182 Commits

Author SHA1 Message Date
76426094d3 Mark v0.6.0 release
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v0.6.0
2025-12-19 13:47:49 -06:00
4b101633e7 Better colors for the "get ready" screen
The card itself is transparent, but it still has a size of 30% of the
viewport because the bar is based on the size of it's container.

The start bar and text can still be green and red, respectively, but the
light blue was completely out of place.
2025-12-19 13:45:22 -06:00
a5a6f32037 Add a sound warning and mute guide
Page visitors may be surprised by the sounds and not know how to turn
them off. The answer is "you don't", but practically the browser tab can
be muted instead.
2025-12-19 13:36:48 -06:00
4d899d3c97 Improved "load game" button, now with elem swap
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The canvas element no longer exists in the page source. Instead, there
is a div styled to look similar and contain a button. The button is
styled to match the ones in the Bevy app. When pressed, the button
creates the canvas element, replaces the fake canvas div, and loads the
WASM to do it's thing.
2025-12-19 13:27:42 -06:00
6d5afc2445 Add a basic "load game" button
This will ensure the user has interacted with the page before the game
starts, thus allowing the sound to play correctly.

It doesn't re-load the game if the user quits. I'd like to figure out
how to do that.

The need to push the button isn't immediately obvious. It should be over
top (or in place of) the canvas to best convey that the user must start
the game.
2025-12-19 11:46:18 -06:00
d34d0a31f2 Fix: Folder deps need to be order-only deps
I did the thing againnnnn. The Makefile thinks the sound assets are
constantly out-of-date because the folder that contains them technically
changes any time a file is added or removed from the folder.

1. "out/assets" is created, it is up-to-date
2. "out/assets/example.ogg" is created, it is up-to-date
3. Parent folder "out/assets" has it's mtime updated because it's
   contents have changed. It is newer than it was at step 1, and newer
   than the .ogg file in step 2.
4. run `make` again
5. "out/assets" is up-to-date, nothing changes
6. "out/assets/example.ogg" is OLDER than one of it's dependencies
   ("out/assets/"), and is rebuilt.
7. "out/assets" got new contents, so it's mtime was updated again.

The cycle isn't infinite, but it will always try to rebuild the sound
files. The fix is to consider the containing folder to only be an
ordering dependency rather than a substantive dependency. The former
only needs the dependency to be made first, where the latter considers
the dependency to be part of the target file. The containing folder is
not part of the sound files, so "rebuilding" the sound files when the
folder changes is complete nonsense.
2025-12-19 11:26:18 -06:00
72f062ea10 Teach the Makefile how to "build" the audio assets
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Makefiles are pretty strange things.

There is a new wildcard target which will copy any .ogg file from
"assets/" into "out/assets". On it's own, it does nothing -- it only
knows how to create the output file by copying the input one.

To drive this, a list of output assets must be created and depended upon
by the main build target(s). I don't want to manually maintain an asset
manifest in a Makefile, so I've achived this by wildcard matching
anything in the "assets/" folder, then rewriting the prefix to be
"out/assets/". This list is in a variable, which is now part of the
dependency list for the main build target(s). All files will be
installed, but only when they are out-of-date. Excellent.
2025-12-19 10:55:57 -06:00
eecfbf5d7c Dev version bump to 0.6.0-dev3
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I'm moving on from asset stuff, so I'm considering this a "new version."

Next up: Fixing the Makefile to understand the sound files.
2025-12-19 10:41:08 -06:00
1e09e3ce3a Fix: Include the sound asset for the thruster!
I forgot to check-in the file the other day. Big brain here in this
head.
2025-12-19 10:40:28 -06:00
19ac032792 Add proper meshes & materials for game objects
The asteroid circles have been replaced with polylines. I was going to
do a regular triangle mesh, but I don't want to figure out GLTF
loading or manually chunking the points into convex hulls.

Asteroid materials are now all populated and their GameAsset getters are
indexed correctly. I'm not sold on the size based color selection.
Later, I think I'll either remove the extra colors or let each of them
randomly apply to any asteroid.

