187 Commits

Author SHA1 Message Date
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
65f28e832f Implement basic gun controller
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The spacebar fires the gun, bullets are spawned on top of the ship with
a velocity that sends them forward (relative to the ship).

I still need a despawn mechanism, and a fire rate control. To despawn
things, I'm already planning a `Lifetime` component. For rate of fire,
an additional component will be created and attached to the player ship.
2025-08-10 13:30:42 -05:00
dea8a0dc1a Fix: apply thrust input properly
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Yay for funny coordinate spaces. I was, again, using the wrong
operations to get the 2D Cartesian angle and apply force to the ship.
2025-08-09 16:25:19 -05:00
6191fde25a Fix: apply steering input properly
The ship in Asteroids isn't expected to spin up while holding a steering
direction, but that's exactly what I just made it do.

Fix that problem by assigning, not accumulating, the angular velocity
for the ship.
2025-08-09 16:09:54 -05:00
d4f11faf5a Fix: integrate rotation *correctly*
Something something quaternions are hard. I thought I would take the two
"things", add them together, and then put them back into the transform.

That's clearly not how it works :v
2025-08-09 16:04:51 -05:00
e841facf73 Remove Rotation component, update usage sites 2025-08-09 16:04:12 -05:00
939ffc70a1 Add AngularVelocity, begin removal of Rotation
The rotation component is also redundant with Bevy's transform
component.

This new component and system fill the physics role, but the input
handling code needs to be updated.

Player steering still functions because it uses the `Rotation` component
to direct the force vector. The force is correctly applied to the linear
velocity vector. An improvement would be to have a force/impulse
accumulator so I could account for mass, but I'm not going to do that
right now.
2025-08-09 15:50:54 -05:00
877c7f93d7 Drop TODO to combine phys fns, update docstring
Replacing the `Position` component with direct manipulation of the
transform functionally completed the TODO. The functions weren't exactly
combined, but the resulting behavior might as well have been.

I've updated the docstring to (exist, actually. yay syntax) describe the
system accurately.
2025-08-09 15:26:28 -05:00
2b1a0f386e Add an angular velocity component 2025-08-09 15:14:05 -05:00
515ecaac27 autoformat 2025-08-09 15:11:57 -05:00
3922cac3d7 Finish removal of Position
The component has been completely removed, and all call sites are fixed
to use the Transform directly.
2025-08-09 15:10:44 -05:00
e834d94b8a Use Transform not Position in wrapping system 2025-08-09 15:08:15 -05:00
ad5e86a06b Begin removal of Position component
The position component is redundant with the built-in Bevy Transform.
I've updated the velocity integrator to use the transform directly.

Physics still works, but things still set their initial locations
through the Position component. I'll need to fix all those call sites.
2025-08-09 15:05:02 -05:00
3d0da6df2d Fix module-level docstring in asteroids & config
I made a comment to help me remember the purpose, but if I do it this
way `cargo doc` will render it out to the actual documentation.
2025-08-09 14:55:07 -05:00
73b97ad15c Re-order use statements, prefer crate mods first 2025-08-09 14:53:50 -05:00
61c57783f1 Split physics parts into a submodule
The physics sim bits (that aren't Rapier2d) are now in their own
submodule. I've included the `Wrapping` marker component because it
doesn't really have anywhere else to live, and it's kinda sorta related
to the physics. It controls the motion of objects... that's physics. :p

There are name collisions between Rapier2d's `Velocity` and my own, but
that's a problem for later. I've used more specific type paths where
necessary to maintain the previous behavior.

The `physics::Position` component can go away completely. It's just an
extra copy of some of the built-in `Transform` data. I'm pretty sure it
only exists because I didn't realize I could rely on directly
manipulating the transform when I started this project.
2025-08-09 14:46:56 -05:00
809810b8ce First parts of a collision event handler
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I've added a new `event` module to contain all the game's events (which
it does not. I'll collect them all later).

Using these events, the CollisionEvent listening system can watch for
any two colliders intersecting, check on what role they play (asteroid,
ship, bullet, etc), and re-emit an event for that specific thing. Each
component can then handle it's own destruction process.
2025-08-09 12:30:37 -05:00
29735e7426 Move ship parts into it's own submodule 2025-08-08 22:03:34 -05:00
ab5f489450 Enable collision sensing for bodyless entities
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Rapier expects to have a RigidBody attached to the entity, but I do not.

