Commit Graph

181 Commits

Author SHA1 Message Date
708f514582 Implement a proper gun fire-rate mechanism
There is now a `Weapon` component which is just a timer for the gun's
fire rate. It is ticked every frame, clamping at the "ready" state (0
time remaining).

The ship spawns with this thing, and the `input_ship_shoot` system has
been updated to use it.
2025-08-14 14:34:22 -05:00
0a7ffcfa0a Add reflection & debug inspector stuff to Score 2025-08-14 13:14:32 -05:00
40ee042b53 Implement the HUD for real
Now it works!... but it runs every single frame, probably causing a
bunch of unnecessary text rendering and UI layout operations. I'll have
to come back and make it event-based at some point.
2025-08-14 13:07:25 -05:00
9d9b25d1df Name the profiles to not suggest they're WASM-only
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2025-08-14 11:04:20 -05:00
89ee328807 A couple extra build profiles 2025-08-14 11:04:20 -05:00
90d8142855 Use wasm-server-runner as the WASM runner
This way I can `cargo run --target ...` and Cargo will spawn a dummy
webserver instead of attempting to execute the WASM file on my x86/arm
CPU.
2025-08-14 11:03:37 -05:00
10366b642c Add wasm-specific feature for RNG child dependency
The `rand` crate eventually depends on `getrandom` which requires a
different feature set when running in the browser. WASM has no OS, and
so no RNG provider... but the browser, specifically, has one that the
JavaScript runtime can touch. Enabling the "wasm_js" feature on
`getrandom` allowes it to use this backend.

An extra config option must *also* be passed to `rustc`. THis can be set
through the environment, or the config.toml. I've chosen the latter so I
don't need to think about it very often.
2025-08-14 11:03:37 -05:00
94e0cd0999 Add my own crate features to pass through to deps
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Closes #20

Now this crate can be told to build with or without certain behavior,
rather than needing to patch the Cargo.toml file.
2025-08-14 10:34:03 -05:00
18d026637b Bump the crate version
I marked 0.2 at some point, so I guess I should keep incrementing this
during development. The menus are finished, which is as good a
checkpoint as any.
2025-08-14 08:58:02 -05:00
51e6989ef4 Swap button colors to be less upsetting
Making everything gray is still boring as dirt, but at least it doesn't
look like debug info.
v0.2.0
2025-08-14 08:55:13 -05:00
2ffc0e8861 Finish main-menu button handling
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2025-08-13 17:25:26 -05:00
d15b96ef48 Add "start" and "quit" buttons to title screen
I'm stealing the game-over plugin's button handling for use in the main
menu. I guess it turns out that my widgets are more generic than
intended.
2025-08-13 17:00:29 -05:00
0aefc96f7a Center the text, add a drop shadow 2025-08-13 16:03:40 -05:00
4102446e90 Rename main menu marker to "MarkerMainMenu" 2025-08-13 15:38:53 -05:00
f4df2ae33a Rearrange the main menu components & systems
I'm trying to keep things somewhat in order. Plugins, then components,
then systems. Within those, they're roughly ordered by game state.
2025-08-13 15:36:14 -05:00
fc43be0777 Hook up the action selectors to the buttons
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2025-08-13 14:22:00 -05:00
a74b99deb4 Visual button interaction is working, needs act
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2025-08-13 12:59:38 -05:00
2f9401e93f Begin GameOver scene, widget spawner works
I've taken a lot directly from the Bevy UI button example.
(https://bevy.org/examples/ui-user-interface/button/)

I'll make it look better later. For now, it just needs to exist. Onward
to the UI operation system!
2025-08-13 11:58:11 -05:00
54ef257ab4 Make generic UI despawning function 2025-08-13 11:56:35 -05:00
69bef24913 Collect GUI plugins at the top of the module
I want the different "scenes" to be their own plugins for ease of setup
and reading.

The main menu plugin has been renamed to have "Plugin" first. This is so
the lexical sort in the docs places all the plugins next to each other.

