ball insert into track queue

This commit is contained in:
nquidox 2026-04-11 15:12:11 +03:00
parent 138c62ac34
commit c4d547520e
3 changed files with 116 additions and 65 deletions

View file

@ -71,6 +71,7 @@ pub struct WaveState {
pub spawning_allowed: bool,
pub ball_reached_end: bool,
pub is_warming_up: bool,
pub is_queue_locked: bool, //отдельно для большей явности
}
impl Default for WaveState {
@ -79,6 +80,7 @@ impl Default for WaveState {
spawning_allowed: false,
ball_reached_end: false,
is_warming_up: false,
is_queue_locked: false,
}
}
}
@ -96,4 +98,6 @@ pub struct BallProjectile {
pub velocity: Vec2,
pub previous_position: Vec2,
pub ball_type: BallType,
pub is_fresh: bool,
pub travel_distance: f32,
}

View file

@ -11,7 +11,7 @@ pub fn spawn_new_ball(
balls: Query<&Ball>,
wave: Res<WaveState>,
) {
if !wave.spawning_allowed {
if !wave.spawning_allowed || wave.is_queue_locked {
timer.reset();
return;
}
@ -209,3 +209,4 @@ pub fn check_wave_completion(
}
}
}

View file

@ -1,18 +1,17 @@
use crate::states::level::components::{
Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath, WaveState,
};
use crate::states::level::system::SLOT_SIZE;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use crate::states::level::components::{Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath};
use crate::states::level::system::SLOT_SIZE;
pub fn setup_cannon(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
pub fn setup_cannon(mut commands: Commands, asset_server: Res<AssetServer>) {
let texture: Handle<Image> = asset_server.load("cannon/cannon.png");
commands.spawn((
LevelMarker,
Cannon,
Transform::from_xyz(579.0-(1280.0/2.0), (768.0/2.0)-150.0, 1.0),
Transform::from_xyz(579.0 - (1280.0 / 2.0), (768.0 / 2.0) - 150.0, 1.0),
Sprite::from_image(texture),
Visibility::Visible,
));
@ -23,13 +22,23 @@ pub fn rotate_cannon(
window_query: Query<&Window, With<PrimaryWindow>>,
camera_query: Query<(&Camera, &GlobalTransform)>,
) {
let Ok(mut cannon_tf) = query.single_mut() else { return };
let Ok(window) = window_query.single() else { return };
let Some(cursor_pos) = window.cursor_position() else { return };
let Ok((camera, camera_tf)) = camera_query.single() else { return };
let Ok(mut cannon_tf) = query.single_mut() else {
return;
};
let Ok(window) = window_query.single() else {
return;
};
let Some(cursor_pos) = window.cursor_position() else {
return;
};
let Ok((camera, camera_tf)) = camera_query.single() else {
return;
};
// Конвертируем экранные координаты курсора в мировые
let Ok(world_cursor_pos) = camera.viewport_to_world_2d(camera_tf, cursor_pos) else { return };
let Ok(world_cursor_pos) = camera.viewport_to_world_2d(camera_tf, cursor_pos) else {
return;
};
// Вектор направления от пушки к курсору
let cannon_pos = Vec2::new(cannon_tf.translation.x, cannon_tf.translation.y);
@ -46,14 +55,18 @@ pub fn spawn_projectile_from_cannon(
mouse_input: Res<ButtonInput<MouseButton>>,
asset_server: Res<AssetServer>,
) {
if !mouse_input.just_pressed(MouseButton::Left) { return; }
if !mouse_input.just_pressed(MouseButton::Left) {
return;
}
let Ok(cannon_tf) = cannon_query.single() else { return; };
let Ok(cannon_tf) = cannon_query.single() else {
return;
};
let ball_type = BallType::First; // TODO: рандом/цикл
let image = asset_server.load(ball_type.asset_path());
let offset = 100.0;
let offset = 100.0; // сдвиг от центра к дулу пушки
let direction = cannon_tf.rotation.mul_vec3(Vec3::Y).truncate().normalize();
let spawn_pos_2d = cannon_tf.translation.truncate() + direction * offset;
let spawn_pos = spawn_pos_2d.extend(10.0); // z=10, чтобы было поверх трека
