Functional prototype of WIP asteroid spawning
All checks were successful
Basic checks / Basic build-and-test supertask (push) Successful in 6m36s
All checks were successful
Basic checks / Basic build-and-test supertask (push) Successful in 6m36s
It needs a whole lot more work, but hey, look: A rock! ... well a circle, anyway.
This commit is contained in:
63
src/lib.rs
63
src/lib.rs
@@ -2,9 +2,11 @@ pub mod config;
|
||||
mod preparation_widget;
|
||||
mod title_screen;
|
||||
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::config::{BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, WINDOW_SIZE};
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::{color::palettes::css::GRAY, prelude::*};
|
||||
use bevy_inspector_egui::prelude::ReflectInspectorOptions;
|
||||
use bevy_inspector_egui::InspectorOptions;
|
||||
|
||||
@@ -26,11 +28,19 @@ impl Plugin for AsteroidPlugin {
|
||||
.insert_resource(Lives(3))
|
||||
.register_type::<Lives>()
|
||||
.insert_resource(Score(0))
|
||||
.insert_resource(AsteroidSpawner {
|
||||
timer: Timer::new(Duration::from_secs(3), TimerMode::Repeating),
|
||||
})
|
||||
.add_systems(Startup, spawn_camera)
|
||||
.add_systems(OnEnter(GameState::Playing), (spawn_player, spawn_ui))
|
||||
.add_systems(
|
||||
FixedUpdate,
|
||||
(input_ship_thruster, input_ship_rotation, wrap_entities)
|
||||
(
|
||||
input_ship_thruster,
|
||||
input_ship_rotation,
|
||||
wrap_entities,
|
||||
tick_asteroid_manager,
|
||||
)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
.add_systems(
|
||||
@@ -62,6 +72,24 @@ struct Rotation(f32);
|
||||
#[derive(Component)]
|
||||
struct Ship;
|
||||
|
||||
#[derive(Component, Deref, DerefMut)]
|
||||
struct Asteroid(AsteroidSize);
|
||||
|
||||
enum AsteroidSize {
|
||||
SMALL,
|
||||
MEDIUM,
|
||||
LARGE,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct AsteroidSpawner {
|
||||
timer: Timer,
|
||||
// TODO: Configurables?
|
||||
// - interval
|
||||
// - density
|
||||
// - size distribution
|
||||
}
|
||||
|
||||
/// Marker for any entity that should wrap on screen edges
|
||||
#[derive(Component)]
|
||||
struct Wrapping;
|
||||
@@ -69,6 +97,7 @@ struct Wrapping;
|
||||
// Data component to store color properties attached to an entity
|
||||
// This was easier (and imo better) than holding global consts with
|
||||
// UUID assets.
|
||||
// TODO: Convert to Resource. I don't need per-entity thruster colors for this.
|
||||
#[derive(Component)]
|
||||
struct ThrusterColors(Handle<ColorMaterial>, Handle<ColorMaterial>);
|
||||
|
||||
@@ -141,6 +170,36 @@ fn spawn_player(
|
||||
));
|
||||
}
|
||||
|
||||
/// Update the asteroid spawn timer and spawn any asteroids
|
||||
/// that are due this frame.
|
||||
fn tick_asteroid_manager(
|
||||
mut commands: Commands,
|
||||
mut spawner: ResMut<AsteroidSpawner>,
|
||||
// TODO: move the mesh & material loading somewhere else
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
spawner.timer.tick(time.delta());
|
||||
if spawner.timer.just_finished() {
|
||||
commands.spawn((
|
||||
Asteroid(AsteroidSize::SMALL),
|
||||
Position(Vec2::new(40.0, 40.0)),
|
||||
Velocity(Vec2::new(10.0, 0.0)),
|
||||
Rotation(0.0),
|
||||
Mesh2d(meshes.add(Circle::new(10.0))),
|
||||
MeshMaterial2d(materials.add(Color::from(GRAY))),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
/// Utility function to spawn a single asteroid of a given type
|
||||
/// TODO: convert to an event listener monitoring for "spawn asteroid" events
|
||||
/// from the `fn tick_asteroid_manager(...)` system.
|
||||
fn spawn_asteroid(mut commands: Commands) {
|
||||
todo!();
|
||||
}
|
||||
|
||||
/*
|
||||
Checks if "W" is pressed and increases velocity accordingly.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user