disable blackout for now, i dont like it, too confusing
This commit is contained in:
parent
a44a7faa42
commit
9218398c77
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@ -155,7 +155,7 @@ python -m http.server -d wasm
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- Implement zooming with right click (AR only)
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- Implement zooming with right click (AR only)
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- Implement targeting objects with left click (AR only)
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- Implement targeting objects with left click (AR only)
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- Implement matching velocity to targeted objects with space
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- Implement matching velocity to targeted objects with space
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- Implement damage from g-forces, passing out
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- Implement damage from g-forces
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- Implement god mode
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- Implement god mode
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- Fix crash by avoiding legacy fullscreen mode
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- Fix crash by avoiding legacy fullscreen mode
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- v0.5.3:
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- v0.5.3:
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24
src/actor.rs
24
src/actor.rs
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@ -452,7 +452,6 @@ fn handle_damage(
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fn handle_gforce(
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fn handle_gforce(
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time: Res<Time>,
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time: Res<Time>,
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mut q_actor: Query<(&LinearVelocity, &mut HitPoints, &mut ExperiencesGForce)>,
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mut q_actor: Query<(&LinearVelocity, &mut HitPoints, &mut ExperiencesGForce)>,
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settings: Res<settings::Settings>,
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) {
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) {
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let dt = time.delta_seconds();
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let dt = time.delta_seconds();
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let factor = 1.0 / dt / 9.81;
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let factor = 1.0 / dt / 9.81;
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@ -468,16 +467,17 @@ fn handle_gforce(
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hp.damage += (gforce.gforce - gforce.damage_threshold).powf(2.0) / 3000.0;
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hp.damage += (gforce.gforce - gforce.damage_threshold).powf(2.0) / 3000.0;
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}
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}
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if !settings.god_mode {
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// Blackout disabled for now
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if gforce.blackout > 0.0001 {
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// if !settings.god_mode {
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gforce.blackout *= 0.984;
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// if gforce.blackout > 0.0001 {
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}
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// gforce.blackout *= 0.984;
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else if gforce.blackout > 0.0 {
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// }
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gforce.blackout = 0.0;
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// else if gforce.blackout > 0.0 {
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}
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// gforce.blackout = 0.0;
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if gforce.gforce > gforce.blackout_threshold {
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// }
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gforce.blackout += (gforce.gforce - gforce.blackout_threshold).powf(2.0) / 300000.0
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// if gforce.gforce > gforce.blackout_threshold {
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}
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// gforce.blackout += (gforce.gforce - gforce.blackout_threshold).powf(2.0) / 300000.0
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}
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// }
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// }
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::{actor, camera, settings};
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use crate::{camera, settings};
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pub struct EffectsPlugin;
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pub struct EffectsPlugin;
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@ -9,7 +9,8 @@ impl Plugin for EffectsPlugin {
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app.add_systems(Startup, spawn_effects.after(setup).after(camera::setup_camera));
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app.add_systems(Startup, spawn_effects.after(setup).after(camera::setup_camera));
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app.add_systems(Update, spawn_effects);
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app.add_systems(Update, spawn_effects);
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app.add_systems(Update, update_fadeblack);
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app.add_systems(Update, update_fadeblack);
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app.add_systems(Update, update_blackout);
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// Blackout disabled for now
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//app.add_systems(Update, update_blackout);
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app.add_event::<SpawnEffectEvent>();
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app.add_event::<SpawnEffectEvent>();
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}
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}
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}
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}
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@ -19,7 +20,9 @@ pub enum Effects {
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FadeIn(Color),
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FadeIn(Color),
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}
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}
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#[derive(Component)] pub struct BlackOutOverlay;
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// Blackout disabled for now
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//#[derive(Component)] pub struct BlackOutOverlay;
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#[derive(Component)] pub struct FadeBlack;
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#[derive(Component)] pub struct FadeBlack;
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#[derive(Component)]
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#[derive(Component)]
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pub struct Effect {
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pub struct Effect {
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@ -34,28 +37,28 @@ pub struct SpawnEffectEvent {
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}
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}
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pub fn setup(
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pub fn setup(
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mut commands: Commands,
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settings: Res<settings::Settings>,
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settings: Res<settings::Settings>,
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mut ew_effect: EventWriter<SpawnEffectEvent>,
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mut ew_effect: EventWriter<SpawnEffectEvent>,
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) {
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) {
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if !settings.dev_mode {
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if !settings.dev_mode {
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ew_effect.send(SpawnEffectEvent { class: Effects::FadeIn(Color::BLACK), duration: 4.0 });
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ew_effect.send(SpawnEffectEvent { class: Effects::FadeIn(Color::BLACK), duration: 4.0 });
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}
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}
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commands.spawn((
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// Blackout disabled for now
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BlackOutOverlay,
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// commands.spawn((
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NodeBundle {
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// BlackOutOverlay,
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style: Style {
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// NodeBundle {
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width: Val::Vw(100.0),
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// style: Style {
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height: Val::Vh(100.0),
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// width: Val::Vw(100.0),
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position_type: PositionType::Absolute,
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// height: Val::Vh(100.0),
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top: Val::Px(0.0),
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// position_type: PositionType::Absolute,
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left: Val::Px(0.0),
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// top: Val::Px(0.0),
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..default()
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// left: Val::Px(0.0),
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},
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// ..default()
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background_color: Color::BLACK.into(),
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// },
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..default()
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// background_color: Color::BLACK.into(),
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},
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// ..default()
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));
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// },
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// ));
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}
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}
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pub fn spawn_effects(
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pub fn spawn_effects(
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@ -109,14 +112,15 @@ pub fn update_fadeblack(
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}
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}
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}
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}
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pub fn update_blackout(
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// Blackout disabled for now
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mut q_effect: Query<&mut BackgroundColor, With<BlackOutOverlay>>,
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//pub fn update_blackout(
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q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>
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// mut q_effect: Query<&mut BackgroundColor, With<BlackOutOverlay>>,
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) {
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// q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>
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if let (Ok(gforce), Ok(mut bgcolor)) = (q_player.get_single(), q_effect.get_single_mut()) {
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//) {
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let threshold = 0.3;
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// if let (Ok(gforce), Ok(mut bgcolor)) = (q_player.get_single(), q_effect.get_single_mut()) {
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let factor = 1.0 / (1.0 - threshold);
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// let threshold = 0.3;
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let alpha = (factor * (gforce.blackout - threshold)).clamp(0.0, 1.0);
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// let factor = 1.0 / (1.0 - threshold);
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bgcolor.0.set_a(alpha as f32);
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// let alpha = (factor * (gforce.blackout - threshold)).clamp(0.0, 1.0);
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}
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// bgcolor.0.set_a(alpha as f32);
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}
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// }
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//}
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