bevy-santa/src/core/wave.rs
Crizomb dece3a352f
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warning signs, timer
2026-01-04 17:54:46 +01:00

215 lines
6.4 KiB
Rust

use std::{thread::panicking, time::Duration};
use bevy::{ecs::system::lifetimeless::SCommands, prelude::*};
use rand::distr::slice::Empty;
use crate::{
core::{
bubble::{Bubble, bubble_spawn_wave},
collectible::{COLLECTABLE_SCALE, CollectableType, collectable_spawn},
game_state::{DispawnOnGameOver, EndGameEvent, EndGameReason, Resetable},
kirby::Kirby,
life::Life,
},
map::map::{BOTTOM, LEFT, RIGHT, TOP},
};
#[derive(Event)]
pub struct NextWaveEvent;
#[derive(Component)]
#[require(DispawnOnGameOver)]
pub struct NextWaveTimer {
timer: Timer,
}
#[derive(Event)]
struct NextWaveTimerTimeout;
pub struct BubbleType {
pub color: Color,
pub move_force: f32,
pub max_life: f32,
}
pub struct BubbleSplash {
pub bubble_type: BubbleType,
pub center: Vec2,
pub radius: f32,
pub nb_bubbles: u32,
}
impl BubbleSplash {
fn new(bubble_type: BubbleType, center: Vec2, radius: f32, nb_bubbles: u32) -> Self {
BubbleSplash { bubble_type, center, radius, nb_bubbles }
}
}
const BASE_MOVE_FORCE: f32 = 3000.0;
const BASE_LIFE: f32 = 10.0;
const NORMAL_BUBBLE: BubbleType = BubbleType {
color: Color::linear_rgb(1.0, 1.0, 1.0),
move_force: BASE_MOVE_FORCE * 1.0,
max_life: BASE_LIFE * 1.0,
};
const RED_BUBBLE: BubbleType = BubbleType {
color: Color::linear_rgb(1.0, 0.0, 0.0),
move_force: BASE_MOVE_FORCE * 2.0,
max_life: BASE_LIFE * 0.5,
};
const GREEN_BUBBLE: BubbleType = BubbleType {
color: Color::linear_rgb(1.0, 0.0, 0.0),
move_force: BASE_MOVE_FORCE * 0.5,
max_life: BASE_LIFE * 2.0,
};
#[derive(Resource)]
pub struct BubbleWaves {
waves: Vec<Vec<BubbleSplash>>,
collectables: Vec<Vec<(CollectableType, Vec2)>>,
pub current_wave: usize,
}
fn get_bubble_waves() -> BubbleWaves {
let return_thing = BubbleWaves {
waves: vec![
vec![BubbleSplash::new(NORMAL_BUBBLE, RIGHT, 10.0, 10)],
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(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),
],
],
collectables: vec![
vec![],
vec![(CollectableType::NewKirby, LEFT)],
vec![(CollectableType::SpeedBoost, BOTTOM)],
vec![(CollectableType::ShieldBoost, BOTTOM)],
vec![],
],
current_wave: 0,
};
assert!(return_thing.waves.len() == return_thing.collectables.len());
return return_thing;
}
impl Resetable for BubbleWaves {
fn reset(&mut self) {
*self = get_bubble_waves();
}
}
#[derive(Resource, Default)] // Default is false
pub struct EnnemyWaveLock(bool);
impl Resetable for EnnemyWaveLock {
fn reset(&mut self) {
*self = EnnemyWaveLock::default()
}
}
fn no_ennemy_left(bubble_query: Query<(), With<Bubble>>) -> bool {
bubble_query.is_empty()
}
#[derive(Component)]
#[require(Sprite, Transform, DispawnOnGameOver)]
struct WarningSign;
fn change_wave(
mut lock: ResMut<EnnemyWaveLock>,
bubble_wave: Res<BubbleWaves>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
// Beetwen moment where all ennemies are killed and NextWaveTimer trigger the spawn of the new ennemy
// there is some time, and change_wave will be called every frame during this instance
// that's why there is an ugly-ass lock
if lock.0 {
return;
}
lock.0 = true;
let max_bubble_wave = bubble_wave.waves.len();
if bubble_wave.current_wave >= max_bubble_wave {
commands.trigger(EndGameEvent { reason: EndGameReason::Victory });
return;
}
let current_bubble_wave = &bubble_wave.waves[bubble_wave.current_wave];
for bubble_splash in current_bubble_wave {
commands.spawn((
WarningSign,
Sprite::from_image(asset_server.load("sprites/warning.png")),
Transform::from_translation(bubble_splash.center.extend(0.0)).with_scale(Vec3::splat(COLLECTABLE_SCALE)),
));
}
println!("change wave");
commands.trigger(NextWaveEvent);
commands.spawn((NextWaveTimer { timer: Timer::new(Duration::from_secs(1), TimerMode::Once) },));
}
fn next_wave_timer_system(
next_wave_timer_query: Single<(&mut NextWaveTimer, Entity)>,
time: Res<Time>,
mut commands: Commands,
) {
let (mut next_wave_timer, timer_id) = next_wave_timer_query.into_inner();
next_wave_timer.timer.tick(time.delta());
if next_wave_timer.timer.is_finished() {
commands.trigger(NextWaveTimerTimeout);
commands.entity(timer_id).despawn();
}
}
fn delete_warning_sign(_: On<NextWaveTimerTimeout>, mut commands: Commands, query: Query<Entity, With<WarningSign>>) {
for entity in query {
commands.entity(entity).despawn();
}
}
fn spawn_wave_ennemy(
_: On<NextWaveTimerTimeout>,
mut commands: Commands,
asset_server: Res<AssetServer>,
mut bubble_wave: ResMut<BubbleWaves>,
mut lock: ResMut<EnnemyWaveLock>,
) {
let wave = &bubble_wave.waves[bubble_wave.current_wave];
let collectables = &bubble_wave.collectables[bubble_wave.current_wave];
bubble_spawn_wave(&mut commands, &asset_server, wave.as_slice());
for (collectable_type, collectable_pos) in collectables {
collectable_spawn(&mut commands, &asset_server, *collectable_type, *collectable_pos);
}
bubble_wave.current_wave += 1;
lock.0 = false; // Release lock, ennemy wave is spawnned
}
fn heal_kirby(query: Query<&mut Life, With<Kirby>>) {
for mut kirby_life in query {
kirby_life.heal(f32::MAX);
}
}
pub struct WavePlugin;
impl Plugin for WavePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(get_bubble_waves())
.insert_resource(EnnemyWaveLock::default())
.add_systems(Update, (change_wave, heal_kirby).run_if(no_ennemy_left))
.add_systems(Update, next_wave_timer_system)
.add_observer(spawn_wave_ennemy)
.add_observer(delete_warning_sign);
}
}