maze-ascension/src/demo/animation.rs
2024-09-17 20:19:16 +03:00

178 lines
5.3 KiB
Rust

//! Player sprite animation.
//! This is based on multiple examples and may be very different for your game.
//! - [Sprite flipping](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_flipping.rs)
//! - [Sprite animation](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_animation.rs)
//! - [Timers](https://github.com/bevyengine/bevy/blob/latest/examples/time/timers.rs)
use bevy::prelude::*;
use rand::prelude::*;
use std::time::Duration;
use crate::{
audio::SoundEffect,
demo::{movement::MovementController, player::PlayerAssets},
AppSet,
};
pub(super) fn plugin(app: &mut App) {
// Animate and play sound effects based on controls.
app.register_type::<PlayerAnimation>();
app.add_systems(
Update,
(
update_animation_timer.in_set(AppSet::TickTimers),
(
update_animation_movement,
update_animation_atlas,
trigger_step_sound_effect,
)
.chain()
.run_if(resource_exists::<PlayerAssets>)
.in_set(AppSet::Update),
),
);
}
/// Update the sprite direction and animation state (idling/walking).
fn update_animation_movement(
mut player_query: Query<(&MovementController, &mut Sprite, &mut PlayerAnimation)>,
) {
for (controller, mut sprite, mut animation) in &mut player_query {
let dx = controller.intent.x;
if dx != 0.0 {
sprite.flip_x = dx < 0.0;
}
let animation_state = if controller.intent == Vec2::ZERO {
PlayerAnimationState::Idling
} else {
PlayerAnimationState::Walking
};
animation.update_state(animation_state);
}
}
/// Update the animation timer.
fn update_animation_timer(time: Res<Time>, mut query: Query<&mut PlayerAnimation>) {
for mut animation in &mut query {
animation.update_timer(time.delta());
}
}
/// Update the texture atlas to reflect changes in the animation.
fn update_animation_atlas(mut query: Query<(&PlayerAnimation, &mut TextureAtlas)>) {
for (animation, mut atlas) in &mut query {
if animation.changed() {
atlas.index = animation.get_atlas_index();
}
}
}
/// If the player is moving, play a step sound effect synchronized with the
/// animation.
fn trigger_step_sound_effect(
mut commands: Commands,
player_assets: Res<PlayerAssets>,
mut step_query: Query<&PlayerAnimation>,
) {
for animation in &mut step_query {
if animation.state == PlayerAnimationState::Walking
&& animation.changed()
&& (animation.frame == 2 || animation.frame == 5)
{
let rng = &mut rand::thread_rng();
let random_step = player_assets.steps.choose(rng).unwrap();
commands.spawn((
AudioBundle {
source: random_step.clone(),
settings: PlaybackSettings::DESPAWN,
},
SoundEffect,
));
}
}
}
/// Component that tracks player's animation state.
/// It is tightly bound to the texture atlas we use.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct PlayerAnimation {
timer: Timer,
frame: usize,
state: PlayerAnimationState,
}
#[derive(Reflect, PartialEq)]
pub enum PlayerAnimationState {
Idling,
Walking,
}
impl PlayerAnimation {
/// The number of idle frames.
const IDLE_FRAMES: usize = 2;
/// The duration of each idle frame.
const IDLE_INTERVAL: Duration = Duration::from_millis(500);
/// The number of walking frames.
const WALKING_FRAMES: usize = 6;
/// The duration of each walking frame.
const WALKING_INTERVAL: Duration = Duration::from_millis(50);
fn idling() -> Self {
Self {
timer: Timer::new(Self::IDLE_INTERVAL, TimerMode::Repeating),
frame: 0,
state: PlayerAnimationState::Idling,
}
}
fn walking() -> Self {
Self {
timer: Timer::new(Self::WALKING_INTERVAL, TimerMode::Repeating),
frame: 0,
state: PlayerAnimationState::Walking,
}
}
pub fn new() -> Self {
Self::idling()
}
/// Update animation timers.
pub fn update_timer(&mut self, delta: Duration) {
self.timer.tick(delta);
if !self.timer.finished() {
return;
}
self.frame = (self.frame + 1)
% match self.state {
PlayerAnimationState::Idling => Self::IDLE_FRAMES,
PlayerAnimationState::Walking => Self::WALKING_FRAMES,
};
}
/// Update animation state if it changes.
pub fn update_state(&mut self, state: PlayerAnimationState) {
if self.state != state {
match state {
PlayerAnimationState::Idling => *self = Self::idling(),
PlayerAnimationState::Walking => *self = Self::walking(),
}
}
}
/// Whether animation changed this tick.
pub fn changed(&self) -> bool {
self.timer.finished()
}
/// Return sprite index in the atlas.
pub fn get_atlas_index(&self) -> usize {
match self.state {
PlayerAnimationState::Idling => self.frame,
PlayerAnimationState::Walking => 6 + self.frame,
}
}
}