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wasm
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4
.cargo/config.toml
Normal file
4
.cargo/config.toml
Normal file
@@ -0,0 +1,4 @@
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|||||||
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[target.wasm32-unknown-unknown]
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runner = "wasm-server-runner"
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rustflags = ["--cfg", "getrandom_backend=\"wasm_js\""]
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29
Cargo.toml
29
Cargo.toml
@@ -1,10 +1,33 @@
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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 = "0.2.0"
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version = "0.3.0"
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edition = "2024"
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edition = "2024"
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[dependencies]
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[dependencies]
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bevy = { version = "0.16", features = ["dynamic_linking"] }
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bevy = "0.16"
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bevy-inspector-egui = "0.32.0"
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bevy-inspector-egui = "0.32.0"
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bevy_rapier2d = { version = "0.31.0", features = ["debug-render-2d"] }
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bevy_rapier2d = "0.31.0"
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rand = "0.9.2"
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rand = "0.9.2"
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[features]
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dynamic_linking = ["bevy/dynamic_linking"]
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debug_ui = ["bevy_rapier2d/debug-render-2d"]
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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getrandom = { version = "0.3.3", features = ["wasm_js"] }
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[profile.speedy]
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inherits = "release"
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codegen-units = 1
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lto = "fat"
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opt-level = 3
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strip = "symbols"
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panic = "abort"
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[profile.tiny]
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inherits = "release"
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codegen-units = 1
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lto = "fat"
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opt-level = "z"
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strip = "symbols"
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panic = "abort"
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@@ -5,6 +5,10 @@ use bevy::color::Color;
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pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
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pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
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pub const UI_BUTTON_NORMAL: Color = Color::srgb(0.15, 0.15, 0.15); // Button color when it's just hanging out
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pub const UI_BUTTON_HOVERED: Color = Color::srgb(0.25, 0.25, 0.25); // ... when it's hovered
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pub const UI_BUTTON_PRESSED: Color = Color::srgb(0.55, 0.55, 0.55); // ... when it's pressed
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pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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@@ -3,15 +3,25 @@ use bevy::prelude::*;
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use crate::objects::AsteroidSize;
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use crate::objects::AsteroidSize;
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/// Signals that the player's ship has been destroyed.
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/// Signals that the player's ship has been destroyed.
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/// Used when the player collides with an asteroid.
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///
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/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
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/// system when the player collides with an asteroid. They are consumed by [`fn ship_impact_listener(...)`](`crate::objects::ship_impact_listener`).
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#[derive(Event)]
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#[derive(Event)]
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pub(crate) struct ShipDestroy;
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pub(crate) struct ShipDestroy;
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/// Signals that a particular asteroid has been destroyed.
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/// Signals that a particular asteroid has been destroyed.
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/// Used to split (or vanish) an asteroid when a bullet strikes it.
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///
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/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
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/// system when bullets contact asteroids. It is consumed by [`fn split_asteroid(...)`](`crate::objects::spawn_asteroid`)
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/// system, which re-emits [spawn events](`SpawnAsteroid`).
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#[derive(Event)]
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#[derive(Event)]
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pub(crate) struct AsteroidDestroy(pub Entity);
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pub(crate) struct AsteroidDestroy(pub Entity);
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/// Signals that an asteroid needs to be spawned and provides the parameters
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/// for that action.
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///
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/// Produced by the [`tick_asteroid_manager(...)`](`crate::machinery::tick_asteroid_manager`)
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/// system and consumed by the [`spawn_asteroid(...)`](`crate::objects::spawn_asteroid`) system.
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#[derive(Event)]
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#[derive(Event)]
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pub struct SpawnAsteroid {
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pub struct SpawnAsteroid {
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pub pos: Vec2,
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pub pos: Vec2,
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@@ -19,11 +29,7 @@ pub struct SpawnAsteroid {
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pub size: AsteroidSize,
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pub size: AsteroidSize,
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}
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}
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// TODO: BulletDestroy
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/// Signals that a particular bullet has been destroyed (after it strikes an Asteroid).
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// Which depends on the still-pending Bullet component creation.
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/// Signals that a particular bullet has been destroyed.
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/// Used to despawn the bullet after it strikes an Asteroid.
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///
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///
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/// TODO: Maybe use it for lifetime expiration (which is also a TODO item).
