small adjusts

This commit is contained in:
Crizomb 2026-01-04 19:05:27 +01:00
parent e34c82483a
commit 9532911b00
3 changed files with 10 additions and 9 deletions

View file

@ -30,7 +30,8 @@ pub fn bubble_spawn_wave(commands: &mut Commands, asset_server: &Res<AssetServer
for BubbleSplash { bubble_type, center, radius, nb_bubbles } in bubble_splashes {
for _ in 0..*nb_bubbles {
let angle = rng.random_range(0.0..TAU);
let pos = center + Vec2::from_angle(angle) * radius;
let spawn_radius = rng.random_range(0.0..1.0f32).sqrt() * radius;
let pos = center + Vec2::from_angle(angle) * spawn_radius;
commands.spawn((
Bubble { move_force: bubble_type.move_force },

View file

@ -44,7 +44,7 @@ impl BubbleSplash {
}
}
const BASE_MOVE_FORCE: f32 = 3000.0;
const BASE_MOVE_FORCE: f32 = 4000.0;
const BASE_LIFE: f32 = 10.0;
const NORMAL_BUBBLE: BubbleType = BubbleType {
@ -79,14 +79,14 @@ fn get_bubble_waves() -> BubbleWaves {
vec![BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 10), BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 10)],
vec![BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 100), BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 100)],
vec![
BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 100),
BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 100),
BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 100.0, 100),
BubbleSplash::new(NORMAL_BUBBLE, TOP, 100.0, 100),
BubbleSplash::new(RED_BUBBLE, BOTTOM, 10.0, 20),
],
vec![
BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 200),
BubbleSplash::new(RED_BUBBLE, RIGHT, 10.0, 100),
BubbleSplash::new(RED_BUBBLE, LEFT, 10.0, 100),
BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 100.0, 200),
BubbleSplash::new(RED_BUBBLE, RIGHT, 100.0, 100),
BubbleSplash::new(RED_BUBBLE, LEFT, 100.0, 100),
],
],
collectables: vec![

View file

@ -11,7 +11,7 @@ const MAX_MAP_SIZE: usize = MAX_MAP_WIDTH * 2;
const ARRAY_WIDTH: usize = MAX_MAP_SIZE / CELL_SIZE;
const GRID_ARRAY_SIZE: usize = ARRAY_WIDTH * ARRAY_WIDTH;
const DENSITY_FORCE_SCALE: f32 = 6000.0;
const DENSITY_FORCE_SCALE: f32 = 3000.0;
#[derive(Resource)]
pub struct DensityGrid {
@ -78,7 +78,7 @@ pub fn density_grid_force(
let index = get_index_from_uvec2(neighbor_cell);
let density = density_grid.grid[index];
density_gradient += offset.as_vec2() * density as f32;
density_gradient += offset.as_vec2().normalize_or_zero() * density as f32;
}
}
density_gradient += density_obj.random_offset; // To not have a "grid" thingy