The bullet is now a short line segment. Apparently I already wired in
the rotation logic, so pointing it correctly out of the ship already
works.
2025-12-19 10:29:48 -06:00
de75e25ca6 Add ship thruster sound
The player's Ship now has an AudioPlayer component constantly looping a
thruster sound effect. It starts paused and is only resumed when the
player fires the thruster.

As noted in the TODO comment at the top of the input_ship_thruster(...)
system, I need to figure out if I want to start using the `Single<>`
query parameter instead of a `Query<>` and then doing my own
null-ability checks (like what it does now).
2025-12-17 17:18:18 -06:00
d7802bdbed Add asteroid destruction sound 2025-12-17 16:18:31 -06:00
ae093d2c9c Add bullet/laser sound
Firing the weapon now makes a sound. I've implemented this by spawning
the playback component on the bullet rather than the gun. This seemed
easier than figuring out how to reset a playback component that lives on
the ship entity -- although thats probably better for memory access
patterns.
2025-12-17 14:29:57 -06:00
3963b548b9 Fix: Make shipwreck sound entity despawn itself
I started to work on weapon fire sounds and realized I don't know if the
entity and/or component get removed after playback ends. It turns out
that they DO NOT!... unless told to do so, like this.
2025-12-17 14:23:57 -06:00
b1fd2e5f73 Add a readme
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There hasn't been a README this whole time... I guess there hasn't been
anything I need to immediately communicate to someone looking at the
source repository.

There is now a README so I have somewhere to record the extra licensing
information (for the Kenney asset).
2025-12-17 11:01:23 -06:00
09ff4dc6ca First sound! Added ship explosion sound effect
It's a simple one-shot sound clip that gets dispatched as one more part
of the ship impact routine.

The GameAssets struct has been updated to have an array of handles for
audio assets (just the one, for now).

This sound file, and the next several, are all from Kenney
(www.kenney.nl).
2025-12-17 10:46:51 -06:00
a48dfc1d65 Finish the engine upgrade
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Events have been replaced with Messages, import paths have been updated
for new engine module layout, and minor API changes have been matched.
2025-12-17 10:15:33 -06:00
6e425e8eb9 WIP on engine upgrade 2025-12-17 09:44:48 -06:00
7bd88c702f Replace event derives with message derives 2025-12-17 09:44:48 -06:00
cfe35c61ed Rename crate::events to crate::messages
Bevy 0.17 introduces this idea of "Messages" which mostly replace the
previous usage of "Events." The old events still exist, but are meant
more for targetted actions -- something happening and immediately
triggering a function call on an observer.
2025-12-17 09:44:48 -06:00
13643f73fb Upgrade to Bevy 0.17... minus fixes for API change
Bevy 0.17 is out and I'm going to get started on an upgrade. Upgrading
dependencies will be it's own commit, as will many of the fixes. This
way I can cherry-pick anything, if need be.
2025-12-17 09:41:44 -06:00
8fc9e682cc Release v0.5.0
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v0.5.0
2025-11-15 15:18:54 -06:00
be83be1a7b Compress the WASM file for even more space savings 2025-11-15 15:16:37 -06:00
3639122e54 Fix: install "asteroids.html" not "boids.html"
Yay for copying code around!
2025-11-15 15:16:02 -06:00
97e0313c23 Impl a basic scoring system
Games have scores, so I need a score counter... I guess.
2025-11-09 11:14:27 -06:00
de79ca0258 Apply clippy lint fix 2025-11-09 10:57:36 -06:00
1edbd3e78c Name oldest viable dependency versions
Semver compatible resolution means I still get the newest, so I want to
name the oldest that still works to let Cargo do it's thing.
2025-11-08 22:17:05 -06:00
5af59863a1 Release v0.4.0, now includes lockfile
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The only real change was the addition of some CSS. I'm recording the
lockfile so that consumers can more reliably build the same binary each
time.
2025-11-08 12:31:29 -06:00
84d93d496a Remove Linux-specific deps from web build
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The Alsa and Udev system dependencies are only required on Linux. The
WASM/WASI build doesn't use them, so they don't need to exist in the
build container.
2025-11-08 12:10:42 -06:00
4a9d252691 Update Dockerfile, copy everything, use makefile
I have figured out the `.dockerignore` file so I don't have to do manual
context size management like before.