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/// TODO: Maybe use it for lifetime expiration (which is also a TODO item).
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#[derive(Event)]
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#[derive(Event)]
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48
src/lib.rs
48
src/lib.rs
@@ -1,3 +1,7 @@
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//! Asteroids, implemented as a Bevy plugin.
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//!
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//! Compile-time configurables can be found in the [`config`] module.
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pub mod config;
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pub mod config;
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mod events;
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mod events;
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mod machinery;
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mod machinery;
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@@ -9,7 +13,7 @@ mod widgets;
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use crate::config::{
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use crate::config::{
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ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
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ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
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PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
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PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
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SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
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SHIP_THRUSTER_COLOR_INACTIVE,
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};
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};
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use crate::machinery::AsteroidSpawner;
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use crate::machinery::AsteroidSpawner;
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use crate::objects::{Bullet, Ship};
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use crate::objects::{Bullet, Ship};
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@@ -24,21 +28,20 @@ use bevy_rapier2d::{
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use machinery::Lifetime;
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use machinery::Lifetime;
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use resources::{GameAssets, Lives, Score, WorldSize};
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use resources::{GameAssets, Lives, Score, WorldSize};
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/// The main game plugin.
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pub struct AsteroidPlugin;
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pub struct AsteroidPlugin;
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impl Plugin for AsteroidPlugin {
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impl Plugin for AsteroidPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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app.add_plugins((
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widgets::GameMenuPlugin,
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widgets::PluginGameMenu,
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widgets::preparation_widget_plugin,
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widgets::PluginGameOver,
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widgets::PluginGetReady,
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierDebugRenderPlugin::default(),
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RapierDebugRenderPlugin::default(),
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))
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))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(WorldSize {
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.insert_resource(WorldSize::default())
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width: WINDOW_SIZE.x,
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height: WINDOW_SIZE.y,
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})
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.insert_resource(Lives(3))
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.insert_resource(Lives(3))
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.register_type::<Lives>()
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.register_type::<Lives>()
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.insert_resource(Score(0))
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.insert_resource(Score(0))
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@@ -62,8 +65,6 @@ impl Plugin for AsteroidPlugin {
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objects::bullet_impact_listener,
|
objects::bullet_impact_listener,
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||||||
objects::ship_impact_listener,
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objects::ship_impact_listener,
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physics::collision_listener,
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physics::collision_listener,
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// TODO: Remove debug printing
|
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debug_collision_event_printer,
|
|
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machinery::tick_lifetimes,
|
machinery::tick_lifetimes,
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||||||
)
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)
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.run_if(in_state(GameState::Playing)),
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.run_if(in_state(GameState::Playing)),
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@@ -80,16 +81,11 @@ impl Plugin for AsteroidPlugin {
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|||||||
.add_event::<events::AsteroidDestroy>()
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.add_event::<events::AsteroidDestroy>()
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||||||
.add_event::<events::ShipDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::BulletDestroy>();
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.add_event::<events::BulletDestroy>();
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app.insert_state(GameState::Playing);
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app.insert_state(GameState::TitleScreen);
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}
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}
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fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEvent>) {
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for event in collision_events.read() {
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dbg!(event);
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}
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}
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}
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}
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/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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pub enum GameState {
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pub enum GameState {
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TitleScreen, // Program is started. Present title screen and await user start
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TitleScreen, // Program is started. Present title screen and await user start
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@@ -102,9 +98,9 @@ fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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commands.spawn(Camera2d);
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}
|
}
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|
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/*
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/// Player's thruster control system.
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Checks if "W" is pressed and increases velocity accordingly.
|
///
|
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*/
|
/// Checks if "W" is pressed and increases velocity accordingly.
|
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fn input_ship_thruster(
|
fn input_ship_thruster(
|
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keyboard_input: Res<ButtonInput<KeyCode>>,
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
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mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
|
mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
|
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@@ -135,10 +131,10 @@ fn input_ship_thruster(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
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/*
|
/// Player's rotation control system.
|
||||||
Checks if "A" or "D" is pressed and updates the player's Rotation component accordingly
|
///
|
||||||
Does *not* rotate the graphical widget! (that's done by the `apply_rotation_to_mesh` system)
|
/// Checks if "A" or "D" is pressed and updates the player's [`AngularVelocity`]
|
||||||
*/
|
/// component accordingly.
