2 Commits

Author SHA1 Message Date
911b6c5fe7 Fix visibility & add constructors, program builds
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Basic checks / Basic build-and-test supertask (push) Successful in 6m29s
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
2 changed files with 65 additions and 52 deletions

61
src/asteroids.rs Normal file
View File

@@ -0,0 +1,61 @@
use std::time::Duration;
/// This is the module containing all the rock-related things
/// not... not the whole game.
use bevy::prelude::*;
use crate::{GameAssets, Position, Rotation, Velocity};
#[derive(Component, Deref, DerefMut)]
pub struct Asteroid(AsteroidSize);
pub enum AsteroidSize {
SMALL,
MEDIUM,
LARGE,
}
#[derive(Resource)]
pub struct AsteroidSpawner {
timer: Timer,
// TODO: Configurables?
// - interval
// - density
// - size distribution
}
impl AsteroidSpawner {
pub fn new() -> Self {
Self {
timer: Timer::new(Duration::from_secs(3), TimerMode::Repeating),
}
}
}
/// Update the asteroid spawn timer and spawn any asteroids
/// that are due this frame.
pub fn tick_asteroid_manager(
mut commands: Commands,
mut spawner: ResMut<AsteroidSpawner>,
game_assets: Res<GameAssets>,
time: Res<Time>,
) {
spawner.timer.tick(time.delta());
if spawner.timer.just_finished() {
commands.spawn((
Asteroid(AsteroidSize::SMALL),
Position(Vec2::new(40.0, 40.0)),
Velocity(Vec2::new(10.0, 0.0)),
Rotation(0.0),
Mesh2d(game_assets.asteroid_small().0),
MeshMaterial2d(game_assets.asteroid_small().1),
));
}
}
/// Utility function to spawn a single asteroid of a given type
/// TODO: convert to an event listener monitoring for "spawn asteroid" events
/// from the `fn tick_asteroid_manager(...)` system.
fn spawn_asteroid(mut commands: Commands) {
todo!();
}

View File

@@ -1,11 +1,11 @@
mod asteroids;
pub mod config;
mod preparation_widget;
mod title_screen;
use std::time::Duration;
use crate::config::{BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, WINDOW_SIZE};
use asteroids::AsteroidSpawner;
use bevy::prelude::*;
use bevy_inspector_egui::prelude::ReflectInspectorOptions;
use bevy_inspector_egui::InspectorOptions;
@@ -28,9 +28,7 @@ impl Plugin for AsteroidPlugin {
.insert_resource(Lives(3))
.register_type::<Lives>()
.insert_resource(Score(0))
.insert_resource(AsteroidSpawner {
timer: Timer::new(Duration::from_secs(3), TimerMode::Repeating),
})
.insert_resource(AsteroidSpawner::new())
.init_resource::<GameAssets>()
.add_systems(Startup, spawn_camera)
.add_systems(OnEnter(GameState::Playing), (spawn_player, spawn_ui))
@@ -40,7 +38,7 @@ impl Plugin for AsteroidPlugin {
input_ship_thruster,
input_ship_rotation,
wrap_entities,
tick_asteroid_manager,
asteroids::tick_asteroid_manager,
)
.run_if(in_state(GameState::Playing)),
)
@@ -73,24 +71,6 @@ struct Rotation(f32);
#[derive(Component)]
struct Ship;
#[derive(Component, Deref, DerefMut)]
struct Asteroid(AsteroidSize);
enum AsteroidSize {
SMALL,
MEDIUM,
LARGE,
}
#[derive(Resource)]
struct AsteroidSpawner {
timer: Timer,
// TODO: Configurables?
// - interval
// - density
// - size distribution
}
/// Marker for any entity that should wrap on screen edges
#[derive(Component)]
struct Wrapping;
@@ -212,34 +192,6 @@ fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
));
}
/// Update the asteroid spawn timer and spawn any asteroids
/// that are due this frame.
fn tick_asteroid_manager(
mut commands: Commands,
mut spawner: ResMut<AsteroidSpawner>,
game_assets: Res<GameAssets>,
time: Res<Time>,
) {
spawner.timer.tick(time.delta());
if spawner.timer.just_finished() {
commands.spawn((
Asteroid(AsteroidSize::SMALL),
Position(Vec2::new(40.0, 40.0)),
Velocity(Vec2::new(10.0, 0.0)),
Rotation(0.0),
Mesh2d(game_assets.asteroid_small().0),
MeshMaterial2d(game_assets.asteroid_small().1),
));
}
}
/// Utility function to spawn a single asteroid of a given type
/// TODO: convert to an event listener monitoring for "spawn asteroid" events
/// from the `fn tick_asteroid_manager(...)` system.
fn spawn_asteroid(mut commands: Commands) {
todo!();
}
/*
Checks if "W" is pressed and increases velocity accordingly.
*/