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collision.rs
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use crate::game_objects::{get_direction_sprite, Bullet, Explosion, Player, PowerUp};
use crate::game_utils::{
AnimationTimer, BulletType, Collider, DirectionHelper, HitCooldownTimer, PlayerHitEvent,
PlayerPowerUpEvent, TimerType, UpdateUIEvent,
};
use bevy::{
prelude::*, sprite::collide_aabb::collide, sprite::collide_aabb::Collision, utils::Duration,
};
use rand::prelude::*;
pub fn collision_explosion(
mut commands: Commands,
mut player_query: Query<(&Transform, &mut Handle<Image>, &mut Player)>,
mut collider_query: Query<(Entity, &Transform, &Explosion), With<Collider>>,
mut event_writer: EventWriter<UpdateUIEvent>,
mut event_writer_player_hit: EventWriter<PlayerHitEvent>,
asset_server: ResMut<AssetServer>,
) {
for (player_transform, mut player_sprite, mut player) in &mut player_query {
if player.invulnerable {
continue;
}
for (_collider_entity, transform, _explosion) in &mut collider_query {
let collision = collide(
transform.translation,
transform.scale.truncate(),
player_transform.translation,
player_transform.scale.truncate(),
);
if collision.is_some() {
*player_sprite = asset_server.load(get_direction_sprite(
&player.direction.direction_x,
&player.direction.direction_y,
));
player.lifes -= 2;
event_writer.send(UpdateUIEvent {
player_number: player.player_number as usize,
});
if player.lifes > 0 {
player.invulnerable = true;
commands.spawn((HitCooldownTimer {
timer: Timer::new(Duration::from_secs(2), TimerMode::Once),
associated_player: player.name.clone(),
timer_type: TimerType::Invulnerable,
},));
event_writer_player_hit.send_default();
}
}
}
}
}
pub fn collision_powerup(
mut commands: Commands,
mut player_query: Query<(&Transform, &mut Player)>,
mut collider_query: Query<(Entity, &Transform, &PowerUp), With<Collider>>,
mut event_writer: EventWriter<UpdateUIEvent>,
mut event_writer_powerup: EventWriter<PlayerPowerUpEvent>,
asset_server: ResMut<AssetServer>,
) {
for (player_transform, mut player) in &mut player_query {
for (collider_entity, transform, _maybe_powerup) in &mut collider_query {
let collision = collide(
transform.translation,
transform.scale.truncate(),
player_transform.translation,
player_transform.scale.truncate(),
);
if collision.is_some() {
let mut rng = rand::thread_rng();
let bullet_random = rng.gen_range(0..=2);
player.powerup = true;
player.power_up_type = BulletType::convert_int(bullet_random);
commands.entity(collider_entity).despawn();
event_writer.send(UpdateUIEvent {
player_number: player.player_number as usize,
});
event_writer_powerup.send_default();
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/powerup.wav"),
..default()
});
}
}
}
}
#[allow(clippy::type_complexity)]
pub fn collision_player(
collider_query: Query<
&Transform,
(
With<Collider>,
Without<Bullet>,
Without<PowerUp>,
Without<Explosion>,
),
>,
mut player_query: Query<(&Transform, &mut Player)>,
) {
for (player_transform, mut player) in &mut player_query {
let mut b_was_collision_up = false;
let mut b_was_collision_down = false;
let mut b_was_collision_right = false;
let mut b_was_collision_left = false;
for transform in collider_query.iter() {
if let Some(direction) = collide(
transform.translation,
transform.scale.truncate(),
player_transform.translation,
player_transform.scale.truncate() + 1.15,
) {
match direction {
Collision::Right => {
player.direction_block.right = true;
b_was_collision_right = true;
}
Collision::Left => {
player.direction_block.left = true;
b_was_collision_left = true;
}
Collision::Top => {
player.direction_block.up = true;
b_was_collision_up = true;
}
Collision::Bottom => {
player.direction_block.down = true;
b_was_collision_down = true;
}
Collision::Inside => (),
}
}
}
if !b_was_collision_up {
player.direction_block.up = false;
}
if !b_was_collision_down {
player.direction_block.down = false;
}
if !b_was_collision_right {
player.direction_block.right = false;
}
if !b_was_collision_left {
player.direction_block.left = false;
}
}
}
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn collision_bullet(
mut commands: Commands,
mut bullet_query: Query<(Entity, &Transform, &mut Bullet)>,
mut collider_query: Query<
(&Transform, &mut Handle<Image>, Option<&mut Player>),
With<Collider>,
>,
mut event_writer: EventWriter<UpdateUIEvent>,
mut event_writer_player_hit: EventWriter<PlayerHitEvent>,
asset_server: ResMut<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
for (bullet_entity, bullet_transform, mut bullet) in &mut bullet_query {
let bullet_size = bullet_transform.scale.truncate();
for (transform, mut player_sprite, mut maybe_player) in &mut collider_query {
if let Some(collision) = collide(
bullet_transform.translation,
bullet_size,
transform.translation,
transform.scale.truncate(),
) {
match bullet.bullet_type {
BulletType::NormalBullet => {
commands.entity(bullet_entity).despawn();
if maybe_player.is_none() {
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/hitwall.wav"),
..default()
});
continue;
}
let player = &mut **maybe_player.as_mut().unwrap();
if !player.invulnerable {
player.decrement_life();
event_writer.send(UpdateUIEvent {
player_number: player.player_number as usize,
});
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/hit.wav"),
..default()
});
if player.lifes > 0 {
event_writer_player_hit.send_default();
player.stunned = false;
*player_sprite = asset_server.load(get_direction_sprite(
&player.direction.direction_x,
&player.direction.direction_y,
));
player.invulnerable = true;
commands.spawn((HitCooldownTimer {
timer: Timer::new(Duration::from_secs(2), TimerMode::Once),
associated_player: player.name.clone(),
timer_type: TimerType::Invulnerable,
},));
}
}
}
BulletType::IceBullet => {
commands.entity(bullet_entity).despawn();
if maybe_player.is_none() {
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/hitwall.wav"),
..default()
});
continue;
}
let player = &mut **maybe_player.as_mut().unwrap();
if !player.invulnerable && !player.stunned {
player.stunned = true;
*player_sprite =
asset_server.load("/assets/images/player/player_frozen.png");
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/frozen.wav"),
..default()
});
commands.spawn((HitCooldownTimer {
timer: Timer::new(Duration::from_secs(2), TimerMode::Once),
associated_player: player.name.clone(),
timer_type: TimerType::Stun,
},));
}
}
BulletType::ExplosiveBullet => {
commands.entity(bullet_entity).despawn();
let texture_handle =
asset_server.load("/assets/images/explosion_anim.png");
let texture_atlas = TextureAtlas::from_grid(
texture_handle,
Vec2::new(32.0, 32.0),
3,
1,
None,
None,
);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/explosion.wav"),
..default()
});
commands.spawn((
SpriteSheetBundle {
sprite: TextureAtlasSprite {
custom_size: Option::Some(Vec2 { x: 1.0, y: 1.0 }),
..default()
},
texture_atlas: texture_atlas_handle,
transform: Transform {
translation: bullet_transform.translation,
scale: Vec3 {
x: 150.0,
y: 150.0,
z: 1.0,
},
..default()
},
..default()
},
AnimationTimer {
timer: Timer::from_seconds(0.05, TimerMode::Repeating),
counter: 2,
},
Explosion { radius: 50.0 },
Collider,
));
}
BulletType::BouncyBullet => {
bullet.direction = match collision {
Collision::Left | Collision::Right => DirectionHelper {
direction_x: bullet.direction.direction_x.opposite(),
direction_y: bullet.direction.direction_y.clone(),
},
_ => DirectionHelper {
direction_x: bullet.direction.direction_x.clone(),
direction_y: bullet.direction.direction_y.opposite(),
},
};
bullet.bounces_left -= 1;
if maybe_player.is_none() {
if bullet.bounces_left < 1 {
commands.entity(bullet_entity).despawn();
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/hitwall.wav"),
..default()
});
continue;
}
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/bouncywall.wav"),
..default()
});
continue;
}
let player = &mut **maybe_player.as_mut().unwrap();
*player_sprite = asset_server.load(get_direction_sprite(
&player.direction.direction_x,
&player.direction.direction_y,
));
if player.invulnerable {
continue;
}
player.decrement_life();
event_writer.send(UpdateUIEvent {
player_number: player.player_number as usize,
});
commands.spawn(AudioBundle {
source: asset_server.load("/assets/sounds/hit.wav"),
..default()
});
if player.lifes > 0 {
event_writer_player_hit.send_default();
commands.entity(bullet_entity).despawn();
player.stunned = false;
player.invulnerable = true;
commands.spawn((HitCooldownTimer {
timer: Timer::new(Duration::from_secs(2), TimerMode::Once),
associated_player: player.name.clone(),
timer_type: TimerType::Invulnerable,
},));
}
}
}
}
}
}
}