|
||||||
fn input_ship_rotation(
|
fn input_ship_rotation(
|
||||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||||
mut query: Query<&mut AngularVelocity, With<Ship>>,
|
mut query: Query<&mut AngularVelocity, With<Ship>>,
|
||||||
@@ -157,6 +153,12 @@ fn input_ship_rotation(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Player's gun trigger.
|
||||||
|
///
|
||||||
|
/// Checks if the spacebar has just been pressed, spawning a bullet if so.
|
||||||
|
///
|
||||||
|
/// TODO: Hook up a timer to control weapon fire-rate. Something will have to
|
||||||
|
/// tick those timers. Maybe this system?
|
||||||
fn input_ship_shoot(
|
fn input_ship_shoot(
|
||||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||||
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
|
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
|
||||||
|
|||||||
@@ -1,5 +1,8 @@
|
|||||||
//! These are Systems that power the main game mechanics (and some misc items to support them)
|
//! Systems, Components, and any other items for powering the game logic.
|
||||||
|
//!
|
||||||
|
//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
|
||||||
|
//! the *game* keeps its main logic here. Its for ambient behaviors, like
|
||||||
|
//! asteroid spawning, or eventually the flying saucer spawns.
|
||||||
use rand::{Rng, SeedableRng};
|
use rand::{Rng, SeedableRng};
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
@@ -7,6 +10,12 @@ use bevy::prelude::*;
|
|||||||
|
|
||||||
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
|
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
|
||||||
|
|
||||||
|
/// Asteroid spawning parameters and state.
|
||||||
|
///
|
||||||
|
/// This struct keeps track of the rng and timer for spawning asteroids. In the
|
||||||
|
/// future it may contain additional fields to allow for more control.
|
||||||
|
///
|
||||||
|
/// It's values are operated by the [`tick_asteroid_manager`] system.
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
pub struct AsteroidSpawner {
|
pub struct AsteroidSpawner {
|
||||||
rng: std::sync::Mutex<rand::rngs::StdRng>,
|
rng: std::sync::Mutex<rand::rngs::StdRng>,
|
||||||
@@ -26,8 +35,8 @@ impl AsteroidSpawner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Update the asteroid spawn timer and spawn any asteroids
|
/// Update the asteroid spawn timer in the [`AsteroidSpawner`] resource, and
|
||||||
/// that are due this frame.
|
/// spawns any asteroids that are due this frame.
|
||||||
pub fn tick_asteroid_manager(
|
pub fn tick_asteroid_manager(
|
||||||
mut events: EventWriter<SpawnAsteroid>,
|
mut events: EventWriter<SpawnAsteroid>,
|
||||||
mut spawner: ResMut<AsteroidSpawner>,
|
mut spawner: ResMut<AsteroidSpawner>,
|
||||||
@@ -46,7 +55,7 @@ pub fn tick_asteroid_manager(
|
|||||||
let spawn_angle = rng.random_range(0.0..(std::f32::consts::PI * 2.0));
|
let spawn_angle = rng.random_range(0.0..(std::f32::consts::PI * 2.0));
|
||||||
// Rho will be the radius of a circle bordering the viewport, multiplied by 1.2
|
// Rho will be the radius of a circle bordering the viewport, multiplied by 1.2
|
||||||
// TODO: Use view diagonal to get a minimally sized circle around the play area
|
// TODO: Use view diagonal to get a minimally sized circle around the play area
|
||||||
let spawn_distance = play_area.width.max(play_area.height) / 2.0;
|
let spawn_distance = play_area.x.max(play_area.y) / 2.0;
|
||||||
|
|
||||||
// Convert polar to Cartesian, use as position
|
// Convert polar to Cartesian, use as position
|
||||||
let pos = Vec2::new(
|
let pos = Vec2::new(
|
||||||
@@ -77,9 +86,11 @@ pub fn tick_asteroid_manager(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Sets a lifetime on an entity to automatically delete it after expiration.
