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172b528138
| Author | SHA1 | Date | |
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| 172b528138 | |||
| 70de4bb67d | |||
| ebee953955 | |||
| d2cb75c3a1 |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -242,7 +242,7 @@ dependencies = [
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[[package]]
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[[package]]
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name = "asteroids"
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name = "asteroids"
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version = "0.6.1"
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version = "0.6.2"
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dependencies = [
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dependencies = [
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"bevy",
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"bevy",
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"bevy-inspector-egui",
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"bevy-inspector-egui",
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@@ -1,6 +1,6 @@
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[package]
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[package]
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name = "asteroids"
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name = "asteroids"
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version = "0.6.1"
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version = "0.6.2"
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edition = "2024"
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edition = "2024"
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license = "AGPL-3.0-only"
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license = "AGPL-3.0-only"
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@@ -217,7 +217,7 @@ fn input_ship_shoot(
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physics::Velocity(bullet_vel),
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physics::Velocity(bullet_vel),
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Mesh2d(game_assets.bullet().0),
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Mesh2d(game_assets.bullet().0),
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MeshMaterial2d(game_assets.bullet().1),
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MeshMaterial2d(game_assets.bullet().1),
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ship_pos.clone(), // clone ship transform
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*ship_pos, // clone ship transform
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Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
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Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
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AudioPlayer::new(game_assets.laser_sound()),
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AudioPlayer::new(game_assets.laser_sound()),
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PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to
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PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to
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30
src/main.rs
30
src/main.rs
@@ -1,20 +1,28 @@
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use bevy::{prelude::*, window::WindowResolution};
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use bevy::{prelude::*, window::WindowResolution};
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use asteroids::{AsteroidPlugin, config::WINDOW_SIZE};
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use asteroids::{AsteroidPlugin, config::WINDOW_SIZE};
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#[cfg(feature = "debug_ui")]
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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#[cfg(feature = "debug_ui")]
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use bevy_rapier2d::render::RapierDebugRenderPlugin;
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fn main() {
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fn main() {
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App::new()
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let mut app = App::new();
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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primary_window: Some(Window {
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canvas: Some("#game-canvas".to_owned()),
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canvas: Some("#game-canvas".to_owned()),
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resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
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resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
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..default()
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}),
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..default()
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..default()
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}))
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}),
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.add_plugins(AsteroidPlugin)
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..default()
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.add_plugins(EguiPlugin::default())
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}))
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.add_plugins(AsteroidPlugin);
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#[cfg(feature = "debug_ui")]
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app.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(WorldInspectorPlugin::new())
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.run();
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.add_plugins(RapierDebugRenderPlugin::default());
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app.run();
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}
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}
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@@ -238,7 +238,7 @@ pub fn ship_impact_listener(
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Sparkler::at_interval(0.15),
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Sparkler::at_interval(0.15),
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Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
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Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
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MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
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MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
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player.0.clone(), // clone the player transform
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*player.0, // clone the player transform
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Velocity(vel),
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Velocity(vel),
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));
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));
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}
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}
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@@ -111,29 +111,21 @@ pub fn collision_listener(
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if *one == *player {
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if *one == *player {
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if rocks.contains(*two) {
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if rocks.contains(*two) {
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// player-asteroid collision
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// player-asteroid collision
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dbg!("Writing ShipDestroy event");
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ship_writer.write(messages::ShipDestroy);
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ship_writer.write(messages::ShipDestroy);
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} // else, we don't care
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} // else, we don't care
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} else if *two == *player {
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} else if *two == *player && rocks.contains(*one) {
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if rocks.contains(*one) {
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ship_writer.write(messages::ShipDestroy);
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dbg!("Writing ShipDestroy event");
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ship_writer.write(messages::ShipDestroy);
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}
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}
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}
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// Option 2: Bullet & Asteroid
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// Option 2: Bullet & Asteroid
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if bullets.contains(*one) {
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if bullets.contains(*one) {
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if rocks.contains(*two) {
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if rocks.contains(*two) {
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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asteroid_writer.write(messages::AsteroidDestroy(*two));
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asteroid_writer.write(messages::AsteroidDestroy(*two));
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bullet_writer.write(messages::BulletDestroy(*one));
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bullet_writer.write(messages::BulletDestroy(*one));
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}
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}
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} else if rocks.contains(*one) {
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} else if rocks.contains(*one) && bullets.contains(*two) {
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if bullets.contains(*two) {
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asteroid_writer.write(messages::AsteroidDestroy(*one));
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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bullet_writer.write(messages::BulletDestroy(*two));
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asteroid_writer.write(messages::AsteroidDestroy(*one));
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bullet_writer.write(messages::BulletDestroy(*two));
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}
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}
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}
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}
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}
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}
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}
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@@ -8,7 +8,7 @@ use crate::{
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};
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};
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use bevy::{
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use bevy::{
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color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
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color::palettes::css::{BLACK, DARK_GRAY, GREEN, RED, WHITE},
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prelude::*,
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prelude::*,
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};
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};
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@@ -263,6 +263,7 @@ fn animate_get_ready_widget(
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/// on the HUD, this system would quit the game. The same will happen for
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/// on the HUD, this system would quit the game. The same will happen for
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/// returning to the title screen. This should be useful for making a pause
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/// returning to the title screen. This should be useful for making a pause
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/// menu, too.
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/// menu, too.
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#[allow(clippy::type_complexity)]
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fn operate_buttons(
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fn operate_buttons(
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mut interactions: Query<
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mut interactions: Query<
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(
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(
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Block a user