c37887b0e7
Remove unused system inputs for prep widget
2025-07-27 16:20:40 -05:00
31451732c4
Finish the countdown anim with a progress bar
Basic checks / Basic build-and-test supertask (push) Successful in 6m40s
2025-07-27 16:18:51 -05:00
4ecbfaa370
Implement (most of) the timer countdown
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Basic checks / Basic build-and-test supertask (push) Failing after 26s
The timer-wrapper thing was marked as a Component rather than a
Resource, which I have fixed.
The update function is about as straight forward as can be:
1. tick the timer
2. read the value out, format it for display,
3. check if the timer is expired, change states if so.
2025-07-27 14:42:50 -05:00
eb50655671
autoformat
2025-07-27 12:57:56 -05:00
a7d54c9192
Impl "get-ready"s despawn function
2025-07-27 12:57:07 -05:00
fccd2e6a8b
Impl the "get-ready" widget's spawn function
2025-07-27 12:56:42 -05:00
efabcbf636
Start submodule to impl the "Get ready" spinner
2025-07-27 11:58:58 -05:00
f848de6b2e
Replace usage of another deprecated function
Basic checks / Basic build-and-test supertask (push) Failing after 29s
2025-07-27 11:08:59 -05:00
e605bbf80d
Spawn just one camera (it's messing with egui)
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Basic checks / Basic build-and-test supertask (push) Failing after 27s
The egui debug inspector disappears when switching scenes, which seems
to be related to the camera change. I'm not going to dig into why
exactly this is happening. I'll just create one camera and keep it.
2025-07-27 11:05:49 -05:00
39bddf1c9e
Fix: only run space-to-start when on title screen
2025-07-27 10:43:28 -05:00
477460ad2f
Fix: Mark the main-menu camera so it despawns
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The camera spawned for the main menu wasn't given the TitleUI marker
component, so it wouldn't despawn when changing to the game scene.
2025-07-27 10:41:00 -05:00
c11322969c
Finally impl the "space to start" feature
2025-07-27 10:40:37 -05:00
7123192271
Implement the main menu despawn function
2025-07-27 10:33:53 -05:00
9a2381249f
autoformat
2025-07-27 10:31:24 -05:00
f68d841e52
Switch to non-deprecated .single_mut() method
2025-07-27 10:31:12 -05:00
88db8a868a
Make the Lives(i32) resource appear on debug UI
2025-07-27 10:30:11 -05:00
584a30f7f8
Add bevy-inspector-egui so I can fiddle with values easier
2025-07-27 09:45:33 -05:00
430b77be2e
Fix: add game entities only when in Playing state
2025-07-27 09:32:49 -05:00
6eb69f476f
Split title screen into it's own mod & Plugin
Basic checks / Basic build-and-test supertask (push) Failing after 28s
2025-07-27 09:31:09 -05:00
a4409cb946
Bump to Bevy 0.16
2025-07-26 19:38:49 -05:00
38fbc85505
Autoformat
2025-07-26 18:59:56 -05:00
08c9625e71
Remove all usage of old Mesh & Material bundles
2025-07-26 18:57:47 -05:00
96aff4ae46
Chain method calls, drop intermediate vars
2025-07-26 18:47:18 -05:00
a52311eac6
Switch to new Camera2d struct over cam bundle
2025-07-26 18:45:02 -05:00
cf678f9f16
Update spawn_screen function
2025-07-26 18:44:10 -05:00
2f9afaeac1
Replace spawn_ui implementation
2025-07-26 18:30:38 -05:00
7f5a166f10
Hack to get ship meshes back in place
2025-07-26 18:19:50 -05:00
5e6440340f
Rename time elapsed method usage
2025-07-26 18:01:06 -05:00
290aab45f5
Bump to Bevy 0.15, enable dynamic linkage
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The dynamic linkage is for improving testing cycle time, not for any direct impl reason.
2025-07-26 17:55:22 -05:00
406e611e31
Autoformat to make the checker happy
Basic checks / Basic build-and-test supertask (push) Failing after 44s
2025-02-01 17:28:37 -06:00
c86cd0d642
States, I guess. Now to do the others
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Game states are named and used to toggle behavior. Now to rewrite those
things to do the *right* behavior.
2024-11-29 16:45:52 -06:00
f114203665
Title menu, but always present. Time for states!
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I've made a quick title menu, but it is always present. I'll need to set
up some game state stuff so I can flip between play modes.
2024-11-29 16:01:23 -06:00
37d7c1db42
Spawning score and lives UI elements, no logic
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I have basic UI elements! They can't be updated, yet, and there's still
no game logic to allow the player to affect it on their own.
2024-11-28 11:56:42 -06:00
a61d400c64
Add mob wrap-around system
v0.1.0
2024-11-28 10:14:55 -06:00
941c2f6bea
World size configuration
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The WorldSize is a Resource so that I can use it in the entity wrapping
system. The size is pulled from a public constant in the config.rs file,
and the window is made that same size.
2024-11-28 09:50:13 -06:00
17cb15c249
Fix thruster z ordering
2024-11-28 09:03:51 -06:00
d2acc332b7
Format project
2024-11-28 08:56:52 -06:00
4b4e259317
Diversion: Add an Act workflow file
2024-11-28 08:55:14 -06:00
9d6f44ae53
Ship thruster color changes when firing
2024-11-28 08:52:11 -06:00
696e000030
Apply ship rotation to visual widget
2024-11-26 14:49:23 -06:00
596f80f572
Implement rotation on player ship
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The rotation works, although it isn't visually indicated. I'll have to
swap out the circle for a triangle or something.
2024-11-26 13:45:50 -06:00
b43a57e0d5
Dummy ship, single input, and motion integrator
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The ship, such as it is, exists and moves when the player presses "W".
Position is updated according to velocity, and the mesh transform is
updated to match the position.
2024-11-26 13:23:04 -06:00