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Lifetime(pub Timer);
|
pub struct Lifetime(pub Timer);
|
||||||
|
|
||||||
|
/// System to tick the [`Lifetime`] timers and despawn expired entities.
|
||||||
pub fn tick_lifetimes(
|
pub fn tick_lifetimes(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
time: Res<Time>,
|
time: Res<Time>,
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ use crate::{
|
|||||||
physics::{Velocity, Wrapping},
|
physics::{Velocity, Wrapping},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// The asteroid, defined entirely by [it's size](`AsteroidSize`).
|
||||||
#[derive(Component, Deref, DerefMut)]
|
#[derive(Component, Deref, DerefMut)]
|
||||||
pub struct Asteroid(pub AsteroidSize);
|
pub struct Asteroid(pub AsteroidSize);
|
||||||
|
|
||||||
@@ -39,6 +40,8 @@ pub enum AsteroidSize {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl AsteroidSize {
|
impl AsteroidSize {
|
||||||
|
/// Convenience util to get the "next smallest" size. Useful for splitting
|
||||||
|
/// after collision.
|
||||||
pub fn next(&self) -> Option<Self> {
|
pub fn next(&self) -> Option<Self> {
|
||||||
match self {
|
match self {
|
||||||
AsteroidSize::Small => None,
|
AsteroidSize::Small => None,
|
||||||
@@ -48,9 +51,11 @@ impl AsteroidSize {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Marker component for the player's ship.
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Ship;
|
pub struct Ship;
|
||||||
|
|
||||||
|
/// Marker component for bullets.
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Bullet;
|
pub struct Bullet;
|
||||||
|
|
||||||
@@ -126,6 +131,11 @@ pub fn split_asteroids(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Spawns the player at the world origin. Used during the state change to
|
||||||
|
/// [`GameState::Playing`] to spawn the player.
|
||||||
|
///
|
||||||
|
/// This only spawns the player. For player **re**-spawn activity, see the
|
||||||
|
/// [`ship_impact_listener()`] system.
|
||||||
pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
||||||
commands
|
commands
|
||||||
.spawn((
|
.spawn((
|
||||||
@@ -160,6 +170,9 @@ pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<Bu
|
|||||||
|
|
||||||
/// Watch for [`ShipDestroy`] events and update game state accordingly.
|
/// Watch for [`ShipDestroy`] events and update game state accordingly.
|
||||||
///
|
///
|
||||||
|
/// One life is taken from the counter, asteroids are cleared, and the player
|
||||||
|
/// is placed back at the origin. If lives reach 0, this system will change
|
||||||
|
/// states to [`GameState::GameOver`].
|
||||||
/// - Subtract a life
|
/// - Subtract a life
|
||||||
/// - Check life count. If 0, go to game-over state
|
/// - Check life count. If 0, go to game-over state
|
||||||
/// - Clear all asteroids
|
/// - Clear all asteroids
|
||||||
|
|||||||
@@ -1,5 +1,19 @@
|
|||||||
//! Custom physics items
|
//! Custom physics items
|
||||||
|
//!
|
||||||
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
|
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
|
||||||
|
//!
|
||||||
|
//! Position, both translation and rotation, are tracked by the built-in
|
||||||
|
//! Bevy [`Transform`] component. This module adds a (Linear) [`Velocity`] and
|
||||||
|
//! [`AngularVelocity`] component to the mix.
|
||||||
|
//! These two components are operated by simple integrator systems to
|
||||||
|
//! accumulate translation and rotation from the velocities.
|
||||||
|
//!
|
||||||
|
//! The [`Wrapping`] component marks things that should wrap around the world
|
||||||
|
//! boundaries. It's a kind of physical property of this world, so I'm putting
|
||||||
|
//! it here.
|
||||||
|
//!
|
||||||
|
//! Collisions are also considered physics. After all, I got *a physics engine*
|
||||||
|
//! to detect them for me (so that I don't have to write clipping code).
