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player.rs
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player.rs
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use crate::{
arena::{Arena, ARENA_RADIUS},
event::{EventListeners, PlayerSpawnEvent},
gamepad::GamepadInputs,
};
use bevy::{
prelude::*,
utils::{AHashExt, HashMap, HashSet},
};
use std::hash::Hash;
//const MAX_PLAYERS: usize = 4;
const STARTING_LOCATIONS: [[f32; 3]; 4] = [
[-100.0, 100.0, 0.0],
[100.0, 100.0, 0.0],
[100.0, -100.0, 0.0],
[-100.0, -100.0, 0.0],
];
type PlayerID = usize;
#[derive(Default)]
pub struct PlayerPlugin;
impl Plugin for PlayerPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_resource(PlayerColors::default())
.add_system(dead_players_system.system())
.add_system(leave_arena_system.system())
.add_system(player_join_system.system())
.add_system(player_physics.system());
}
}
pub struct PlayerColors(Vec<Color>);
impl Default for PlayerColors {
fn default() -> Self {
Self(vec![
Color::rgb(0.235, 0.349, 0.494), // blue
Color::rgb(0.976, 0.761, 0.416), // gold
Color::rgb(0.377, 0.565, 0.537), // green
Color::rgb(0.592, 0.337, 0.157), // brown
])
}
}
pub struct Player {
pub id: PlayerID,
pub facing: Vec2,
pub vel: Vec2,
pub respawn_timer: Timer,
}
impl Player {
pub fn new(id: PlayerID) -> Self {
Self {
id,
facing: Vec2::unit_x(),
vel: Vec2::zero(),
respawn_timer: Timer::from_seconds(2.0, false),
}
}
}
/// Marks that a player is dead
pub struct Dead {}
/// Detect a player leaving the arena, and add a Dead component to him.
fn leave_arena_system(
commands: &mut Commands,
mut player_transforms: Query<(Entity, &Children, &Transform, &Player), Without<Dead>>,
arena_transforms: Query<&Transform, With<Arena>>,
mut draw_query: Query<&mut Draw>,
) {
for arena_transform in arena_transforms.iter() {
for (entity, children, player_transform, player) in player_transforms.iter_mut() {
if (player_transform.translation - arena_transform.translation).length() > ARENA_RADIUS
{
println!("Player {} dies", player.id);
commands.insert_one(entity, Dead {});
if let Ok(mut draw) = draw_query.get_mut(entity) {
draw.is_visible = false;
}
// And any children of the player, like the boxing glove
for child in children.iter() {
if let Ok(mut draw) = draw_query.get_mut(*child) {
draw.is_visible = false;
}
}
}
}
}
}
/// Handle players that are dead, eventually respawning them again
pub fn dead_players_system(
commands: &mut Commands,
time: Res<Time>,
mut players: Query<(Entity, &Children, &mut Player, &mut Transform), With<Dead>>,
mut draw_query: Query<&mut Draw>,
) {
for (entity, children, mut player, mut transform) in players.iter_mut() {
// Decrement the timer for how long the player has left to be dead
player.respawn_timer.tick(time.delta_seconds);
// Is the player done being dead?
if player.respawn_timer.finished {
// Restart the timer for next time
player.respawn_timer.reset();
// Reset velocity
player.vel = Vec2::zero();
// Spawn at the starting location
transform.translation = STARTING_LOCATIONS[player.id].into();
// Remove the "Dead" component
commands.remove_one::<Dead>(entity);
// Make the player visible again
if let Ok(mut draw) = draw_query.get_mut(entity) {
draw.is_visible = true;
}
// And any components of the player, like the glove
for child in children.iter() {
if let Ok(mut draw) = draw_query.get_mut(*child) {
draw.is_visible = true;
}
}
}
}
}
fn angle_facing(v1: &Vec2, v2: &Vec2) -> f32 {
(v2.y() - v1.y()).atan2(v2.x() - v1.x())
}
const DEAD_ZONE_THRESHOLD: f32 = 0.2;
const DRAG: f32 = 0.8;
const MOVE_SPEED: f32 = 25.0;
const MAX_VELOCITY: f32 = 4.0;
const COLLISION_RADIUS: f32 = 32.0; // Needs to match the size of the sprite
#[derive(Copy, Clone, Default)]
struct Collision {
player_id1: PlayerID,
player_id2: PlayerID,
pos1: Vec2,
pos2: Vec2,
vel1: Vec2,
vel2: Vec2,
}
impl Collision {
/// Ask the collision if you're involved, if you are, what's your new velocity?
