223 lines
5.4 KiB
Rust
223 lines
5.4 KiB
Rust
mod heads_ui;
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use crate::{
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GameState,
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backpack::{BackbackSwapEvent, Backpack},
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global_observer,
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head_asset::HeadsDatabase,
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hitpoints::Hitpoints,
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player::Player,
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sounds::PlaySound,
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};
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use bevy::prelude::*;
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pub static HEAD_COUNT: usize = 18;
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pub static HEAD_SLOTS: usize = 5;
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#[derive(Resource, Default)]
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pub struct HeadsImages {
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pub heads: Vec<Handle<Image>>,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Reflect)]
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pub struct HeadState {
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pub head: usize,
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pub health: u32,
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pub health_max: u32,
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pub ammo: u32,
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pub ammo_max: u32,
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pub reload_duration: f32,
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pub last_use: f32,
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}
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impl HeadState {
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pub fn new(head: usize, ammo: u32) -> Self {
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Self {
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head,
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health: 100,
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health_max: 100,
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ammo,
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ammo_max: ammo,
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reload_duration: 5.,
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last_use: 0.,
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}
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}
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pub fn has_ammo(&self) -> bool {
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self.ammo > 0
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}
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}
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#[derive(Resource, Default, Reflect)]
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#[reflect(Resource)]
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pub struct ActiveHeads {
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heads: [Option<HeadState>; 5],
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current_slot: usize,
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}
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impl ActiveHeads {
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pub fn current(&self) -> Option<HeadState> {
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self.heads[self.current_slot]
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}
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pub fn use_ammo(&mut self, time: f32) {
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let Some(head) = &mut self.heads[self.current_slot] else {
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error!("cannot use ammo of empty head");
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return;
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};
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head.last_use = time;
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head.ammo = head.ammo.saturating_sub(1);
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}
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pub fn slot(&self) -> usize {
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self.current_slot
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}
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pub fn head(&self, slot: usize) -> Option<HeadState> {
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self.heads[slot]
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}
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pub fn reloading(&self) -> bool {
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for head in self.heads {
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if head.map(|head| head.ammo == 0).unwrap_or(false) {
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return true;
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}
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}
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false
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}
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pub fn set_hitpoint(&mut self, hp: &Hitpoints) {
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let Some(head) = &mut self.heads[self.current_slot] else {
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error!("cannot use ammo of empty head");
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return;
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};
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(head.health, head.health_max) = hp.get()
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}
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}
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#[derive(Event, Reflect)]
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pub enum SelectActiveHead {
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Left,
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Right,
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}
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#[derive(Event)]
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pub struct HeadChanged(pub usize);
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pub fn plugin(app: &mut App) {
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app.add_plugins(heads_ui::plugin);
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app.insert_resource(ActiveHeads {
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heads: [
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Some(HeadState::new(0, 10)),
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Some(HeadState::new(3, 10)),
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Some(HeadState::new(6, 10)),
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Some(HeadState::new(8, 10)),
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Some(HeadState::new(9, 10)),
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],
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current_slot: 0,
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});
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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Update,
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(reload, sync_hp).run_if(in_state(GameState::Playing)),
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);
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global_observer!(app, on_select_active_head);
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global_observer!(app, on_swap_backpack);
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, heads: Res<HeadsDatabase>) {
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// TODO: load via asset loader
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let heads = (0usize..HEAD_COUNT)
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.map(|i| asset_server.load(format!("ui/heads/{}.png", heads.head_key(i))))
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.collect();
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commands.insert_resource(HeadsImages { heads });
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}
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fn sync_hp(mut active: ResMut<ActiveHeads>, query: Query<&Hitpoints, With<Player>>) {
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let Ok(hp) = query.get_single() else {
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return;
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};
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active.set_hitpoint(hp);
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}
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fn reload(mut commands: Commands, mut active: ResMut<ActiveHeads>, time: Res<Time>) {
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if !active.reloading() {
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return;
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}
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for head in active.heads.iter_mut() {
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let Some(head) = head else {
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continue;
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};
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if !head.has_ammo() && (head.last_use + head.reload_duration <= time.elapsed_secs()) {
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commands.trigger(PlaySound::Reloaded);
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head.ammo = head.ammo_max;
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}
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}
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}
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fn on_select_active_head(
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trigger: Trigger<SelectActiveHead>,
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mut commands: Commands,
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mut res: ResMut<ActiveHeads>,
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mut query: Query<&mut Hitpoints, With<Player>>,
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) {
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match trigger.event() {
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SelectActiveHead::Right => {
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res.current_slot = (res.current_slot + 1) % HEAD_SLOTS;
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}
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SelectActiveHead::Left => {
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res.current_slot = (res.current_slot + (HEAD_SLOTS - 1)) % HEAD_SLOTS;
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}
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}
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// sync health back into Hitpoints
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let Ok(mut hp) = query.get_single_mut() else {
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return;
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};
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hp.set_health(res.current().unwrap().health);
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commands.trigger(PlaySound::Selection);
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commands.trigger(HeadChanged(res.heads[res.current_slot].unwrap().head));
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}
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fn on_swap_backpack(
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trigger: Trigger<BackbackSwapEvent>,
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mut commands: Commands,
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mut res: ResMut<ActiveHeads>,
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mut backpack: ResMut<Backpack>,
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mut query: Query<&mut Hitpoints, With<Player>>,
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) {
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let backpack_slot = trigger.event().0;
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let head = backpack.heads.get(backpack_slot).unwrap();
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let current_active_slot = res.current_slot;
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let current_active_head = res.heads[current_active_slot];
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res.heads[current_active_slot] = Some(*head);
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if let Some(old_active) = current_active_head {
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backpack.heads[backpack_slot] = old_active;
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} else {
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backpack.heads.remove(backpack_slot);
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}
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// sync health back into Hitpoints
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let Ok(mut hp) = query.get_single_mut() else {
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return;
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};
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hp.set_health(res.current().unwrap().health);
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commands.trigger(HeadChanged(res.heads[res.current_slot].unwrap().head));
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}
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