Rewinding batches works, but now a weird bug with zero!

main
Elijah Voigt 3 months ago
parent fdd691f29a
commit 49b95ab5f9

@ -83,6 +83,8 @@ fn main() {
),
update_batch_position.run_if(any_component_changed::<Batch>),
update_tooltip.run_if(in_state(DebuggingState::On)),
// TODO: Add run_if to this system
manage_batches,
(
// Temp debugging systems
debug_collision_events.run_if(on_event::<CollisionEnded>),
@ -96,7 +98,6 @@ fn main() {
.add_observer(populate_pipe)
.add_observer(populate_ground)
.add_observer(populate_hitbox)
.add_observer(manage_batches)
.add_observer(manage_score)
.run();
}
@ -143,8 +144,7 @@ fn init_bird(
) {
let material = MeshMaterial2d(materials.add(ColorMaterial {
texture: Some(server.load("flappy/bird.png")),
// color: ORANGE.into(),
color: BLACK.into(),
color: ORANGE.into(),
alpha_mode: AlphaMode2d::Blend,
..default()
}));
@ -469,7 +469,6 @@ fn init_ui(mut commands: Commands) {
..default()
},
Button,
// TODO: Add Pause (basically Stasis) state
PlayerState::Pause,
children![Text::new("Go!"),],
))
@ -775,7 +774,6 @@ impl Display for Deaths {
}
}
// TODO: Scoring is bugged, need to make it correct.
fn manage_score(
trigger: Trigger<OnCollisionEnd>,
state: Res<State<PlayerState>>,
@ -836,38 +834,30 @@ fn debug_collision_end_observations(
/// When the player moves forward while alive
/// spawn more batches and despawn old batches
fn manage_batches(
// TODO: Trigger on both start and end??
trigger: Trigger<OnCollisionEnd>,
state: Res<State<PlayerState>>,
bird: Query<Entity, With<Bird>>,
bird: Query<&ColliderAabb, With<Bird>>,
hitboxes: Query<(Entity, &ColliderAabb), With<Hitbox>>,
batches: Query<(Entity, &Batch)>,
state: Res<State<PlayerState>>,
mut commands: Commands,
) {
debug_assert!(
matches!(state.get(), PlayerState::Alive) || matches!(state.get(), PlayerState::Rewind)
);
let a = trigger.target();
let b = trigger.collider;
if bird.contains(a)
&& let Ok((_e, Batch(idx))) = batches.get(b)
&& *idx > 2
{
info!("Managing batches in player state {:?}", state.get());
let (old_batch_idx, new_batch_idx) = match state.get() {
PlayerState::Alive => (idx - 2, idx + 2),
PlayerState::Rewind => (idx + 2, idx - 2),
_ => panic!("Should not happen!"),
bird.iter().for_each(|bird_aabb| {
if let Some(e) = hitboxes.iter().find_map(|(e, hitbox_aabb)| {
bird_aabb.intersects(hitbox_aabb).then_some(e)
}) {
let (_, Batch(curr)) = batches.get(e).unwrap();
let (target_batch_id, new_batch_id) = match state.get() {
PlayerState::Alive => (curr.saturating_sub(2), curr.saturating_add(2)),
PlayerState::Rewind => (curr.saturating_add(2), curr.saturating_sub(2)),
_ => (*curr, *curr),
};
// Find all entities with the old batch and adjust them
batches
.iter()
.filter_map(|(e, batch)| (batch.0 == old_batch_idx).then_some(e))
.for_each(|e| {
info!("Moving batch {} -> {}", old_batch_idx, new_batch_idx);
commands.entity(e).insert(Batch(new_batch_idx));
})
if target_batch_id != new_batch_id {
if let Some(e_old) = batches.iter().find_map(|(e, b)| (b.0 == target_batch_id).then_some(e)) {
commands.entity(e_old).insert(Batch(new_batch_id));
}
}
};
});
}
fn update_tooltip(
mut query: Query<(

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