use bevy_rapier3d::prelude::Velocity; use rand::Rng; use std::time::Duration; use bevy::prelude::*; use crate::{ assets::GameAssets, state::{GameState, InAppRunning}, }; use bevy_gltf_blueprints::{ AnimationPlayerLink, Animations, BluePrintBundle, BlueprintName, GameWorldTag, }; use super::{Fox, Player, Robot}; pub fn setup_game( mut commands: Commands, game_assets: Res, mut next_game_state: ResMut>, ) { println!("setting up all stuff"); commands.insert_resource(AmbientLight { color: Color::WHITE, brightness: 0.2, }); // here we actually spawn our game world/level commands.spawn(( SceneBundle { scene: game_assets.world.clone(), ..default() }, bevy::prelude::Name::from("world"), GameWorldTag, InAppRunning, )); next_game_state.set(GameState::InGame) } pub fn spawn_test( keycode: Res>, mut commands: Commands, mut game_world: Query<(Entity, &Children), With>, ) { if keycode.just_pressed(KeyCode::T) { let world = game_world.single_mut(); let world = world.1[0]; let mut rng = rand::thread_rng(); let range = 8.5; let x: f32 = rng.gen_range(-range..range); let y: f32 = rng.gen_range(-range..range); let mut rng = rand::thread_rng(); let range = 0.8; let vel_x: f32 = rng.gen_range(-range..range); let vel_y: f32 = rng.gen_range(2.0..2.5); let vel_z: f32 = rng.gen_range(-range..range); let name_index: u64 = rng.gen(); let new_entity = commands .spawn(( BluePrintBundle { blueprint: BlueprintName("Fox".to_string()), transform: TransformBundle::from_transform(Transform::from_xyz(x, 0.0, y)), ..Default::default() }, bevy::prelude::Name::from(format!("Spawned{}", name_index)), // BlueprintName("Health_Pickup".to_string()), // SpawnHere, // TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), Velocity { linvel: Vec3::new(vel_x, vel_y, vel_z), angvel: Vec3::new(0.0, 0.0, 0.0), }, )) .id(); commands.entity(world).add_child(new_entity); } } // example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component) pub fn animation_change_on_proximity_foxes( players: Query<&GlobalTransform, With>, animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With>, mut animation_players: Query<&mut AnimationPlayer>, ) { for player_transforms in players.iter() { for (fox_tranforms, link, animations) in animated_foxes.iter() { let distance = player_transforms .translation() .distance(fox_tranforms.translation()); let mut anim_name = "Walk"; if distance < 8.5 { anim_name = "Run"; } else if distance >= 8.5 && distance < 10.0 { anim_name = "Walk"; } else if distance >= 10.0 && distance < 15.0 { anim_name = "Survey"; } // now play the animation based on the chosen animation name let mut animation_player = animation_players.get_mut(link.0).unwrap(); animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(3), ) .repeat(); } } } // example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component) pub fn animation_change_on_proximity_robots( players: Query<&GlobalTransform, With>, animated_robots: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With>, mut animation_players: Query<&mut AnimationPlayer>, ) { for player_transforms in players.iter() { for (robot_tranforms, link, animations) in animated_robots.iter() { let distance = player_transforms .translation() .distance(robot_tranforms.translation()); let mut anim_name = "Idle"; if distance < 8.5 { anim_name = "Jump"; } else if distance >= 8.5 && distance < 10.0 { anim_name = "Scan"; } else if distance >= 10.0 && distance < 15.0 { anim_name = "Idle"; } // now play the animation based on the chosen animation name let mut animation_player = animation_players.get_mut(link.0).unwrap(); animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(3), ) .repeat(); } } } pub fn animation_control( animated_enemies: Query<(&AnimationPlayerLink, &Animations), With>, animated_foxes: Query<(&AnimationPlayerLink, &Animations), With>, mut animation_players: Query<&mut AnimationPlayer>, keycode: Res>, // mut entities_with_animations : Query<(&mut AnimationPlayer, &mut Animations)>, ) { // robots if keycode.just_pressed(KeyCode::B) { for (link, animations) in animated_enemies.iter() { let mut animation_player = animation_players.get_mut(link.0).unwrap(); let anim_name = "Scan"; animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(5), ) .repeat(); } } // foxes if keycode.just_pressed(KeyCode::W) { for (link, animations) in animated_foxes.iter() { let mut animation_player = animation_players.get_mut(link.0).unwrap(); let anim_name = "Walk"; animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(5), ) .repeat(); } } if keycode.just_pressed(KeyCode::X) { for (link, animations) in animated_foxes.iter() { let mut animation_player = animation_players.get_mut(link.0).unwrap(); let anim_name = "Run"; animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(5), ) .repeat(); } } if keycode.just_pressed(KeyCode::C) { for (link, animations) in animated_foxes.iter() { let mut animation_player = animation_players.get_mut(link.0).unwrap(); let anim_name = "Survey"; animation_player .play_with_transition( animations .named_animations .get(anim_name) .expect("animation name should be in the list") .clone(), Duration::from_secs(5), ) .repeat(); } } /* Improveement ideas for the future // a bit more ideal API if keycode.just_pressed(KeyCode::B) { for (animation_player, animations) in animated_enemies.iter() { let anim_name = "Scan"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); animation_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } } // even better API if keycode.just_pressed(KeyCode::B) { for (animation_player, animations) in animated_enemies.iter() { animation_player.play_with_transition("Scan", Duration::from_secs(5)).repeat(); // with a merged animationPlayer + animations storage // alternative, perhaps more realistic, and better seperation of concerns animation_player.play_with_transition(animations, "Scan", Duration::from_secs(5)).repeat(); } }*/ /*for (mut anim_player, animations) in entities_with_animations.iter_mut(){ if keycode.just_pressed(KeyCode::W) { let anim_name = "Walk"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } if keycode.just_pressed(KeyCode::X) { let anim_name = "Run"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } if keycode.just_pressed(KeyCode::C) { let anim_name = "Survey"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } if keycode.just_pressed(KeyCode::S) { let anim_name = "Scan"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } if keycode.just_pressed(KeyCode::I) { let anim_name = "Idle"; if animations.named_animations.contains_key(anim_name) { let clip = animations.named_animations.get(anim_name).unwrap(); anim_player.play_with_transition(clip.clone(), Duration::from_secs(5)).repeat(); } } }*/ }