The Dockerfile now uses the Makefile to ensure image builds contain the
same thing non-image builds would.
2025-11-08 12:08:45 -06:00
3c9a9a7d9d Add some CSS 2025-11-08 12:07:30 -06:00
010cbd6d4b Add an install target 2025-11-06 14:18:13 -06:00
918992702f Add standalone & bundle-able build variants
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Now there are build targets for producing a version that can be served
as-is, and another that can be included as a page in a larger site.
2025-11-06 10:48:06 -06:00
c8c64e4d22 Place Makefile 'configurables' up top
Variables that a package consumer might want to adjust should be placed
at the top of the file so they are immediately visible. Any constants
shall live below those (just the SRC folder, really).
2025-11-06 10:26:35 -06:00
88a1b0e44b Release: v0.3.0, drop "+patches" note on webpate
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v0.3.0
2025-10-30 13:55:48 -05:00
aaab0757de Add a license to the project (AGPLv3)
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2025-10-30 12:47:22 -05:00
5aa47687a5 Add a Dockerfile for container-ized web hosting 2025-10-30 12:36:10 -05:00
01cef2dd97 Add a Makefile to automate the web build proc
This is also copied from my Boids project, just like the HTML page was.
2025-10-30 12:07:12 -05:00
fb5209a5c2 Have Bevy find assigned canvas element
Bevy creates it's own canvas element by default, but the custom page
defines its own. This makes Bevy go find that one.

The window sizing still works -- it simply resizes the canvas upon
starting. I'm not sure if I'll change that or remove the size from the
HTML. That's a tomorrow problem.
2025-10-30 12:00:09 -05:00
fe4e946e83 Add a custom webpage for the WASM build
It's just a copy of the page I made for my Boids program, but with all
the relevant names swapped to "asteroids".
2025-10-30 11:56:24 -05:00
7c385b1557 Make dynamic linking feature a default
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Now I don't need to keep setting the option on the command line. I'll
take it out (or use `--no-default-features`) when making the release
build.
2025-08-29 13:35:50 -05:00
746de2bd80 Add "Game Over" text to the game over screen
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2025-08-15 15:26:11 -05:00
73ee5e554b Reorder ship-collision steps, rm frozen debris
When the player gets a game-over, the debris is spawned and then frozen
in place as the physics system gets turned off. I can make sure it never
appears by writing the state change and returning early from the
function.

This means the asteroid despawning needs to happen before that point,
otherwise the asteroids would be left on screen.
2025-08-15 15:02:28 -05:00
0967795d51 Remove unnecessary mut on system parameter
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2025-08-14 22:33:53 -05:00
20c71658c3 Implement a basic ship debris effect
I'm stealing the thruster mesh, which itself is actually the ship's
mesh, to draw the debris particles. I'll come back and make the scatter
a bit better at some point, but for now it's passable.
2025-08-14 22:33:42 -05:00
960861af79 Add a sparkler component to flash entities
I'll be using this to make a sparkling effect on the debris field left
behind from a destroyed ship.

It can also be used to do the temporary invincibility effect when
(re)spawning the player.
2025-08-14 21:57:47 -05:00
4b70be7048 Fix and improve ButtonMenuAction doc comment 2025-08-14 20:54:29 -05:00
8bf21e74f0 Remove Rapier debug plugin 2025-08-14 18:25:33 -05:00
c0cf6d7f30 Fix: reset "get-ready" timer upon showing widget
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Closes #25: Reset "get ready" timer upon entering the get-ready state.
2025-08-14 18:20:50 -05:00
cc23e9e08e Despawn the player when exiting the Playing state
Closes #21: Despawn player ship when exiting `GameState::Playing`

I've also moved the `fn despawn<T>` utility to the lib.rs module.
2025-08-14 14:50:12 -05:00