feat: begin on stamina
Former-commit-id: d4d8c9a8e6ed2fb5483465a70a10c612be2823dc
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38
src/main.rs
38
src/main.rs
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@ -55,12 +55,22 @@ fn main() {
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.init_resource::<UiState>()
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.init_resource::<OpenWindows>()
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.add_systems(Startup, (setup, setup_ui))
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.add_systems(Update, (render_ui, movement, camera_follow))
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.add_systems(Update, (render_ui, movement, camera_follow, player_regen))
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.run();
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}
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// Bevy engine setup
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(SpriteBundle {
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texture: asset_server.load("player/player-4x.png"),
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transform: Transform {
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scale: Vec3::splat(0.2),
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..default()
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},
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..default()
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});
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// Spawn the 2D camera
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commands.spawn(Camera2dBundle {
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camera: Camera {
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hdr: true,
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@ -69,34 +79,26 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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tonemapping: Tonemapping::TonyMcMapface,
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..default()
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});
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commands.spawn(
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SpriteBundle {
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// Spawn the player
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commands
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.spawn(SpriteBundle {
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texture: asset_server.load("player/player-4x.png"),
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transform: Transform {
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scale: Vec3::splat(0.2),
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..default()
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},
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..default()
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});
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("player/player-4x.png"),
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transform: Transform {
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scale: Vec3::splat(0.2),
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..default()
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},
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..default()
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},
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Player {
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})
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.insert(Player {
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movement_speed: 512.,
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rotation_speed: f32::to_radians(360.),
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health: 10.,
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health: 1.,
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health_max: 10.,
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stamina: 10.,
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stamina: 1.,
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stamina_max: 10.,
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defence: 40.,
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},
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));
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});
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}
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@ -18,13 +18,25 @@ pub struct Player {
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pub fn movement(
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time: Res<Time>,
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keys: Res<Input<KeyCode>>,
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mut player: Query<(&Player, &mut Transform)>,
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mut player_query: Query<(&mut Player, &mut Transform), With<Player>>,
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) {
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let (player, mut transform) = player.single_mut();
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let (mut player, mut transform) = player_query.single_mut();
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let mut rotation_factor = 0.;
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let mut movement_factor = 0.;
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let mut blink_factor = 0.;
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let mut lock: bool = false;
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if keys.pressed(KeyCode::Space) && lock == false {
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lock = true;
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movement_factor = 5.;
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if player.stamina > 0. {
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player.stamina -= 0.05;
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}
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if player.stamina < 0. {
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player.stamina = 0.;
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}
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}
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if keys.pressed(KeyCode::W) {
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movement_factor += 1.;
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@ -38,9 +50,8 @@ pub fn movement(
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rotation_factor -= 1.;
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}
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if keys.pressed(KeyCode::Space) {
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blink_factor += 4.;
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}
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// Initialise the movement distance variable (to bring it into scope)
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let movement_distance: f32;
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if keys.pressed(KeyCode::Up) {
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transform.rotation = Quat::from_rotation_z((0_f32).to_radians());
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@ -62,15 +73,12 @@ pub fn movement(
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// Get the player's *forward* vector
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let movement_direction = transform.rotation * Vec3::Y;
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// Initialise the movement distance variable (to bring it into scope)
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let movement_distance: f32;
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if blink_factor == 0. {
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if lock != true {
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movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
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// Change the player rotation around the Z-axis only if not blinking
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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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} else {
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movement_distance = blink_factor * player.movement_speed * 0.01;
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movement_distance = player.stamina * movement_factor * player.movement_speed * time.delta_seconds();
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}
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// Update the player translation with the translation
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@ -90,3 +98,15 @@ pub fn camera_follow(
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camera_transform.translation.y = pos.y;
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}
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}
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pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {
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let mut player = player_query.single_mut();
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if player.stamina < 1. {
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if player.stamina < 0. {
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player.stamina = 0.;
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player.stamina += 0.1 * time.delta_seconds();
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} else {
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player.stamina += 0.1 * time.delta_seconds();
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}
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}
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}
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27
src/ui.rs
27
src/ui.rs
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@ -39,10 +39,10 @@ pub fn render_ui(
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mut windows: Query<&mut Window>,
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mut ui_state: ResMut<UiState>,
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mut open_windows: ResMut<OpenWindows>,
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mut query: Query<&Player>,
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mut player_query: Query<&mut Player, With<Player>>,
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) {
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// Query the player information and put it into scope
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let player = query.single_mut();
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let player = player_query.single_mut();
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let window = windows.single_mut();
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let window_width = window.resolution.width();
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@ -101,6 +101,7 @@ pub fn render_ui(
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ui.add_space(window_height / 22.);
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});
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});
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egui::CentralPanel::default()
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.frame(egui::containers::Frame {
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fill: egui::Color32::TRANSPARENT,
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@ -111,20 +112,28 @@ pub fn render_ui(
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ui.visuals_mut().menu_rounding = egui::Rounding::ZERO;
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ui.visuals_mut().selection.bg_fill = purple;
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let health =
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egui::widgets::ProgressBar::new(player.health).desired_width(window_width / 10.);
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let stamina =
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egui::widgets::ProgressBar::new(player.stamina).desired_width(window_width / 10.);
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// Show player stats
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egui::Grid::new("Stats")
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.spacing(egui::Vec2::new(20., 10.))
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.show(ui, |ui| {
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let health_bar = egui::widgets::ProgressBar::new(player.health)
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.desired_width(window_width / 10.);
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let mut stamina_bar = egui::widgets::ProgressBar::new(player.stamina)
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.desired_width(window_width / 10.);
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// Show the stamina bar to be empty if the player has no stamina
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if player.stamina <= 0. {
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stamina_bar =
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stamina_bar.fill(egui::Color32::from_rgba_unmultiplied(0, 0, 0, 0));
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};
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// Show the progress bars!
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ui.label(egui::RichText::new("Health").color(purple));
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ui.add(health);
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ui.add(health_bar);
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ui.end_row();
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ui.label(egui::RichText::new("Stamina").color(purple));
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ui.add(stamina);
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ui.add(stamina_bar);
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ui.end_row();
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});
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});
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