Files
HEDZReloaded/crates/shared/src/player.rs
2025-09-27 17:04:19 -03:00

151 lines
4.4 KiB
Rust

use crate::{
GameState,
cash::{Cash, CashCollectEvent},
character::{AnimatedCharacter, Character},
global_observer,
head::ActiveHead,
heads::HeadChanged,
heads_database::{HeadControls, HeadsDatabase},
loading_assets::AudioAssets,
sounds::PlaySound,
};
use avian3d::prelude::*;
use bevy::{
input::common_conditions::input_just_pressed,
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use serde::{Deserialize, Serialize};
#[derive(Component, Default, Serialize, Deserialize, PartialEq)]
#[require(Character)]
pub struct Player;
#[derive(Component, Default, Serialize, Deserialize, PartialEq)]
#[require(Transform, Visibility)]
pub struct PlayerBodyMesh;
pub fn plugin(app: &mut App) {
app.add_systems(Startup, (toggle_cursor_system, cursor_recenter));
app.add_systems(
Update,
(
collect_cash,
setup_animations_marker_for_player,
toggle_cursor_system.run_if(input_just_pressed(KeyCode::Escape)),
)
.run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_update_head_mesh);
}
fn cursor_recenter(q_windows: Single<&mut Window, With<PrimaryWindow>>) {
let mut primary_window = q_windows;
let center = Vec2::new(
primary_window.resolution.width() / 2.,
primary_window.resolution.height() / 2.,
);
primary_window.set_cursor_position(Some(center));
}
fn toggle_grab_cursor(window: &mut Window) {
match window.cursor_options.grab_mode {
CursorGrabMode::None => {
window.cursor_options.grab_mode = CursorGrabMode::Confined;
window.cursor_options.visible = false;
}
_ => {
window.cursor_options.grab_mode = CursorGrabMode::None;
window.cursor_options.visible = true;
}
}
}
fn toggle_cursor_system(mut window: Single<&mut Window, With<PrimaryWindow>>) {
toggle_grab_cursor(&mut window);
}
fn collect_cash(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_player: Query<&Player>,
query_cash: Query<&Cash>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
let collect = if query_player.contains(*e1) && query_cash.contains(*e2) {
Some(*e2)
} else if query_player.contains(*e2) && query_cash.contains(*e1) {
Some(*e1)
} else {
None
};
if let Some(cash) = collect {
commands.trigger(CashCollectEvent);
commands.entity(cash).despawn();
}
}
}
fn setup_animations_marker_for_player(
mut commands: Commands,
animation_handles: Query<Entity, Added<AnimationGraphHandle>>,
child_of: Query<&ChildOf>,
player_rig: Query<&ChildOf, With<PlayerBodyMesh>>,
) {
for animation_rig in animation_handles.iter() {
for ancestor in child_of.iter_ancestors(animation_rig) {
if let Ok(rig_child_of) = player_rig.get(ancestor) {
commands.entity(rig_child_of.parent());
return;
}
}
}
}
fn on_update_head_mesh(
trigger: Trigger<HeadChanged>,
mut commands: Commands,
body_mesh: Single<(Entity, &Children), With<PlayerBodyMesh>>,
animated_characters: Query<&AnimatedCharacter>,
mut player: Single<&mut ActiveHead, With<Player>>,
head_db: Res<HeadsDatabase>,
audio_assets: Res<AudioAssets>,
sfx: Query<&AudioPlayer>,
) -> Result {
let (body_mesh, mesh_children) = *body_mesh;
let animated_char = mesh_children
.iter()
.find(|child| animated_characters.contains(*child))
.ok_or("tried to update head mesh before AnimatedCharacter was readded")?;
player.0 = trigger.0;
let head_str = head_db.head_key(trigger.0);
commands.trigger(PlaySound::Head(head_str.to_string()));
commands
.entity(animated_char)
.insert(AnimatedCharacter::new(trigger.0));
//TODO: make part of full character mesh later
for child in mesh_children.iter().filter(|child| sfx.contains(*child)) {
commands.entity(child).despawn();
}
if head_db.head_stats(trigger.0).controls == HeadControls::Plane {
commands.entity(body_mesh).with_child((
Name::new("sfx"),
AudioPlayer::new(audio_assets.jet.clone()),
PlaybackSettings {
mode: bevy::audio::PlaybackMode::Loop,
..Default::default()
},
));
}
Ok(())
}