Create ParticleProjectile effect, and add to ranged attacks

This commit is contained in:
Timothy Warren 2022-01-31 11:53:38 -05:00
parent 9adee7a4dc
commit 89f6470ec0
8 changed files with 130 additions and 45 deletions

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@ -167,9 +167,18 @@ pub struct Wearable {
pub slot: EquipmentSlot,
}
#[derive(Serialize, Deserialize, Clone)]
pub struct ParticleAnimation {
pub step_time: f32,
pub path: Vec<Point>,
pub current_step: usize,
pub timer: f32,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct ParticleLifetime {
pub lifetime_ms: f32,
pub animation: Option<ParticleAnimation>,
}
#[derive(Component, Serialize, Deserialize, Clone)]

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@ -8,7 +8,7 @@ mod triggers;
use std::collections::{HashSet, VecDeque};
use std::sync::Mutex;
use ::rltk::{FontCharType, RGB};
use ::rltk::{FontCharType, Point, RGB};
use ::specs::prelude::*;
pub use targeting::*;
@ -31,6 +31,14 @@ pub enum EffectType {
bg: RGB,
lifespan: f32,
},
ParticleProjectile {
glyph: FontCharType,
fg: RGB,
bg: RGB,
lifespan: f32,
speed: f32,
path: Vec<Point>,
},
EntityDeath,
ItemUse {
item: Entity,
@ -155,6 +163,7 @@ fn affect_tile(ecs: &mut World, effect: &mut EffectSpawner, tile_idx: i32) {
match &effect.effect_type {
EffectType::Bloodstain => damage::bloodstain(ecs, tile_idx),
EffectType::Particle { .. } => particles::particle_to_tile(ecs, tile_idx, effect),
EffectType::ParticleProjectile { .. } => particles::projectile(ecs, tile_idx, effect),
_ => {}
}
}

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@ -1,6 +1,7 @@
use ::specs::prelude::*;
use super::{EffectSpawner, EffectType};
use crate::components::{ParticleAnimation, ParticleLifetime, Position, Renderable};
use crate::map::Map;
use crate::particle_system::ParticleBuilder;
@ -24,3 +25,42 @@ pub fn particle_to_tile(ecs: &mut World, tile_idx: i32, effect: &EffectSpawner)
);
}
}
pub fn projectile(ecs: &mut World, tile_idx: i32, effect: &EffectSpawner) {
if let EffectType::ParticleProjectile {
glyph,
fg,
bg,
lifespan: _,
speed,
path,
} = &effect.effect_type
{
let x: i32;
let y: i32;
{
let map = ecs.fetch::<Map>();
x = tile_idx % map.width;
y = tile_idx / map.width;
}
ecs.create_entity()
.with(Position { x, y })
.with(Renderable {
fg: *fg,
bg: *bg,
glyph: *glyph,
render_order: 0,
})
.with(ParticleLifetime {
lifetime_ms: path.len() as f32 * speed,
animation: Some(ParticleAnimation {
step_time: *speed,
path: path.to_vec(),
current_step: 0,
timer: 0.0,
}),
})
.build();
}
}

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@ -219,21 +219,31 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
y += 1;
if let Some(weapon) = weapon.get(entity) {
let mut weapon_info = if weapon.damage_bonus < 0 {
let mut weapon_info = match weapon.damage_bonus.cmp(&0) {
Ordering::Less => {
format!(
"┤ {} ({}d{}{})",
&name, weapon.damage_n_dice, weapon.damage_die_type, weapon.damage_bonus
&name,
weapon.damage_n_dice,
weapon.damage_die_type,
weapon.damage_bonus
)
} else if weapon.damage_bonus == 0 {
}
Ordering::Equal => {
format!(
"┤ {} ({}d{})",
&name, weapon.damage_n_dice, weapon.damage_die_type
)
} else {
}
Ordering::Greater => {
format!(
"┤ {} ({}d{}+{})",
&name, weapon.damage_n_dice, weapon.damage_die_type, weapon.damage_bonus
&name,
weapon.damage_n_dice,
weapon.damage_die_type,
weapon.damage_bonus
)
}
};
if let Some(range) = weapon.range {