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
WorldSize, events,
|
WorldSize, events,
|
||||||
@@ -42,9 +56,9 @@ pub(crate) fn wrap_entities(
|
|||||||
mut query: Query<&mut Transform, With<Wrapping>>,
|
mut query: Query<&mut Transform, With<Wrapping>>,
|
||||||
world_size: Res<WorldSize>,
|
world_size: Res<WorldSize>,
|
||||||
) {
|
) {
|
||||||
let right = world_size.width / 2.0;
|
let right = world_size.x / 2.0;
|
||||||
let left = -right;
|
let left = -right;
|
||||||
let top = world_size.height / 2.0;
|
let top = world_size.y / 2.0;
|
||||||
let bottom = -top;
|
let bottom = -top;
|
||||||
|
|
||||||
for mut pos in query.iter_mut() {
|
for mut pos in query.iter_mut() {
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ use bevy::{
|
|||||||
Vec2,
|
Vec2,
|
||||||
primitives::{Circle, Triangle2d},
|
primitives::{Circle, Triangle2d},
|
||||||
},
|
},
|
||||||
prelude::{Deref, Reflect, ReflectResource},
|
prelude::{Deref, DerefMut, Reflect, ReflectResource},
|
||||||
render::mesh::Mesh,
|
render::mesh::Mesh,
|
||||||
sprite::ColorMaterial,
|
sprite::ColorMaterial,
|
||||||
};
|
};
|
||||||
@@ -19,7 +19,7 @@ use bevy_inspector_egui::inspector_options::ReflectInspectorOptions;
|
|||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
ASTEROID_SMALL_COLOR, BULLET_COLOR, PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE,
|
ASTEROID_SMALL_COLOR, BULLET_COLOR, PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE,
|
||||||
SHIP_THRUSTER_COLOR_INACTIVE,
|
SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
|
||||||
};
|
};
|
||||||
|
|
||||||
#[derive(Resource, Debug, Deref, Clone, Copy)]
|
#[derive(Resource, Debug, Deref, Clone, Copy)]
|
||||||
@@ -41,10 +41,13 @@ impl From<Lives> for String {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Deref, DerefMut, Resource)]
|
||||||
pub struct WorldSize {
|
pub struct WorldSize(Vec2);
|
||||||
pub width: f32,
|
|
||||||
pub height: f32,
|
impl Default for WorldSize {
|
||||||
|
fn default() -> Self {
|
||||||
|
WorldSize(Vec2::new(WINDOW_SIZE.x, WINDOW_SIZE.y))
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
|
|||||||
253
src/widgets.rs
253
src/widgets.rs
@@ -1,34 +1,81 @@
|
|||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState,
|
||||||
|
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
|
||||||
resources::{Lives, Score},
|
resources::{Lives, Score},
|
||||||
};
|
};
|
||||||
|
|
||||||
use bevy::{
|
use bevy::{
|
||||||
color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED},
|
color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
|
||||||
prelude::*,
|
prelude::*,
|
||||||
};
|
};
|
||||||
|
|
||||||
pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
/// Plugin for the main menu
|
||||||
commands.spawn((
|
pub struct PluginGameMenu;
|
||||||
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
|
||||||
TextFont::from_font_size(25.0),
|
impl Plugin for PluginGameMenu {
|
||||||
));
|
fn build(&self, app: &mut App) {
|
||||||
|
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
|
||||||
|
.add_systems(OnExit(GameState::TitleScreen), despawn::<MarkerMainMenu>)
|
||||||
|
.add_systems(
|
||||||
|
Update,
|
||||||
|
(handle_spacebar, operate_buttons).run_if(in_state(GameState::TitleScreen)),
|
||||||
|
);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn preparation_widget_plugin(app: &mut App) {
|
/// Plugin for the "get ready" period as gameplay starts.
|
||||||
|
pub struct PluginGetReady;
|
||||||
|
|
||||||
|
impl Plugin for PluginGetReady {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
|
app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
|
||||||
.add_systems(OnExit(GameState::GetReady), despawn_get_ready)
|
.add_systems(OnExit(GameState::GetReady), despawn::<OnReadySetGo>)
|
||||||
.add_systems(
|
.add_systems(
|
||||||
Update,
|
Update,
|
||||||
(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
|
(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
|
||||||
)
|
)
|
||||||
.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
|
.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Plugin for the game-over screen
|
||||||
|
pub struct PluginGameOver;
|
||||||
|
|
||||||
|
impl Plugin for PluginGameOver {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
app.add_systems(OnEnter(GameState::GameOver), spawn_gameover_ui)
|
||||||
|
.add_systems(OnExit(GameState::GameOver), despawn::<MarkerGameOver>)
|
||||||
|
.add_systems(
|
||||||
|
Update,
|
||||||
|
operate_buttons.run_if(in_state(GameState::GameOver)),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Marker component for the title screen UI entity.