I'm not going to make one, either, because the objects in a game of
Asteroids don't need collision handling the way most games do. I just
need to know if two objects have started overlapping.

According to this: https://rapier.rs/docs/user_guides/bevy_plugin/colliders#collision-groups-and-solver-groups
only one of the two objects involved needs to have the ActiveEvents and
ActiveCollisionTypes components attached, so I've placed them on the
player ship.
2025-08-06 15:21:12 -05:00
d4ceaa6312 Add Sensor component to colliders 2025-08-06 14:44:38 -05:00
f553574e3e Beginning work with collision detection
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I'm going to grab the Rapier physics library so that I don't have to do
my own collision detection mechanism. The last time I did this, I
simplified everything into circles. This time I'd like to have convex
hulls, particularly for the player ship.

Also the last time, I ended up rolling my own quadtree impl. I'm not
particularly interested in doing that again, and I'd like to learn more
of the broader Bevy ecosystem.
2025-08-06 13:05:12 -05:00
96e9376330 Autoformat before physics feature
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2025-08-06 12:32:42 -05:00
07105760f5 Bump Rust edition to 2024
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2025-07-30 22:41:43 -05:00
1555c93bed Set asteroid velocity so they move into play area
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It's functional, if not especially interesting. Forward to the next
thing!
2025-07-29 17:44:33 -05:00
2b93654491 Randomly assign asteroid spawning positions
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I need to close the circle down to touch the corners of the play area,
but this demonstrates the principle.

Next, I need to generate a velocity and "fix" it so that the asteroid
crosses through the viewport. I left a TODO about this, which I think
will work well enough. Although it might allow for some asteroids to
slip past, or bias the density in a funny way.

Oh well, it's just an Asteroids game.
2025-07-29 16:31:35 -05:00
c80ada4aa6 Add "rand" crate, store an RNG in AsteroidSpawner 2025-07-29 13:32:26 -05:00
eee039339e Asteroid spawner now uses info from event message
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Closes #4: "Convert asteroid spawning system into an event listener"
2025-07-29 13:26:41 -05:00
04f192b62a Drop never-used import
Thanks, VSCode. I really like when you import things I'm not actually
trying to use. SMH my head.
2025-07-29 13:17:01 -05:00
2dd3b2ff61 Fix case on AsteroidSize enum variants
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Closes #9: "Fix case on AsteroidSize enum variants"
2025-07-29 13:15:54 -05:00
2c43bc699e Begin work on event-based asteroid spawning
The events are being emitted by the spawn manager, and consumed by the
spawn_asteroid system. Now to wire in the spawn properties, and then
make a good spawning manager.
2025-07-29 13:12:22 -05:00
911b6c5fe7 Fix visibility & add constructors, program builds
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2025-07-29 12:54:09 -05:00
71ec77f5b1 Move asteroid bits to another module
Now to fix the visibility issues and make the program compile again...
2025-07-29 12:48:54 -05:00
5dfe11d31f Remove unused color import
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2025-07-29 11:59:36 -05:00
40102bf46b Drop ThrusterColors component
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I've already moved these resources to the GameAssets Resource, now I can
delete the Component struct itself.
2025-07-29 11:57:52 -05:00
0eac337c00 Update spawn_player to use new GameAssets
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2025-07-29 11:54:39 -05:00
3d4e0afc58 Swap asteroid-spawning to use new GameAssets 2025-07-29 11:51:12 -05:00
f62ab2c95d New GameAssets resource to hold all my assets
I'm finally getting around to centralizing all the assets instead of
letting spawners load their own.

I'm missing some assets, which may eventually be filled by textures
instead of solid-colors and simple shapes

I also need to hook up all the functions to use this thing instead.
2025-07-29 11:48:02 -05:00
6681b25728 Functional prototype of WIP asteroid spawning
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It needs a whole lot more work, but hey, look: A rock!

... well a circle, anyway.
2025-07-28 15:35:50 -05:00
68a8de1809 Make player ship wrap by marking it with Wrapping
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2025-07-28 09:15:23 -05:00
a6622f24b5 Add new "Wrapping" marker component
Not everything needs to wrap, so I'll use a marker component for the
ones that do. At the moment, I'm thinking only the player's ship will
wrap around. Asteroids can be de-spawned and re-spawned, and bullets can
simply evaporate.
2025-07-27 19:36:05 -05:00
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
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2025-07-27 16:18:51 -05:00
4ecbfaa370 Implement (most of) the timer countdown
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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