationClip>,
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}
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pub fn spawn_player(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Insert a resource with the current scene information
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commands.insert_resource(PlayerAnimations {
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idle: asset_server.load("models/scout_girl.glb#Animation0"),
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run: asset_server.load("models/scout_girl.glb#Animation1"),
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});
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commands
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.spawn_bundle(SpatialBundle {
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..Default::default()
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})
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.insert(Player)
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.add_children(|parent| {
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parent.spawn_bundle(SceneBundle {
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scene: asset_server.load("models/scout_girl.glb#Scene0"),
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..default()
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});
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});
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// light
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commands
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.spawn_bundle(SpatialBundle::default())
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.insert(LightFriends)
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.insert(NoFrustumCulling)
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.with_children(|children| {
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let count = 6;
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for i in 0..count {
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// let color = Color::hsl(360.0 * i as f32 / count as f32, 0.5, 0.5);
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let color = PALETTE_HEX[LIGHT_FRIEND_COLOR_INDICES[i]];
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let color = Color::hex(color).unwrap();
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// let c = color.as_rgba_f32();
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// println!(
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// "\x1b[38;2;{};{};{}2m {} {} {} \x1b[m",
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// (c[0] * 255.0) as u8,
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// (c[1] * 255.0) as u8,
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// (c[2] * 255.0) as u8,
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// (c[0] * 255.0) as u8,
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// (c[1] * 255.0) as u8,
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// (c[2] * 255.0) as u8,
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// );
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let mut light_material: StandardMaterial = color.into();
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light_material.metallic = 0.0;
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light_material.reflectance = 0.0;
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light_material.emissive = color.as_rgba() * 10.0;
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let light_material = materials.add(light_material);
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children
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.2,
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subdivisions: 5,
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})),
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material: light_material.clone(),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..Default::default()
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})
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.insert_bundle(PointLightBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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point_light: PointLight {
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color: color.as_rgba() * 10.0,
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..Default::default()
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},
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..Default::default()
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})
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.insert(NoFrustumCulling)
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.insert(PlayerLight { i: i as u8 + 1 })
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.insert(Illumination { radius: 13.0 });
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}
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});
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}
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pub fn setup_scene_once_loaded(
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animations: Res<PlayerAnimations>,
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mut player: Query<&mut AnimationPlayer>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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player.play(animations.idle.clone_weak()).repeat();
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*done = true;
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}
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}
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}
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#[derive(Component)]
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pub struct LightFriends;
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pub fn move_light_friends(
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mut query: Query<(&mut Transform, &LightFriends)>,
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player: Query<(&Transform, &Player), Without<LightFriends>>,
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coords: Res<MouseCoords>,
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interpolation: Res<FloatingOrbsInterpolationState>,
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time: Res<Time>,
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) {
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let player_pos = if let Some(player) = player.iter().next() {
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player.0.translation
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} else {
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return;
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};
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for (mut trans, _light) in query.iter_mut() {
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// interpolate between player pos and mouse click pos
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let i = interpolation.0;
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let center = i * coords.processed + (1.0 - i) * player_pos;
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let mut d = trans.translation - center;
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d.y = 0.0;
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trans.translation -= d * time.delta_seconds();
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}
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}
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#[derive(Default)]
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pub struct LightExcitationState(f32);
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pub fn update_light_excitation_state(
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pillar_progress: Res<PillarActivationProgress>,
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mut excitation: ResMut<LightExcitationState>,
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) {
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// light pillar activation progress
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let p = pillar_progress.0.map(|(_, p)| p).unwrap_or(0.0);
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if p > excitation.0 {
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excitation.0 = (excitation.0 + 0.008).clamp(0.0, 1.0);
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} else {
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excitation.0 = (excitation.0 - 0.008).clamp(0.0, 1.0);
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}
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}
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pub fn light_movement(
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mut query: Query<(&mut Transform, &PlayerLight)>,
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time: Res<Time>,
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interpolation: Res<FloatingOrbsInterpolationState>,
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excitation: Res<LightExcitationState>,
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) {
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let t = time.seconds_since_startup();
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let p = excitation.0;
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// make the friends go further when the button is pressed, but close in when activating a pillar
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let width = (5.0 + interpolation.0 * 7.0) * (1.0 - p);
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let p = 1.0 + 0.8 * p as f64;
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for (mut trans, light) in query.iter_mut() {
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let i = light.i as f64;
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let i2 = i / 2.0;
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trans.translation = Vec3::new(
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width * i2 as f32 * (t * 0.4 * i2 + i * p).cos() as f32,
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3.0 * (t * 1.1 * i2 + i * p).sin() as f32 + 4.0,
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width * (t * 0.4 * i + i * p).sin() as f32,
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);
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}
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}
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#[derive(Default)]
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pub struct FloatingOrbsInterpolationState(f32);
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pub fn update_floating_orbs_interpolation(
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mut state: ResMut<FloatingOrbsInterpolationState>,
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input: Res<Input<MouseButton>>,
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time: Res<Time>,
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) {
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let ds = time.delta_seconds();
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if input.pressed(MouseButton::Left) {
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state.0 = (state.0 + 0.5 * ds).clamp(0.0, 1.0);
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} else {
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state.0 = (state.0 - ds).clamp(0.0, 1.0);
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}
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}
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pub fn move_player(
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mut query: Query<(&mut Transform, &Player)>,
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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animations: Res<PlayerAnimations>,
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mut animation_player: Query<&mut AnimationPlayer>,
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mut is_walking: Local<bool>,
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) {
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let ds = time.delta_seconds() * 7.0;
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let mut anim = if let Ok(player) = animation_player.get_single_mut() {
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player
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} else {
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return;
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};
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for (mut transform, _) in query.iter_mut() {
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let mut delta = Vec3::ZERO;
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if input.pressed(KeyCode::W) {
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delta += Vec3::X;
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}
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if input.pressed(KeyCode::S) {
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delta -= Vec3::X;
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}
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if input.pressed(KeyCode::A) {
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delta -= Vec3::Z;
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}
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if input.pressed(KeyCode::D) {
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delta += Vec3::Z;
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}
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if !*is_walking && delta.length_squared() > 0.2 {
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anim.play(animations.run.clone_weak()).repeat();
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anim.set_speed(0.7);
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*is_walking = true;
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}
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if *is_walking && delta.length_squared() < 0.2 {
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anim.play(animations.idle.clone_weak()).repeat();
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anim.set_speed(1.0);
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*is_walking = false;
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}
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if delta.length_squared() > 0.2 {
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let mut ct = *transform;
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ct.look_at(transform.translation - delta, Vec3::Y);
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let rot = transform.rotation.slerp(ct.rotation, ds * 2.0);
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transform.rotation = rot;
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}
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transform.translation += delta * ds;
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}
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}
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