Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #75.
This commit is contained in:
+64
-1
@@ -1,4 +1,8 @@
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use crate::fighter::baked_animation::BakedFighterAnimations;
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use crate::{
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fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
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game_settings::GameSettings,
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materials::fighter_material::{FighterMaterial, FighterMesh},
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};
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use bevy::prelude::*;
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#[derive(Component, Clone)]
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@@ -6,3 +10,62 @@ pub struct FighterAnimations {
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/// The single animation source for gameplay and the visual skeleton.
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pub baked: Handle<BakedFighterAnimations>,
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}
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#[derive(Component, Clone, Default)]
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pub struct FighterInvulnerabilityVisualState {
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pub last_known_state: FighterInvulnerabilityState,
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pub frames_in_state: u32,
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}
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pub fn update_status_colors(
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mut fighters: Query<(
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&FighterInvulnerabilityState,
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&mut FighterInvulnerabilityVisualState,
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)>,
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meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
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mut materials: ResMut<Assets<FighterMaterial>>,
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game_settings: Res<GameSettings>,
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) {
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for (invuln_state, mut invuln_state_visual) in &mut fighters {
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if *invuln_state != invuln_state_visual.last_known_state {
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invuln_state_visual.last_known_state = *invuln_state;
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invuln_state_visual.frames_in_state = 0;
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}
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}
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for (mesh, mat) in meshes {
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let (_, invuln_state_visual) = fighters
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.get(mesh.fighter)
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.expect("Material should have relevant fighter available");
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let status_color = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
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FighterInvulnerabilityState::Invulnerable => {
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game_settings.fighter_common.intangible_color
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}
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FighterInvulnerabilityState::Intangible => {
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game_settings.fighter_common.intangible_color
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}
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};
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let intensity = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => 0.0,
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FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
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let cycle_frames = invuln_state_visual.frames_in_state
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% game_settings.fighter_common.intangible_pulse_duration;
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1.0 - cycle_frames as f32
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/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
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}
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};
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let mut material = materials
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.get_mut(mat.id())
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.expect("Material should exist here...");
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material
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.extension
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.update_status_color(status_color.into(), intensity);
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}
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for (_, mut invuln_state_visual) in fighters {
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invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
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}
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}
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