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@ -1,16 +1,29 @@
use ::rltk::{Rltk, RGB};
use ::specs::prelude::*;
use crate::components::{ParticleLifetime, Renderable};
use crate::Position;
use crate::components::{ParticleLifetime, Position, Renderable};
pub fn cull_dead_particles(ecs: &mut World, ctx: &Rltk) {
pub fn update_particles(ecs: &mut World, ctx: &Rltk) {
let mut dead_particles: Vec<Entity> = Vec::new();
{
// Age out particles
let mut particles = ecs.write_storage::<ParticleLifetime>();
let entities = ecs.entities();
for (entity, mut particle) in (&entities, &mut particles).join() {
if let Some(animation) = &mut particle.animation {
animation.timer += ctx.frame_time_ms;
if animation.timer > animation.step_time
&& animation.current_step < animation.path.len() - 2
{
animation.current_step += 1;
if let Some(pos) = ecs.write_storage::<Position>().get_mut(entity) {
pos.x = animation.path[animation.current_step].x;
pos.y = animation.path[animation.current_step].y;
}
}
}
particle.lifetime_ms -= ctx.frame_time_ms;
if particle.lifetime_ms < 0.0 {
@ -20,8 +33,7 @@ pub fn cull_dead_particles(ecs: &mut World, ctx: &Rltk) {
}
for dead in dead_particles.iter() {
ecs.delete_entity(*dead)
.expect("Failed to delete dead particle entity");
ecs.delete_entity(*dead).expect("Particle will not die.");
}
}
@ -109,6 +121,7 @@ impl<'a> System<'a> for ParticleSpawnSystem {
p,
ParticleLifetime {
lifetime_ms: new_particle.lifetime,
animation: None,
},
)
.expect("Failed to insert Lifetime of new particle");

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@ -404,14 +404,18 @@ fn cycle_target(ecs: &mut World) {
let mut index = 0;
for (i, target) in possible_targets.iter().enumerate() {
if target.1 == current_target {
index = 1;
index = i;
}
}
if index > possible_targets.len() - 2 {
targets.insert(possible_targets[0].1, Target {});
targets
.insert(possible_targets[0].1, Target {})
.expect("Failed to insert Target tag");
} else {
targets.insert(possible_targets[index + 1].1, Target {});
targets
.insert(possible_targets[index + 1].1, Target {})
.expect("Failed to insert Target tag");
}
}
}

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@ -69,26 +69,26 @@ impl<'a> System<'a> for RangedCombatSystem {
let target_name = names.get(wants_shoot.target).unwrap();
// Fire projectile effect
// let apos = positions.get(entity).unwrap();
// let dpos = positions.get(wants_shoot.target).unwrap();
// add_effect(
// None,
// EffectType::ParticleProjectile {
// glyph: to_cp437('*'),
// fg: colors::CYAN,
// bg: colors::BLACK,
// lifespan: 300.0,
// speed: 50.0,
// path: ::rltk::line2d(
// LineAlg::Bresenham,
// Point::from(*apos),
// Point::from(*dpos),
// ),
// },
// Targets::Tile {
// tile_idx: map.xy_idx(apos.x, apos.y) as i32,
// },
// );
let apos = positions.get(entity).unwrap();
let dpos = positions.get(wants_shoot.target).unwrap();
add_effect(
None,
EffectType::ParticleProjectile {
glyph: to_cp437('*'),
fg: colors::CYAN,
bg: colors::BLACK,
lifespan: 300.0,
speed: 50.0,
path: ::rltk::line2d(
LineAlg::Bresenham,
Point::from(*apos),
Point::from(*dpos),
),
},
Targets::Tile {
tile_idx: map.xy_idx(apos.x, apos.y) as i32,
},
);
// Define the basic unarmed attack -- overridden by wielding check below if a weapon is equipped
let mut weapon_info = Weapon {

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@ -176,7 +176,7 @@ impl GameState for State {
}
ctx.cls();
particle_system::cull_dead_particles(&mut self.ecs, ctx);
particle_system::update_particles(&mut self.ecs, ctx);
match newrunstate {
RunState::MainMenu { .. } => {}