small adjusts
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e34c82483a
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9532911b00
3 changed files with 10 additions and 9 deletions
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@ -30,7 +30,8 @@ pub fn bubble_spawn_wave(commands: &mut Commands, asset_server: &Res<AssetServer
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for BubbleSplash { bubble_type, center, radius, nb_bubbles } in bubble_splashes {
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for _ in 0..*nb_bubbles {
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let angle = rng.random_range(0.0..TAU);
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let pos = center + Vec2::from_angle(angle) * radius;
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let spawn_radius = rng.random_range(0.0..1.0f32).sqrt() * radius;
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let pos = center + Vec2::from_angle(angle) * spawn_radius;
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commands.spawn((
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Bubble { move_force: bubble_type.move_force },
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@ -44,7 +44,7 @@ impl BubbleSplash {
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}
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}
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const BASE_MOVE_FORCE: f32 = 3000.0;
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const BASE_MOVE_FORCE: f32 = 4000.0;
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const BASE_LIFE: f32 = 10.0;
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const NORMAL_BUBBLE: BubbleType = BubbleType {
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@ -79,14 +79,14 @@ fn get_bubble_waves() -> BubbleWaves {
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vec![BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 10), BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 10)],
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vec![BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 100), BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 100)],
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vec![
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BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 100),
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BubbleSplash::new(NORMAL_BUBBLE, TOP, 10.0, 100),
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BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 100.0, 100),
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BubbleSplash::new(NORMAL_BUBBLE, TOP, 100.0, 100),
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BubbleSplash::new(RED_BUBBLE, BOTTOM, 10.0, 20),
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],
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vec![
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BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 200),
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BubbleSplash::new(RED_BUBBLE, RIGHT, 10.0, 100),
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BubbleSplash::new(RED_BUBBLE, LEFT, 10.0, 100),
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BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 100.0, 200),
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BubbleSplash::new(RED_BUBBLE, RIGHT, 100.0, 100),
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BubbleSplash::new(RED_BUBBLE, LEFT, 100.0, 100),
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],
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],
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collectables: vec![
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@ -11,7 +11,7 @@ const MAX_MAP_SIZE: usize = MAX_MAP_WIDTH * 2;
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const ARRAY_WIDTH: usize = MAX_MAP_SIZE / CELL_SIZE;
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const GRID_ARRAY_SIZE: usize = ARRAY_WIDTH * ARRAY_WIDTH;
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const DENSITY_FORCE_SCALE: f32 = 6000.0;
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const DENSITY_FORCE_SCALE: f32 = 3000.0;
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#[derive(Resource)]
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pub struct DensityGrid {
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@ -78,7 +78,7 @@ pub fn density_grid_force(
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let index = get_index_from_uvec2(neighbor_cell);
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let density = density_grid.grid[index];
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density_gradient += offset.as_vec2() * density as f32;
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density_gradient += offset.as_vec2().normalize_or_zero() * density as f32;
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}
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}
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density_gradient += density_obj.random_offset; // To not have a "grid" thingy
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