use bevy::{
input::common_conditions::input_just_pressed, math::ops::powf, prelude::*,
sprite_render::MeshMaterial2d,
};
const TRAUMA_DECAY_PER_SECOND: f32 = 0.5;
const TRAUMA_EXPONENT: f32 = 2.0;
const MAX_ANGLE: f32 = 10.0_f32.to_radians();
const MAX_TRANSLATION: f32 = 20.0;
const NOISE_SPEED: f32 = 20.0;
const TRAUMA_PER_PRESS: f32 = 0.4;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
.add_systems(PreUpdate, reset_transform)
.add_systems(
Update,
increase_trauma.run_if(input_just_pressed(KeyCode::Space)),
)
.add_systems(PostUpdate, shake_camera.before(TransformSystems::Propagate))
.run();
}
fn shake_camera(
camera_shake: Single<(&mut CameraShakeState, &CameraShakeConfig, &mut Transform)>,
time: Res<Time>,
) {
let (mut camera_shake, config, mut transform) = camera_shake.into_inner();
camera_shake.original_transform = *transform;
let t = time.elapsed_secs() * config.noise_speed;
let rotation_noise = perlin_noise::generate(t + 0.0);
let x_noise = perlin_noise::generate(t + 100.0);
let y_noise = perlin_noise::generate(t + 200.0);
let shake = powf(camera_shake.trauma, config.exponent);
let roll_offset = rotation_noise * shake * config.max_angle;
let x_offset = x_noise * shake * config.max_translation;
let y_offset = y_noise * shake * config.max_translation;
transform.translation.x += x_offset;
transform.translation.y += y_offset;
transform.rotate_z(roll_offset);
camera_shake.trauma -= config.trauma_decay_per_second * time.delta_secs();
camera_shake.trauma = camera_shake.trauma.clamp(0.0, 1.0);
}
fn increase_trauma(mut camera_shake: Single<&mut CameraShakeState>) {
camera_shake.trauma += TRAUMA_PER_PRESS;
camera_shake.trauma = camera_shake.trauma.clamp(0.0, 1.0);
}
fn reset_transform(camera_shake: Single<(&CameraShakeState, &mut Transform)>) {
let (camera_shake, mut transform) = camera_shake.into_inner();
*transform = camera_shake.original_transform;
}
#[derive(Component, Debug, Default)]
struct CameraShakeState {
trauma: f32,
original_transform: Transform,
}
#[derive(Component, Debug)]
#[require(CameraShakeState)]
struct CameraShakeConfig {
trauma_decay_per_second: f32,
exponent: f32,
max_angle: f32,
max_translation: f32,
noise_speed: f32,
}
fn setup_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
CameraShakeConfig {
trauma_decay_per_second: TRAUMA_DECAY_PER_SECOND,
exponent: TRAUMA_EXPONENT,
max_angle: MAX_ANGLE,
max_translation: MAX_TRANSLATION,
noise_speed: NOISE_SPEED,
},
));
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(50.0, 100.0))),
MeshMaterial2d(materials.add(Color::srgb(0.25, 0.94, 0.91))),
Transform::from_xyz(0., 0., 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(50.0, 50.0))),