@ -71,6 +84,8 @@ pub fn spawn_projectile_from_cannon(
velocity: direction * 800.0,
previous_position: spawn_pos_2d,
ball_type,
is_fresh: true,
travel_distance: 0.0,
},
));
}
@ -82,7 +97,11 @@ pub fn move_projectiles(
) {
for (entity, mut proj, mut transform) in projectiles.iter_mut() {
// Обновляем позицию
let new_pos = proj.previous_position + proj.velocity * time.delta_secs();
let delta = proj.velocity * time.delta_secs();
let new_pos = proj.previous_position + delta;
proj.travel_distance += delta.length();
transform.translation = new_pos.extend(transform.translation.z);
proj.previous_position = new_pos;
@ -93,64 +112,91 @@ pub fn move_projectiles(
}
}
const HIT_THRESHOLD: f32 = SLOT_SIZE;
pub fn detect_projectile_hit(
mut commands: Commands,
track: Res<TrackPath>,
mut wave: ResMut<WaveState>,
mut projectiles: Query<(Entity, &mut BallProjectile)>,
mut balls: Query<&mut Ball>, // <-- нужен мутабельный доступ для сдвига
mut balls: Query<(Entity, &mut Ball)>,
) {
for (proj_entity, proj) in projectiles.iter_mut() {
let mut nearest_idx = 0;
let mut min_dist = f32::MAX;
// пока идёт структурное изменение, спавн и другие мутации ждут
if wave.is_queue_locked {
return;
}
for (proj_entity, mut proj) in projectiles.iter_mut() {
if proj.is_fresh {
proj.is_fresh = false;
continue;
}
let mut min_dist_any = f32::MAX;
let mut nearest_idx_any = 0;
for (idx, &slot_pos) in track.points.iter().enumerate() {
let dist = proj.previous_position.distance(slot_pos);
if dist < min_dist {
min_dist = dist;
nearest_idx = idx;
if dist < min_dist_any {
min_dist_any = dist;
nearest_idx_any = idx;
}
}
// если снаряд далеко от трека - промах
if min_dist_any > HIT_THRESHOLD {
// commands.entity(proj_entity).despawn();
continue;
}
let insert_idx;
let target_progress;
if let Some((_, target_ball)) = balls.iter().find(|(_, b)| b.slot_index == nearest_idx_any) {
// Копируем значения в локальные переменные
target_progress = target_ball.slot_progress;
// Определяем индекс вставки
insert_idx = if target_progress <= 0.5 {
nearest_idx_any
} else {
nearest_idx_any + 1
};
} else {
// Слот пуст — снаряд пролетает мимо
commands.entity(proj_entity).despawn();
continue;
}
wave.is_queue_locked = true;
// сдвигаем очередь
let max_idx = track.points.len() - 1;
let mut to_despawn = Vec::new();
for (entity, mut ball) in balls.iter_mut() {
if ball.slot_index >= insert_idx {
if ball.slot_index < max_idx {
ball.slot_index += 1;
} else {
to_despawn.push(entity);
};
}
}
const HIT_THRESHOLD: f32 = SLOT_SIZE;
if min_dist < HIT_THRESHOLD {
let occupied_slots: Vec<usize> = balls.iter()
.map(|ball| ball.slot_index)
.collect();
if occupied_slots.contains(&nearest_idx) {
let left_progress = if nearest_idx > 0 {
balls.iter()
.find(|b| b.slot_index == nearest_idx - 1)
.map(|b| b.slot_progress)
.unwrap_or(0.0)
} else {
0.0
};
// 2. Сдвигаем правую часть очереди вправо
for mut ball in balls.iter_mut() {
if ball.slot_index >= nearest_idx {
ball.slot_index += 1;
ball.slot_progress = 0.0;
}
}
commands.entity(proj_entity)
.insert(Ball {
ball_type: proj.ball_type,
slot_index: nearest_idx,
slot_progress: left_progress,
})
.remove::<BallProjectile>();
println!("Hit! Inserted at slot {}", nearest_idx);
} else {
commands.entity(proj_entity).despawn();
println!("Miss: slot {} is empty", nearest_idx);
}
for entity in to_despawn {
commands.entity(entity).despawn();
}
commands.entity(proj_entity).insert({
Ball {
ball_type: proj.ball_type,
slot_index: insert_idx,
slot_progress: target_progress,
}
}).remove::<BallProjectile>();
}
}
// Разблокировка (структурные изменения завершены)
wave.is_queue_locked = false;
}