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ghost_suckers

graveyard font: https://www.1001fonts.com/graveyard-brk-font.html Low Poly Graveyard: https://sketchfab.com/3d-models/low-poly-graveyard-bfa0014419ec4295addfa46bd7e21c7b frost overlay: Image by rawpixel.com on Freepik wave end sound: https://freesound.org/people/SergeQuadrado/sounds/567204/ upgrade sound: https://freesound.org/people/CrazyFrog249/sounds/161628/ suck pop sound: https://freesound.org/people/joedeshon/sounds/81150/

collisions

Membership
Player Ghost Vacuum Wall Upgrade
Player
Filter Ghost
Vacuum
Wall

blender workflow

For every model there is a .blend file which is the original file. It will be saved as _export.blend where all modifiers will be applied. From there it will be exported into .glb assets.

upgrades

more range depth more range width less slowing from damage

todo

fix sound https://github.com/rparrett/bevy_pipelines_ready

bugs

vacuum sound stays after restart (fixed?)

nice to have

spawn ghosts out of graves map-generation reload time rotational camera shake normalize distance of sucked ghosts

experiments

code

/// Creates the vertices and the indices of a prism that spans the whole up/down axis
/// and widens moving out from the origin
fn create_vacuum_range() -> (Vec<Vect>, Vec<[u32; 3]>) {
    let vertices = vec![
        // right hand corners
        Vect::new(0.5, 0.5, 1.0),
        Vect::new(1.5, -1.0, 1.0),
        Vect::new(1.5, -1.0, -1.0),
        Vect::new(0.5, 0.5, -1.0),
        // left hand corners
        Vect::new(-0.5, 0.5, 1.0),
        Vect::new(-1.5, -1.0, 1.0),
        Vect::new(-1.5, -1.0, -1.0),
        Vect::new(-0.5, 0.5, -1.0),
        ];

    let indices: Vec<[u32; 3]> = vec![
        // right hand wall
        [0, 1, 2],
        [0, 2, 3],
        // left hand wall
        [4, 5, 6],
        [4, 6, 7],
        //front wall
        [1, 5, 6],
        [1, 6, 2],
        // back wall
        [0, 4, 7],
        [0, 7, 3],
        // top wall,
        [3, 2, 6],
        [3, 6, 7],
        // bottom wall,
        [0, 1, 5],
        [0, 5, 4],
        ];

    (vertices, indices)
}

This code creates a prettier collision shape for the vacuum, but has some issues I didn't have time to debug.

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