Crate leafwing_abilities
source ·Expand description
§About
A fully-featured set of tools for managing abilities in Bevy. This crate is meant to be used with Leafwing Input Manager, which converts inputs into actions.
Some of those actions will be abilities! Abilities are intended for gameplay use, and follow complex but relatively standardized logic about how they might be used.
use bevy::prelude::*;
use bevy::reflect::Reflect;
use leafwing_abilities::prelude::*;
use leafwing_abilities::premade_pools::mana::{ManaPool, Mana};
use leafwing_abilities::premade_pools::life::{LifePool, Life};
use leafwing_input_manager::prelude::*;
// We're modelling https://leagueoflegends.fandom.com/wiki/Zyra/LoL
// to show off this crate's features!
#[derive(Actionlike, Abilitylike, Clone, Copy, Hash, PartialEq, Eq, Reflect)]
pub enum ZyraAbility {
GardenOfThorns,
DeadlySpines,
RampantGrowth,
GraspingRoots,
Stranglethorns,
}
impl ZyraAbility {
/// You could use the `strum` crate to derive this automatically!
fn variants() -> Vec<ZyraAbility> {
use ZyraAbility::*;
vec![GardenOfThorns, DeadlySpines, RampantGrowth, GraspingRoots, Stranglethorns]
}
fn input_map() -> InputMap<ZyraAbility> {
use ZyraAbility::*;
// We can use this `new` idiom, which accepts an iterator of pairs
InputMap::new([
(DeadlySpines, KeyCode::KeyQ),
(RampantGrowth, KeyCode::KeyW),
(GraspingRoots, KeyCode::KeyE),
(Stranglethorns, KeyCode::KeyR),
])
}
// This match pattern is super useful to be sure you've defined an attribute for every variant
fn cooldown(&self) -> Cooldown {
use ZyraAbility::*;
let seconds: f32 = match *self {
GardenOfThorns => 13.0,
DeadlySpines => 7.0,
RampantGrowth => 18.0,
GraspingRoots => 12.0,
Stranglethorns => 110.0,
};
Cooldown::from_secs(seconds)
}
fn cooldowns() -> CooldownState<ZyraAbility> {
let mut cooldowns = CooldownState::default();
// Now, we can loop over all the variants to populate our struct
for ability in ZyraAbility::variants() {
cooldowns.set(ability, ability.cooldown());
}
cooldowns
}
fn charges() -> ChargeState<ZyraAbility> {
// The builder API can be very convenient when you only need to set a couple of values
ChargeState::default()
.set(ZyraAbility::RampantGrowth, Charges::replenish_one(2))
.build()
}
fn mana_costs() -> AbilityCosts<ZyraAbility, ManaPool> {
use ZyraAbility::*;
AbilityCosts::new([
(DeadlySpines, Mana(70.)),
(GraspingRoots, Mana(70.)),
(Stranglethorns, Mana(100.)),
])
}
}
/// Marker component for this champion
#[derive(Component)]
struct Zyra;
#[derive(Bundle)]
struct ZyraBundle {
champion: Zyra,
life_pool: LifePool,
input_manager_bundle: InputManagerBundle<ZyraAbility>,
abilities_bundle: AbilitiesBundle<ZyraAbility>,
mana_bundle: PoolBundle<ZyraAbility, ManaPool>,
}
impl Default for ZyraBundle {
fn default() -> Self {
ZyraBundle {
champion: Zyra,
// Max life, then regen
life_pool: LifePool::new(Life(574.), Life(574.), (Life(5.5))),
input_manager_bundle: InputManagerBundle::<ZyraAbility> {
input_map: ZyraAbility::input_map(),
..default()
},
abilities_bundle: AbilitiesBundle::<ZyraAbility> {
cooldowns: ZyraAbility::cooldowns(),
charges: ZyraAbility::charges(),
},
mana_bundle: PoolBundle::<ZyraAbility, ManaPool> {
pool: ManaPool::new(Mana(418.), Mana(418.), Mana(13.0)),
ability_costs: ZyraAbility::mana_costs(),
}
}
}
}
§Features
- track and automatically tick cooldowns
- store multiple charges of abilities
- Leafwing Studio’s trademark
#[deny(missing_docs)]
Planned:
- resource management (health, mana, energy etc)
- damage
- cast times
- range checking
Modules§
- Charges are “uses of an action”. Actions may only be used if at least one charge is available. Unlike pools, charges are not shared across abilities.
- Cooldowns tick down until actions are ready to be used.
- Contains main plugin exported by this crate.
- Pools are a reservoir of resources that can be used to pay for abilities, or keep track of character state.
- Everything you need to get started
- Convenient premade resource
Pool
types to get you started. - The systems that power each
InputManagerPlugin
.
Structs§
- This
Bundle
allows entities to manage theirAbilitylike
actions effectively. - A custom
WorldQuery
type that fetches all ability relevant data for you. - Automatically generated [
WorldQuery
] item type forAbilityState
, returned when iterating over query results. - Automatically generated [
WorldQuery
] type for a read-only variant ofAbilityState
. - Automatically generated [
WorldQuery
] item type forAbilityStateReadOnly
, returned when iterating over query results.
Enums§
- An
Error
type that explains why an ability could not be used.
Traits§
- Allows a type to be used as a gameplay action in an input-agnostic fashion
Functions§
- Triggers an implicit ability, depleting a charge if available.