fn new_velocity(&self, player_id: PlayerID) -> Option<Vec2> {
// From the bottom of https://en.wikipedia.org/wiki/Elastic_collision assuming equal masses
if player_id == self.player_id1 {
Some(
self.vel1
- ((self.vel1 - self.vel2).dot(self.pos1 - self.pos2)
/ (self.pos1 - self.pos2).length_squared())
* (self.pos1 - self.pos2),
)
} else if player_id == self.player_id2 {
Some(
self.vel2
- ((self.vel2 - self.vel1).dot(self.pos2 - self.pos1)
/ (self.pos2 - self.pos1).length_squared())
* (self.pos2 - self.pos1),
)
} else {
None
}
}
}
/// Make it so that a collision involving two players is equal to any other collision involving the two players
impl PartialEq for Collision {
fn eq(&self, other: &Self) -> bool {
((self.player_id1 == other.player_id1) && (self.player_id2 == other.player_id2))
|| ((self.player_id1 == other.player_id2) && (self.player_id2 == other.player_id1))
}
}
impl Eq for Collision {
fn assert_receiver_is_total_eq(&self) {}
}
/// Make it so that a collision involving two players hashes the same as any other collision with the same two players
impl Hash for Collision {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
let mut player_ids = vec![self.player_id1, self.player_id2];
player_ids.sort();
for player_id in player_ids {
self.player_id1.hash(state);
}
}
}
pub fn player_physics(
time: Res<Time>,
gamepad_inputs: Res<GamepadInputs>,
mut player_query: Query<(&mut Player, &mut Transform), Without<Dead>>,
) {
// Iterate through each player and collect positions so we can do collision detection
let mut player_positions: HashMap<PlayerID, Vec2> = HashMap::new();
let mut player_velocities: HashMap<PlayerID, Vec2> = HashMap::new();
for (player, transform) in player_query.iter_mut() {
player_positions.insert(player.id, transform.translation.into());
player_velocities.insert(player.id, player.vel);
}
// For each player, store positions of other players that we are colliding with (because we could hit more than one at once)
let mut player_collisions: HashSet<Collision> = HashSet::new();
for (&player_id1, &pos1) in player_positions.iter() {
for (&player_id2, &pos2) in player_positions.iter() {
// Don't collide with one's self
if player_id1 == player_id2 {
continue;
}
if (pos1 - pos2).length() < COLLISION_RADIUS * 2.0 {
let collision = Collision {
player_id1,
player_id2,
pos1,
pos2,
vel1: player_velocities[&player_id1],
vel2: player_velocities[&player_id2],
};
player_collisions.insert(collision);
}
}
}
// Iterate through each player and apply physics
for (mut player, mut transform) in player_query.iter_mut() {
// Apply fixed drag so players slow to a stop
player.vel *= 1.0 - time.delta_seconds * DRAG;
// Adjust velocity based on gamepad input
let input = gamepad_inputs.inputs.get(&player.id).unwrap();
let left_x = input.left_stick.x();
let left_y = input.left_stick.y();
if Vec2::new(left_x, left_y).length() > DEAD_ZONE_THRESHOLD {
*player.vel.x_mut() += left_x * time.delta_seconds * MOVE_SPEED;
*player.vel.y_mut() += left_y * time.delta_seconds * MOVE_SPEED;
}
if player.vel.length() > MAX_VELOCITY {
player.vel = player.vel.normalize() * MAX_VELOCITY;
}
// Process this player's collisions, adjusting velocities accordingly
for collision in player_collisions.iter() {
if let Some(new_velocity) = collision.new_velocity(player.id) {
player.vel = new_velocity;
}
}
// Apply velocity to position
*transform.translation.x_mut() += player.vel.x() * time.delta_seconds * MOVE_SPEED;
*transform.translation.y_mut() += player.vel.y() * time.delta_seconds * MOVE_SPEED;
// Set direction of player with right stick
let facing_vec = Vec2::new(input.right_stick.x(), input.right_stick.y());
if facing_vec.length() > 0.1 {
player.facing = facing_vec;
}
let quat = Quat::from_axis_angle(
Vec3::new(0.0, 0.0, 1.0),
angle_facing(&Vec2::new(0.0, 0.0), &player.facing),
);
transform.rotation = quat;
}
}
/// Handle players joining the game
pub fn player_join_system(
commands: &mut Commands,
mut listeners: ResMut<EventListeners>,
colors: Res<PlayerColors>,
player_spawn_events: Res<Events<PlayerSpawnEvent>>,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
for player_spawn_event in listeners.player_spawn_reader.iter(&player_spawn_events) {
println!("Player {} spawns", player_spawn_event.id);
let glove = asset_server.load("glove.png");
let circle_texture = asset_server.load("circle.png");
let circle_material = ColorMaterial {
color: colors.0[player_spawn_event.id],
texture: circle_texture.into(),
};
let circle_handle = materials.add(circle_material);
commands
.spawn(SpriteComponents {
material: circle_handle.clone(),
transform: Transform::from_translation(
STARTING_LOCATIONS[player_spawn_event.id].into(),
),
..Default::default()
})
.with(Player::new(player_spawn_event.id))
.with_children(|parent| {
// Punching Glove
parent.spawn(SpriteComponents {
material: materials.add(glove.into()),
transform: Transform::from_translation(Vec3::new(40.0, 0.0, 0.1)),
..Default::default()
});
});
}
}