started work on combat subsystem and triggers
This commit is contained in:
parent
e14aab570b
commit
9a3ad7d7b7
4 changed files with 50 additions and 2 deletions
|
|
@ -5,6 +5,7 @@ use rand::Rng;
|
|||
|
||||
use crate::{
|
||||
GameState, PauseState,
|
||||
gameplay::combat::StartCombat,
|
||||
utils::input::{GameInputPlugin, InputButton, InputPressStatus},
|
||||
};
|
||||
|
||||
|
|
@ -20,6 +21,8 @@ impl Plugin for NaviGameplayPlugin {
|
|||
(
|
||||
move_player
|
||||
.run_if(in_state(GameState::Navi).and(in_state(PauseState::Running))),
|
||||
detect_colision
|
||||
.run_if(in_state(GameState::Navi).and(in_state(PauseState::Running))),
|
||||
follow_player,
|
||||
),
|
||||
);
|
||||
|
|
@ -68,14 +71,18 @@ pub fn spawn_bus(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
));
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct MapEncounter(i32);
|
||||
|
||||
pub fn spawn_enemy(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
let mut rng = rand::rng();
|
||||
for _ in 0..10 {
|
||||
for i in 0..10 {
|
||||
commands.spawn((
|
||||
MapEncounter(i),
|
||||
Mesh2d(meshes.add(Circle::new(10.))),
|
||||
MeshMaterial2d(materials.add(Color::srgb(1.1, 0.2, 0.3))),
|
||||
Transform::from_xyz(
|
||||
|
|
@ -121,6 +128,21 @@ pub fn move_player(
|
|||
}
|
||||
}
|
||||
|
||||
fn detect_colision(
|
||||
player: Single<&Transform, With<PlayerVWBus>>,
|
||||
enemies: Query<(&Transform, &MapEncounter), (With<MapEncounter>, Without<MainCamera>)>,
|
||||
mut start_combat_writer: MessageWriter<StartCombat>,
|
||||
mut next_state: ResMut<NextState<GameState>>, // May or may not need
|
||||
) {
|
||||
for (en_trans, enc) in enemies {
|
||||
if (en_trans.translation - player.translation).length() < 30. {
|
||||
info!("colide {}", enc.0);
|
||||
start_combat_writer.write(StartCombat(enc.0));
|
||||
next_state.set(GameState::Combat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn follow_player(
|
||||
mut camera: Single<&mut Transform, (With<MainCamera>, Without<PlayerVWBus>)>,
|
||||
player: Single<&Transform, (With<PlayerVWBus>, Without<MainCamera>)>,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue