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https://diogo-vernier.itch.io/pixel-art-slime |
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use bevy::{ | ||
app::{Plugin, Startup, Update}, | ||
asset::{AssetServer, Assets}, | ||
prelude::*, | ||
reflect::Reflect, | ||
sprite::TextureAtlasLayout, | ||
transform::components::Transform, | ||
}; | ||
use slime::{animate_slime, slime_movement, spawn_slime}; | ||
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mod slime; | ||
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use crate::{GameWorld, BLOCK_SIZE, WORLD_BOTTOM_OFFSET_IN_PIXELS, WORLD_CENTER_COL}; | ||
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#[derive(Component, Reflect)] | ||
pub struct HealthPoints { | ||
pub max_full_hearts: u8, | ||
pub current: u8, | ||
} | ||
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impl HealthPoints { | ||
fn full(hearts: u8) -> Self { | ||
HealthPoints { | ||
max_full_hearts: hearts, | ||
current: hearts * 2, | ||
} | ||
} | ||
} | ||
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pub struct EnemyPlugin; | ||
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impl Plugin for EnemyPlugin { | ||
fn build(&self, app: &mut bevy::prelude::App) { | ||
app.register_type::<HealthPoints>() | ||
.add_systems(Startup, startup) | ||
.add_systems(Update, (slime_movement, animate_slime)); | ||
} | ||
} | ||
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fn startup( | ||
commands: Commands, | ||
asset_server: Res<AssetServer>, | ||
game_world: Res<GameWorld>, | ||
texture_atlases: ResMut<Assets<TextureAtlasLayout>>, | ||
) { | ||
spawn_slime( | ||
commands, | ||
asset_server, | ||
texture_atlases, | ||
Transform::from_xyz( | ||
(BLOCK_SIZE as f32) * 0.5, | ||
(((game_world.get_height_in_blocks(WORLD_CENTER_COL) as usize + 10) * BLOCK_SIZE) | ||
as f32) | ||
+ WORLD_BOTTOM_OFFSET_IN_PIXELS as f32, | ||
4.0, | ||
), | ||
) | ||
} |
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use bevy::{ | ||
asset::{AssetServer, Assets}, | ||
math::{UVec2, Vec2}, | ||
prelude::*, | ||
sprite::{Sprite, SpriteBundle, TextureAtlas, TextureAtlasLayout}, | ||
time::{Time, Timer, TimerMode}, | ||
transform::components::Transform, | ||
}; | ||
use bevy_rapier2d::prelude::*; | ||
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use crate::{BLOCK_SIZE, GRAVITY, PIXEL_PERFECT_LAYERS}; | ||
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use super::HealthPoints; | ||
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const SLIME_SIZE: f32 = (BLOCK_SIZE * 2) as f32; | ||
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#[derive(Debug, Default, PartialEq)] | ||
enum SlimeState { | ||
#[default] | ||
Idle, | ||
Walking, | ||
Falling, | ||
} | ||
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impl SlimeState { | ||
fn get_range(&self) -> (usize, usize) { | ||
match self { | ||
SlimeState::Idle => (0, 1), | ||
SlimeState::Walking => (0, 5), | ||
SlimeState::Falling => (2, 2), | ||
} | ||
} | ||
} | ||
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#[derive(Component, Deref, DerefMut)] | ||
pub struct AnimationTimer(Timer); | ||
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#[derive(Component, Debug)] | ||
pub struct Slime { | ||
movement_speed: f32, | ||
looking_left: bool, | ||
state: SlimeState, | ||
} | ||
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#[derive(Component)] | ||
pub struct Direction { | ||
x: f32, | ||
} | ||
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pub fn spawn_slime( | ||
mut commands: Commands, | ||
asset_server: Res<AssetServer>, | ||
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>, | ||
position: Transform, | ||
) { | ||
let atlas_layout = | ||
TextureAtlasLayout::from_grid(UVec2::new(16, 16), 6, 1, None, Some(UVec2::new(16, 16))); | ||
let atlas_layout_handle = texture_atlases.add(atlas_layout); | ||
let texture = asset_server.load("enemies/red-slime-spritesheet.png"); | ||
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commands.spawn(( | ||
Slime { | ||
movement_speed: 80.0, | ||
looking_left: false, | ||
state: SlimeState::Idle, | ||
}, | ||
SpriteBundle { | ||
texture, | ||
transform: position, | ||
sprite: Sprite { | ||
custom_size: Option::Some(Vec2::new(SLIME_SIZE, SLIME_SIZE)), | ||
..default() | ||
}, | ||
..default() | ||
}, | ||
TextureAtlas { | ||
layout: atlas_layout_handle, | ||
index: 0, | ||
..Default::default() | ||
}, | ||
RigidBody::KinematicPositionBased, | ||
Collider::capsule_y(SLIME_SIZE / 16.0, SLIME_SIZE / 2.0), | ||
KinematicCharacterController { | ||
custom_shape: Option::Some(( | ||
Collider::cuboid(SLIME_SIZE / 3.0, SLIME_SIZE / 2.0), | ||
Vec2::new(0., SLIME_SIZE * 0.04), | ||
0., | ||
)), | ||
offset: CharacterLength::Absolute(0.1), | ||
autostep: Option::Some(CharacterAutostep { | ||
max_height: CharacterLength::Relative(0.6), | ||
min_width: CharacterLength::Relative(0.1), | ||
..default() | ||
}), | ||
slide: true, | ||
snap_to_ground: Option::Some(CharacterLength::Absolute(0.1)), | ||
normal_nudge_factor: 0.1, | ||
..default() | ||
}, | ||
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)), | ||
HealthPoints::full(1), | ||
Direction { x: 1.0 }, | ||
PIXEL_PERFECT_LAYERS, | ||
)); | ||
} | ||
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pub fn slime_movement( | ||
mut query: Query<( | ||
&mut Slime, | ||
&mut Direction, | ||
&mut KinematicCharacterController, | ||
Option<&KinematicCharacterControllerOutput>, | ||
&mut Sprite, | ||
&mut TextureAtlas, | ||
)>, | ||
time: Res<Time>, | ||
mut vertical_movement: Local<f32>, | ||
) { | ||
let delta_time = time.delta_seconds(); | ||
let ( | ||
mut enemy, | ||
mut direction, | ||
mut enemy_controller, | ||
enemy_controller_output, | ||
mut sprite, | ||
mut atlas, | ||
) = query.single_mut(); | ||
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let x = direction.x; | ||
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let mut move_delta = Vec2::new(x, 0.0); | ||
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if move_delta != Vec2::ZERO { | ||
move_delta /= move_delta.length(); | ||
} | ||
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if enemy_controller_output.map(|o| o.grounded).unwrap_or(false) { | ||
*vertical_movement = 0.0; | ||
} | ||
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*vertical_movement += GRAVITY * delta_time * enemy_controller.custom_mass.unwrap_or(1.0); | ||
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move_delta.y = *vertical_movement; | ||
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let next_state = if *vertical_movement < -0.4 { | ||
SlimeState::Falling | ||
} else if move_delta.x.abs() > f32::EPSILON { | ||
SlimeState::Walking | ||
} else { | ||
SlimeState::Idle | ||
}; | ||
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if next_state != enemy.state { | ||
enemy.state = next_state; | ||
atlas.index = enemy.state.get_range().0; | ||
} | ||
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if x != 0. { | ||
enemy.looking_left = x < 0.; | ||
} | ||
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sprite.flip_x = enemy.looking_left; | ||
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if let Some(o) = enemy_controller_output { | ||
for c in o.collisions.iter() { | ||
if let Some(d) = c.hit.details { | ||
if (enemy.looking_left && d.normal1.x > 0.5) | ||
|| (!enemy.looking_left && d.normal1.x < -0.5) | ||
{ | ||
move_delta.y /= 20.; | ||
} | ||
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if enemy.looking_left && d.normal1.x > 0.5 { | ||
direction.x = 1.0; | ||
} | ||
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if !enemy.looking_left && d.normal1.x < -0.5 { | ||
direction.x = -1.0; | ||
} | ||
} | ||
} | ||
} | ||
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enemy_controller.translation = Some(move_delta * enemy.movement_speed as f32 * delta_time); | ||
} | ||
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pub fn animate_slime( | ||
mut query: Query<(&Slime, &mut TextureAtlas, &mut AnimationTimer)>, | ||
time: Res<Time>, | ||
) { | ||
for (enemy, mut atlas, mut timer) in query.iter_mut() { | ||
if timer.tick(time.delta()).just_finished() { | ||
let (first, last) = enemy.state.get_range(); | ||
atlas.index = if atlas.index == last { | ||
first | ||
} else { | ||
atlas.index + 1 | ||
}; | ||
}; | ||
} | ||
} |
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