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Binary file added assets/img/boost.png
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2 changes: 2 additions & 0 deletions src/assets.rs
Original file line number Diff line number Diff line change
Expand Up @@ -34,4 +34,6 @@ pub struct TextureAssets {
pub ball: Handle<Image>,
#[asset(path = "img/block.png")]
pub block: Handle<Image>,
#[asset(path = "img/boost.png")]
pub boost: Handle<Image>,
}
82 changes: 82 additions & 0 deletions src/boost.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,82 @@
use crate::{assets::TextureAssets, paddle::Paddle, GameState};
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;

pub struct BoostPlugin;

impl Plugin for BoostPlugin {
fn build(&self, app: &mut App) {
app.add_system_set(SystemSet::on_enter(GameState::Playing).with_system(boost_setup))
.add_system_set(SystemSet::on_update(GameState::Playing).with_system(boost_movement));
}
}

#[derive(Component)]
pub struct Boost {
pub name: String,
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pub speed: f32,
}

#[derive(Bundle)]
pub struct BoostBundle {
boost: Boost,
collider: Collider,
#[bundle]
sprite: SpriteBundle,
}

impl BoostBundle {
fn new(texture: Handle<Image>, boost_size: &Vec2) -> Self {
Self {
boost: Boost {
name: "test".to_string(),
speed: 150.,
},
sprite: SpriteBundle {
texture,
transform: Transform::from_translation(Vec3::new(0., 200., 0.)),
..default()
},
collider: Collider::cuboid(boost_size.x / 2., boost_size.y / 2.),
}
}
}

fn boost_setup(mut commands: Commands, textures: Res<TextureAssets>, images: Res<Assets<Image>>) {
let boost_image = images
.get(&textures.boost)
.expect("Boost texture is not loaded");

commands.spawn(BoostBundle::new(
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boosty mają się spawnić losowo po zniszczeniu bloczka

textures.boost.clone(),
&boost_image.size(),
));
}

fn boost_movement(
mut commands: Commands,
mut boost_query: Query<(&mut Transform, &Boost)>,
time: Res<Time>,
paddle_query: Query<(&Collider, &Transform), (With<Paddle>, Without<Boost>)>,
rapier_context: Res<RapierContext>,
) {
// Check for boost collision
let (paddle_collider, paddle_transform) = paddle_query.single();

if let Some((entity, _)) = rapier_context.cast_shape(
paddle_transform.translation.truncate(),
0.,
Vec2::new(0., -1.),
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castuj do miejsca w którym potem znajdzie się boost. proponuje dodać zmienną movement_vector o którą będziesz jednocześnie castował i poruszał boosta, tak jak to robimy w ball.rs

paddle_collider,
1.,
QueryFilter::default().predicate(&|entity| boost_query.get(entity).is_ok()),
) {
// TODO: apply boost effect or sth
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zrób to od razu w tym PR. możesz tu wywoływać event, który będzie potem łapać paletka.

commands.entity(entity).despawn_recursive();
}

// Free fall
for (mut transform, boost) in boost_query.iter_mut() {
transform.translation.y -= time.delta_seconds() * boost.speed;
}
}
5 changes: 3 additions & 2 deletions src/lib.rs
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use block::BlockPlugin;

mod actions;
mod assets;
mod ball;
mod block;
mod boost;
mod camera;
mod cursor;
mod menu;
Expand Down Expand Up @@ -43,7 +43,8 @@ impl Plugin for ArkanoidPlugin {
.add_plugin(paddle::PaddlePlugin)
.add_plugin(ball::BallPlugin)
.add_plugin(menu::MenuPlugin)
.add_plugin(BlockPlugin)
.add_plugin(block::BlockPlugin)
.add_plugin(boost::BoostPlugin)
.add_state(GameState::Loading);
}
}