MeshMaterial2d(materials.add(Color::srgb(0.85, 0.0, 0.2))),
Transform::from_xyz(-450.0, 200.0, 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(70.0, 50.0))),
MeshMaterial2d(materials.add(Color::srgb(0.5, 0.8, 0.2))),
Transform::from_xyz(450.0, -150.0, 2.),
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::new("Press space repeatedly to trigger a progressively stronger screen shake"),
Node {
position_type: PositionType::Absolute,
bottom: px(12),
left: px(12),
..default()
},
));
}
mod perlin_noise {
use super::*;
pub fn generate(x: f32) -> f32 {
let x_floor = x.floor() as usize;
let xf0 = x - x_floor as f32;
let xf1 = xf0 - 1.0;
let xi0 = x_floor & 0xFF;
let xi1 = (x_floor + 1) & 0xFF;
let t = fade(xf0).clamp(0.0, 1.0);
let h0 = PERMUTATION_TABLE[xi0];
let h1 = PERMUTATION_TABLE[xi1];
let a = dot_grad(h0, xf0);
let b = dot_grad(h1, xf1);
a.interpolate_stable(&b, t)
}
fn fade(t: f32) -> f32 {
t * t * t * (t * (t * 6.0 - 15.0) + 10.0)
}
fn dot_grad(hash: u8, xf: f32) -> f32 {
if hash & 0x1 != 0 {
xf
} else {
-xf
}
}
const PERMUTATION_TABLE: [u8; 256] = [
0x97, 0xA0, 0x89, 0x5B, 0x5A, 0x0F, 0x83, 0x0D, 0xC9, 0x5F, 0x60, 0x35, 0xC2, 0xE9, 0x07,
0xE1, 0x8C, 0x24, 0x67, 0x1E, 0x45, 0x8E, 0x08, 0x63, 0x25, 0xF0, 0x15, 0x0A, 0x17, 0xBE,
0x06, 0x94, 0xF7, 0x78, 0xEA, 0x4B, 0x00, 0x1A, 0xC5, 0x3E, 0x5E, 0xFC, 0xDB, 0xCB, 0x75,
0x23, 0x0B, 0x20, 0x39, 0xB1, 0x21, 0x58, 0xED, 0x95, 0x38, 0x57, 0xAE, 0x14, 0x7D, 0x88,
0xAB, 0xA8, 0x44, 0xAF, 0x4A, 0xA5, 0x47, 0x86, 0x8B, 0x30, 0x1B, 0xA6, 0x4D, 0x92, 0x9E,
0xE7, 0x53, 0x6F, 0xE5, 0x7A, 0x3C, 0xD3, 0x85, 0xE6, 0xDC, 0x69, 0x5C, 0x29, 0x37, 0x2E,
0xF5, 0x28, 0xF4, 0x66, 0x8F, 0x36, 0x41, 0x19, 0x3F, 0xA1, 0x01, 0xD8, 0x50, 0x49, 0xD1,
0x4C, 0x84, 0xBB, 0xD0, 0x59, 0x12, 0xA9, 0xC8, 0xC4, 0x87, 0x82, 0x74, 0xBC, 0x9F, 0x56,
0xA4, 0x64, 0x6D, 0xC6, 0xAD, 0xBA, 0x03, 0x40, 0x34, 0xD9, 0xE2, 0xFA, 0x7C, 0x7B, 0x05,
0xCA, 0x26, 0x93, 0x76, 0x7E, 0xFF, 0x52, 0x55, 0xD4, 0xCF, 0xCE, 0x3B, 0xE3, 0x2F, 0x10,
0x3A, 0x11, 0xB6, 0xBD, 0x1C, 0x2A, 0xDF, 0xB7, 0xAA, 0xD5, 0x77, 0xF8, 0x98, 0x02, 0x2C,
0x9A, 0xA3, 0x46, 0xDD, 0x99, 0x65, 0x9B, 0xA7, 0x2B, 0xAC, 0x09, 0x81, 0x16, 0x27, 0xFD,
0x13, 0x62, 0x6C, 0x6E, 0x4F, 0x71, 0xE0, 0xE8, 0xB2, 0xB9, 0x70, 0x68, 0xDA, 0xF6, 0x61,
0xE4, 0xFB, 0x22, 0xF2, 0xC1, 0xEE, 0xD2, 0x90, 0x0C, 0xBF, 0xB3, 0xA2, 0xF1, 0x51, 0x33,
0x91, 0xEB, 0xF9, 0x0E, 0xEF, 0x6B, 0x31, 0xC0, 0xD6, 0x1F, 0xB5, 0xC7, 0x6A, 0x9D, 0xB8,
0x54, 0xCC, 0xB0, 0x73, 0x79, 0x32, 0x2D, 0x7F, 0x04, 0x96, 0xFE, 0x8A, 0xEC, 0xCD, 0x5D,
0xDE, 0x72, 0x43, 0x1D, 0x18, 0x48, 0xF3, 0x8D, 0x80, 0xC3, 0x4E, 0x42, 0xD7, 0x3D, 0x9C,
0xB4,
];
}