|
||||||
|
// This way, a query for the TitleUI can be used to despawn the title screen
|
||||||
|
#[derive(Component)]
|
||||||
|
struct MarkerMainMenu;
|
||||||
|
|
||||||
/// Marker component for things on the get-ready indicator
|
/// Marker component for things on the get-ready indicator
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct OnReadySetGo;
|
struct OnReadySetGo;
|
||||||
|
|
||||||
|
/// Marker for things on the game-over screen
|
||||||
|
#[derive(Component)]
|
||||||
|
struct MarkerGameOver;
|
||||||
|
|
||||||
|
/// Action specifier for the game-over menu's buttons.
|
||||||
|
///
|
||||||
|
/// Attach this component to a button and [`PluginGameOver`] will use it to
|
||||||
|
/// decide what to do when that button is pressed.
|
||||||
|
#[derive(Component)]
|
||||||
|
enum ButtonMenuAction {
|
||||||
|
ToMainMenu,
|
||||||
|
StartGame,
|
||||||
|
Quit,
|
||||||
|
}
|
||||||
|
|
||||||
/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
|
/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
|
||||||
#[derive(Deref, DerefMut, Resource)]
|
#[derive(Deref, DerefMut, Resource)]
|
||||||
struct ReadySetGoTimer(Timer);
|
struct ReadySetGoTimer(Timer);
|
||||||
@@ -41,6 +88,70 @@ struct CountdownText;
|
|||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct CountdownBar;
|
struct CountdownBar;
|
||||||
|
|
||||||
|
/// Despawns entities matching the generic argument. Intended to remove UI
|
||||||
|
/// elements.
|
||||||
|
fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
|
||||||
|
for entity in to_despawn {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Utility function for creating a standard button.
|
||||||
|
fn button_bundle(text: &str) -> impl Bundle {
|
||||||
|
(
|
||||||
|
Button,
|
||||||
|
// TODO: Generic action
|
||||||
|
Node {
|
||||||
|
width: Val::Px(150.0),
|
||||||
|
height: Val::Px(65.0),
|
||||||
|
border: UiRect::all(Val::Px(2.0)),
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
margin: UiRect::all(Val::Px(5.0)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BorderColor(Color::BLACK),
|
||||||
|
BorderRadius::MAX,
|
||||||
|
BackgroundColor(UI_BUTTON_NORMAL),
|
||||||
|
children![(
|
||||||
|
Text::new(text),
|
||||||
|
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
||||||
|
TextShadow::default(),
|
||||||
|
)],
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_menu(mut commands: Commands) {
|
||||||
|
commands
|
||||||
|
.spawn((
|
||||||
|
MarkerMainMenu,
|
||||||
|
Node {
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
))
|
||||||
|
.with_children(|cmds| {
|
||||||
|
cmds.spawn((
|
||||||
|
Text::new("Robert's Bad Asteroids Game"),
|
||||||
|
TextFont::from_font_size(50.0),
|
||||||
|
TextLayout::new_with_justify(JustifyText::Center),
|
||||||
|
TextShadow::default(),
|
||||||
|
));
|
||||||
|
cmds.spawn((
|
||||||
|
Text::new("Press space to begin"),
|
||||||
|
TextFont::from_font_size(20.0),
|
||||||
|
TextColor(Color::srgb(0.7, 0.7, 0.7)),
|
||||||
|
TextShadow::default(),
|
||||||
|
));
|
||||||
|
cmds.spawn((button_bundle("Start Game"), ButtonMenuAction::StartGame));
|
||||||
|
cmds.spawn((button_bundle("Quit"), ButtonMenuAction::Quit));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
fn spawn_get_ready(mut commands: Commands) {
|
fn spawn_get_ready(mut commands: Commands) {
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
OnReadySetGo, // marker, so this can be de-spawned properly
|
OnReadySetGo, // marker, so this can be de-spawned properly
|
||||||
@@ -75,12 +186,25 @@ fn spawn_get_ready(mut commands: Commands) {
|
|||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Replace this with a generic somewhere else in the crate
|
/// Spawns the game over screen.
|
||||||
// want: `despawn_screen::<OnReadySetGo>>()`
|
///
|
||||||
fn despawn_get_ready(mut commands: Commands, to_despawn: Query<Entity, With<OnReadySetGo>>) {
|
/// Used by [`PluginGameOver`] when entering the [`GameState::GameOver`] state.
|
||||||
for entity in to_despawn {
|
fn spawn_gameover_ui(mut commands: Commands) {
|
||||||
commands.entity(entity).despawn();
|
commands.spawn((
|
||||||
}
|
MarkerGameOver, // Marker, so `despawn<T>` can remove this on state exit.
