opa
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bd704008f2
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@ -3,6 +3,13 @@ use bevy::prelude::*;
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use crate::Player;
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use crate::GameState;
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// pub fn setup (
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//
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// ) {
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// for
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// spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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// }
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pub fn player_mouse_move (
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buttons: Res<ButtonInput<MouseButton>>,
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mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
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@ -7,7 +7,7 @@ use crate::GameState;
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use crate::MainGame;
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use crate::Sky;
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use crate::Constellation;
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use crate::ConstellationLine;
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use crate::ConstellationModel;
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use crate::celestial_to_cartesian;
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use crate::spawn_cons_lines;
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@ -205,7 +205,7 @@ pub fn player_interact(
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sky: Res<Sky>,
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text_query: Query<&mut Text, With<AnswerButton>>,
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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constellation_line_query : Query<(Entity, &ConstellationModel)>,
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commands: Commands,
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mut game_state: ResMut<NextState<GameState>>,
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meshes: ResMut<Assets<Mesh>>,
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@ -371,7 +371,7 @@ fn choose_constellation(
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sky: Res<Sky>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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constellation_line_query : Query<(Entity, &ConstellationModel)>,
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mut commands: Commands,
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mut game_state: ResMut<NextState<GameState>>,
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mut game_data: ResMut<GameData>,
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57
src/main.rs
57
src/main.rs
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@ -4,6 +4,7 @@ use bevy::render::render_resource::PrimitiveTopology;
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use bevy::render::render_asset::RenderAssetUsages;
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use serde::{Deserialize, Serialize};
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use std::f64::consts::PI;
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use std::f32::consts::E;
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mod end_state;
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mod start_state;
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@ -20,6 +21,7 @@ const EASYNESS: f32 = 1.5;
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const MAX_STAR_SIZE: f32 = 0.63;
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const STAR_SCALE: f32 = 0.02;
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const SKY_RADIUS: f32 = 4.0;
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const CONS_VIEW_RADIUS: f32 = 1.0;
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
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@ -94,7 +96,10 @@ struct StarPos {
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struct Star;
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#[derive(Component)]
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struct ConstellationLine;
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struct ConstellationModel {
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name: String,
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center: Vec3,
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}
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#[derive(Component)]
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struct StartMenu;
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@ -137,7 +142,8 @@ fn main() {
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.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::player_interact.run_if(in_state(GameState::Explo)))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, constellation_opacity.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
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.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
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.add_systems(OnEnter(GameState::End), end_state::setup)
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@ -146,6 +152,38 @@ fn main() {
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.run();
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}
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fn constellation_opacity(
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mut materials: ResMut<Assets<StandardMaterial>>,
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player_query: Query<(&Player, &Camera, &GlobalTransform)>,
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constellation_query: Query<(&Handle<StandardMaterial>, &ConstellationModel)>, // Query all constellation lines
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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) {
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let (_player, camera, global_transform) = player_query.single();
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let window = window_query.single();
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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let Some(mouse_ray) = camera.viewport_to_world(&global_transform, cursor_position) else {
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return;
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};
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let cursor_global_pos = mouse_ray.get_point(1.0);
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for (material_handle, constellation_model) in constellation_query.iter() {
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let Some(material) = materials.get_mut(material_handle) else {
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continue;
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};
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let distance = constellation_model.center.distance(cursor_global_pos);
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let exponent = -(2.0 * distance / CONS_VIEW_RADIUS).powi(2);
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let opa = E.powf(exponent);
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material.base_color = Color::srgba(opa, opa, opa, opa); // Set the alpha channel to adjust transparency
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}
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}
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fn spawn_cons_lines(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -155,6 +193,7 @@ fn spawn_cons_lines(
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) {
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let line_material = materials.add(StandardMaterial {
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emissive: LinearRgba::rgb(0.5, 0.5, 1.0),
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alpha_mode: AlphaMode::Blend,
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..default()
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});
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@ -167,13 +206,20 @@ fn spawn_cons_lines(
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let mut vertices : Vec<Vec3> = vec![];
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let mut avg_pos : Vec3 = Vec3::ZERO;
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let num_lines = target_constellation.lines.len();
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for line in target_constellation.lines {
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for star_index in line {
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let star = target_constellation.stars[star_index as usize].clone();
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vertices.push(celestial_to_cartesian(star.rah, star.dec));
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let star_pos = celestial_to_cartesian(star.rah, star.dec);
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vertices.push(star_pos);
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avg_pos += star_pos;
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}
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}
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avg_pos /= 2.0 * num_lines as f32;
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let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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@ -184,7 +230,10 @@ fn spawn_cons_lines(
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transform: Transform::default(),
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..default()
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},
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ConstellationLine,
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ConstellationModel {
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name: target_constellation_name,
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center: avg_pos,
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},
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MainGame
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));
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}
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