The "get-ready" plugin has been given an empty struct and an
`impl Plugin` to match the main menu plugin. I've started the game over
scene, but left it unimplemented.
2025-08-13 11:09:48 -05:00
df4479bf49 Remove collision debug print system 2025-08-13 10:33:59 -05:00
33828d6a85 Rewrite WorldSize as a newtype around Vec2
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Closes #16

Bevy provides Deref and DerefMut derives, so that's nice. I'm not sure
it makes any sense to keep the field private since those derefs expose
the Vec2 anyway. I added an `impl Default` anyway, though.
2025-08-12 23:39:19 -05:00
5e2018d3e4 Docs for physics module 2025-08-12 23:26:37 -05:00
7c877264a2 autoformat 2025-08-12 23:18:46 -05:00
16842c13f7 Docs for objects.rs 2025-08-12 23:18:33 -05:00
e199db16eb Docs for machinery.rs 2025-08-12 23:01:32 -05:00
f17910daef Docs for lib.rs 2025-08-12 22:41:37 -05:00
70f2313766 Improve documentation for the events
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2025-08-12 11:33:00 -05:00
58bbc1e614 Fix documentation links 2025-08-11 23:50:43 -05:00
79679759c5 Move HUD spawning system into widgets
It actually needs to be completely replaced. When that finally happens,
the new bits will live here.
2025-08-11 23:42:06 -05:00
0e517de419 Move the title screen stuff into widgets.rs 2025-08-11 23:40:52 -05:00
cb2b57449a Create a "widgets" module (by moving title scene)
The non-gameplay scenes are really just a bunch of widgets. I'm going to
put them all together and then bundle the functionality with some
exported plugin builders.
2025-08-11 23:39:42 -05:00
9a262fcffc Move Lifetime component to machinery module 2025-08-11 23:34:12 -05:00
34ee2fcc7d Create a "machinery" module for game systems
I'm not sold on the name, but anyway.

This module will hold the systems that power the main game mechanics, as
well as a few extra items to support that (in particular, the Lifetime
component).
2025-08-11 23:28:39 -05:00
93da225636 Move resources to a resources.rs submodule 2025-08-11 23:19:06 -05:00
cd194e2dbf Move collision system to physics module 2025-08-11 23:07:18 -05:00
1369a3092f Move the ship & bullet systems into the object mod 2025-08-11 23:01:14 -05:00
619037dab0 Move asteroid spawning & splitting systems
They deal with events, but are directly related to how the Asteroid
object interacts with the events, so I'm putting them here.
2025-08-11 22:59:20 -05:00
c1b69c412a autoformat 2025-08-11 22:48:08 -05:00
d8a83b77c2 Move ship & bullet to the objects module 2025-08-11 22:47:48 -05:00
f5ff7c8779 Move Asteroid components to the objects.rs mod 2025-08-11 22:44:05 -05:00
f4484f759f Move SpawnAsteroid event into events.rs 2025-08-11 19:16:34 -05:00
571b910945 Rename "event" module to be plural "events.rs" 2025-08-11 19:14:22 -05:00
804186ea2f Handle player ship destruction... some of it...
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The player will be respawned, their lives decreased, and the board
cleared. The UI doesn't update, and the sudden snap to a freshly reset
board is quite jarring. The state transition to GameOver stops the game,
but there isn't anything else running in that state so it just looks
frozen.

Basically, there's a ton left to do, but technically I have handled
player ship destruction!
2025-08-10 21:29:25 -05:00
45b1fe751f Create the asteroid splitter to break down rocks.
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2025-08-10 20:45:08 -05:00
3d28d489b0 Fix: Pass size through to spawned asteroid
I actually have most of the asteroid's destruction handling system done
and found this bug.

Asteroid *assets* are selected based on the size set in the spawn event,
but the `Asteroid` Component itself was left hard-coded to the smallest
size.
2025-08-10 18:46:49 -05:00
cdd665cc93 Add bullet on-impact despawning system 2025-08-10 18:43:56 -05:00
364fbd7530 Use the lifetime limiters on Bullets & Asteroids
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Closes #14

Despawn bullets to limit range.

Despawn asteroids to limit random garbage floating around the scene.
2025-08-10 17:14:26 -05:00
2f463303a0 Create Lifetime component and system
Closes #13

The lifetime component, and system to operate it, are ready! Now I can
delete things that have lived for too long.
2025-08-10 17:07:20 -05:00
8d689d7842 Wire in the bullet & asteroid destruction events 2025-08-10 16:49:22 -05:00