Added a working ceiling!

main
Elijah Voigt 3 months ago
parent 42e61a3d66
commit e6a131a9ac

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assets/flappy/ceiling.png (Stored with Git LFS)

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assets/flappy/pipe.png (Stored with Git LFS)

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@ -20,6 +20,7 @@ fn main() {
.init_resource::<BirdAssets>()
.init_resource::<PipeAssets>()
.init_resource::<GroundAssets>()
.init_resource::<CeilingAssets>()
.init_resource::<Score>()
.init_resource::<RewindFrames>()
.init_resource::<Flaps>()
@ -97,6 +98,7 @@ fn main() {
.add_observer(populate_batch)
.add_observer(populate_pipe)
.add_observer(populate_ground)
.add_observer(populate_ceiling)
.add_observer(populate_hitbox)
.run();
}
@ -169,6 +171,9 @@ fn init_bird(
#[derive(Component, Clone)]
struct Ground(isize);
#[derive(Component, Clone)]
struct Ceiling(isize);
#[derive(Component, Clone)]
enum Pipe {
Top,
@ -218,6 +223,11 @@ fn populate_batch(
parent.spawn(Ground(0));
parent.spawn(Ground(1));
parent.spawn(Ground(2));
parent.spawn(Ceiling(-2));
parent.spawn(Ceiling(-1));
parent.spawn(Ceiling(0));
parent.spawn(Ceiling(1));
parent.spawn(Ceiling(2));
if *batch_id > 0 {
parent.spawn((Pipe::Top, Batch(*batch_id)));
parent.spawn((Pipe::Bottom, Batch(*batch_id)));
@ -236,8 +246,6 @@ fn update_batch_position(
});
}
/// The ground population spawns a center peace and two pieces of ground
/// to the left and right of the center.
fn populate_ground(
trigger: Trigger<OnAdd, Ground>,
grounds: Query<&Ground>,
@ -256,6 +264,24 @@ fn populate_ground(
));
}
fn populate_ceiling(
trigger: Trigger<OnAdd, Ceiling>,
ceiling: Query<&Ceiling>,
ceiling_assets: Res<CeilingAssets>,
mut commands: Commands,
) {
let Ceiling(idx) = ceiling.get(trigger.target()).unwrap();
debug!("populating ceiling{:?}", idx);
commands.entity(trigger.target()).insert((
ceiling_assets.material.clone(),
ceiling_assets.mesh.clone(),
Name::new("ceiling"),
RigidBody::Static,
Collider::rectangle(1.0, 1.0),
Transform::from_xyz(100.0 * (*idx) as f32, 300.0, -3.0).with_scale(Vec3::splat(100.0)),
));
}
/// Based on if this is a Top or Bottom pipe the placement changes
/// Otherwise this just spawns in the center of the batch.
fn populate_pipe(
@ -283,10 +309,10 @@ fn populate_pipe(
match pipe {
Pipe::Top => {
Transform::from_xyz(0.0, 400.0 + offset, -2.0).with_scale(Vec3::splat(100.0))
Transform::from_xyz(0.0, 300.0 + offset, -2.0).with_scale(Vec3::splat(100.0))
}
Pipe::Bottom => {
Transform::from_xyz(0.0, -200.0 + offset, -2.0).with_scale(Vec3::splat(100.0))
Transform::from_xyz(0.0, -300.0 + offset, -2.0).with_scale(Vec3::splat(100.0))
}
}
};
@ -325,6 +351,12 @@ struct GroundAssets {
mesh: Mesh2d,
}
#[derive(Resource, Default)]
struct CeilingAssets {
material: MeshMaterial2d<ColorMaterial>,
mesh: Mesh2d,
}
#[derive(Resource, Default)]
struct PipeAssets {
material: MeshMaterial2d<ColorMaterial>,
@ -338,6 +370,7 @@ fn init_assets(
mut bird_assets: ResMut<BirdAssets>,
mut pipe_assets: ResMut<PipeAssets>,
mut ground_assets: ResMut<GroundAssets>,
mut ceiling_assets: ResMut<CeilingAssets>,
server: Res<AssetServer>,
) {
pipe_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
@ -345,7 +378,7 @@ fn init_assets(
color: GREEN.into(),
..default()
}));
pipe_assets.mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 4.0)));
pipe_assets.mesh = Mesh2d(meshes.add(Rectangle::new(0.875, 4.0)));
ground_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
texture: Some(server.load("flappy/ground.png")),
@ -354,6 +387,13 @@ fn init_assets(
}));
ground_assets.mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 1.0)));
ceiling_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
texture: Some(server.load("flappy/ceiling.png")),
color: BLACK.into(),
..default()
}));
ceiling_assets.mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 0.777)));
bird_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
texture: Some(server.load("flappy/bird.png")),
color: ORANGE.into(),
@ -704,7 +744,7 @@ fn rewind(
fn detect_dead(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
bird: Single<&ColliderAabb, With<Bird>>,
obstacles: Query<&ColliderAabb, Or<(With<Ground>, With<Pipe>)>>,
obstacles: Query<&ColliderAabb, Or<(With<Ground>, With<Pipe>, With<Ceiling>)>>,
mut next: ResMut<NextState<PlayerState>>,
) {
#[cfg(debug_assertions)]

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