This commit is contained in:
WanderingPenwing 2024-10-07 22:12:17 +02:00
parent bd704008f2
commit 26e54d05cf
3 changed files with 63 additions and 7 deletions

View file

@ -3,6 +3,13 @@ use bevy::prelude::*;
use crate::Player;
use crate::GameState;
// pub fn setup (
//
// ) {
// for
// spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
// }
pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,

View file

@ -7,7 +7,7 @@ use crate::GameState;
use crate::MainGame;
use crate::Sky;
use crate::Constellation;
use crate::ConstellationLine;
use crate::ConstellationModel;
use crate::celestial_to_cartesian;
use crate::spawn_cons_lines;
@ -205,7 +205,7 @@ pub fn player_interact(
sky: Res<Sky>,
text_query: Query<&mut Text, With<AnswerButton>>,
button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
constellation_line_query : Query<(Entity, &ConstellationLine)>,
constellation_line_query : Query<(Entity, &ConstellationModel)>,
commands: Commands,
mut game_state: ResMut<NextState<GameState>>,
meshes: ResMut<Assets<Mesh>>,
@ -371,7 +371,7 @@ fn choose_constellation(
sky: Res<Sky>,
mut text_query: Query<&mut Text, With<AnswerButton>>,
mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
constellation_line_query : Query<(Entity, &ConstellationLine)>,
constellation_line_query : Query<(Entity, &ConstellationModel)>,
mut commands: Commands,
mut game_state: ResMut<NextState<GameState>>,
mut game_data: ResMut<GameData>,

View file

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