|
||||||
|
Node {
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
children![
|
||||||
|
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
||||||
|
(button_bundle("Quit"), ButtonMenuAction::Quit),
|
||||||
|
],
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn animate_get_ready_widget(
|
fn animate_get_ready_widget(
|
||||||
@@ -108,53 +232,70 @@ fn animate_get_ready_widget(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub struct GameMenuPlugin;
|
/// Handles interactions with the menu buttons.
|
||||||
|
///
|
||||||
impl Plugin for GameMenuPlugin {
|
/// The buttons are used by the main menu and the game-over menu to change
|
||||||
fn build(&self, app: &mut App) {
|
/// between game states.
|
||||||
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
|
///
|
||||||
.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
|
/// Button animation and action handling is done entirely within this system.
|
||||||
.add_systems(
|
///
|
||||||
Update,
|
/// There are no checks for current state. If a "quit" button was put somewhere
|
||||||
handle_spacebar.run_if(in_state(GameState::TitleScreen)),
|
/// on the HUD, this system would quit the game. The same will happen for
|
||||||
);
|
/// returning to the title screen. This should be useful for making a pause
|
||||||
}
|
/// menu, too.
|
||||||
}
|
fn operate_buttons(
|
||||||
|
mut interactions: Query<
|
||||||
// Marker component for the title screen UI entity.
|
(
|
||||||
// This way, a query for the TitleUI can be used to despawn the title screen
|
&Interaction,
|
||||||
#[derive(Component)]
|
&mut BackgroundColor,
|
||||||
struct TitleUI;
|
&mut BorderColor,
|
||||||
|
&ButtonMenuAction,
|
||||||
fn spawn_menu(mut commands: Commands) {
|
),
|
||||||
commands
|
(Changed<Interaction>, With<Button>),
|
||||||
.spawn((
|
>,
|
||||||
TitleUI,
|
mut game_state: ResMut<NextState<GameState>>,
|
||||||
Node {
|
mut app_exit_events: EventWriter<AppExit>,
|
||||||
flex_direction: FlexDirection::Column,
|
) {
|
||||||
..Default::default()
|
// TODO: Better colors. These are taken from the example and they're ugly.
|
||||||
},
|
for (interaction, mut color, mut border_color, menu_action) in &mut interactions {
|
||||||
))
|
match *interaction {
|
||||||
.with_children(|cmds| {
|
Interaction::Pressed => {
|
||||||
cmds.spawn((
|
*color = UI_BUTTON_PRESSED.into();
|
||||||
Text::new("Robert's Bad Asteroids Game"),
|
border_color.0 = DARK_GRAY.into();
|
||||||
TextFont::from_font_size(50.0),
|
match menu_action {
|
||||||
));
|
ButtonMenuAction::ToMainMenu => {
|
||||||
cmds.spawn((
|
game_state.set(GameState::TitleScreen);
|
||||||
Text::new("Press space to begin"),
|
}
|
||||||
TextFont::from_font_size(40.0),
|
ButtonMenuAction::StartGame => {
|
||||||
));
|
game_state.set(GameState::Playing);
|
||||||
});
|
}
|
||||||
}
|
ButtonMenuAction::Quit => {
|
||||||
|
app_exit_events.write(AppExit::Success);
|
||||||
fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
|
}
|
||||||
for entity in &to_despawn {
|
}
|
||||||
commands.entity(entity).despawn();
|
}
|
||||||
|
Interaction::Hovered => {
|
||||||
|
*color = UI_BUTTON_HOVERED.into();
|
||||||
|
border_color.0 = WHITE.into();
|
||||||
|
}
|
||||||
|
Interaction::None => {
|
||||||
|
*color = UI_BUTTON_NORMAL.into();
|
||||||
|
border_color.0 = BLACK.into();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Main menu input listener. Starts game when the spacebar is pressed.
|
||||||
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
|
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
|
||||||
if input.just_pressed(KeyCode::Space) {
|
if input.just_pressed(KeyCode::Space) {
|
||||||
game_state.set(GameState::GetReady);
|
game_state.set(GameState::GetReady);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
||||||
|
commands.spawn((
|
||||||
|
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
||||||
|
TextFont::from_font_size(25.0),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user