Compare commits
33 Commits
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v0.6.1
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| 010cbd6d4b |
6640
Cargo.lock
generated
Normal file
6640
Cargo.lock
generated
Normal file
File diff suppressed because it is too large
Load Diff
12
Cargo.toml
12
Cargo.toml
@@ -1,14 +1,14 @@
|
||||
[package]
|
||||
name = "asteroids"
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||||
version = "0.3.0"
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version = "0.6.1"
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edition = "2024"
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license = "AGPL-3.0-only"
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[dependencies]
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bevy = "0.16"
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bevy-inspector-egui = "0.32.0"
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bevy_rapier2d = "0.31.0"
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rand = "0.9.2"
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bevy = "0.17"
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bevy-inspector-egui = "0.34"
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bevy_rapier2d = "0.32"
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rand = "0.9"
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[features]
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default = ["dynamic_linking"]
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@@ -16,7 +16,7 @@ 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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getrandom = { version = "0.3", features = ["wasm_js"] }
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||||
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[profile.speedy]
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inherits = "release"
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||||
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15
Dockerfile
15
Dockerfile
@@ -1,22 +1,11 @@
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||||
FROM rust:1.89 AS builder
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||||
|
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RUN apt-get update
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RUN apt-get install -y --no-install-recommends libasound2-dev libudev-dev
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RUN rustup target add wasm32-unknown-unknown
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RUN cargo install --locked wasm-bindgen-cli
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# Copy in only the parts we care about. This is to prevent Docker from re-
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# running some steps because unimportant files changed (e.g.: the .git/ folder)
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COPY src/ ./src
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COPY Cargo.toml ./Cargo.toml
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# WARN: The lockfile doesn't exist in the repo. You will have to create it
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# before building the Docker image (i.e.: run `cargo update` first)
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COPY Cargo.lock ./Cargo.lock
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COPY www/ ./www
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COPY Makefile ./Makefile
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COPY . .
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# Oops. There's no text output in the Docker build command line (it still works, though)
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RUN make
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RUN make -j
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|
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FROM busybox:musl
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RUN mkdir -p /var/www
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32
Makefile
32
Makefile
@@ -12,23 +12,26 @@ CARGO_PROFILE := tiny
|
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SRC_DIR = ./src
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SRCS := $(wildcard $(SRC_DIR)/**)
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|
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ASSET_SOURCE := $(wildcard assets/**)
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ASSETS := $(patsubst assets/%.ogg, out/assets/%.ogg, $(ASSET_SOURCE))
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.PHONY: clean full-clean tarball tarball-standalone web web-standalone
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# "Standalone" version. It includes an index.html to serve as-is
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web-standalone: out/asteroids.js out/asteroids_bg.wasm out/index.html
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web-standalone: out/asteroids.js out/asteroids_bg.wasm.gz out/index.html $(ASSETS)
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# "Bundle-able" version. It has a page, but no index.html. Consumers are
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# expected to provide their own index.html and link to this page.
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web: out/asteroids.js out/asteroids_bg.wasm out/asteroids.html
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web: out/asteroids.js out/asteroids_bg.wasm.gz out/asteroids.html $(ASSETS)
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tarball: asteroids_web_root.tar
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tarball_standalone: asteroids_web_root_standalone.tar
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asteroids_web_root.tar: out/asteroids.js out/asteroids_bg.wasm out/asteroids.html
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asteroids_web_root.tar: out/asteroids.js out/asteroids_bg.wasm.gz out/asteroids.html $(ASSETS)
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tar -caf $@ $^
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asteroids_web_root_standalone.tar: out/asteroids.js out/asteroids_bg.wasm out/index.html
|
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asteroids_web_root_standalone.tar: out/asteroids.js out/asteroids_bg.wasm.gz out/index.html $(ASSETS)
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||||
tar -caf $@ $^
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||||
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||||
target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm: $(SRCS) Cargo.lock Cargo.toml
|
||||
@@ -37,15 +40,22 @@ target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm: $(SRCS) Cargo.lock Cargo
|
||||
out:
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mkdir $@
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||||
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out/assets: | out
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mkdir $@
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||||
|
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out/assets/%.ogg: assets/%.ogg | out/assets
|
||||
cp -ar assets/$*.ogg $@
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||||
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# Both the JS and WASM files are generated by the wasm-bindgen call, so both
|
||||
# get to be on the target half of this recipe.
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out/asteroids.js out/asteroids_bg.wasm &: target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm | out
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out/asteroids.js out/asteroids_bg.wasm.gz &: target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm | out
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||||
wasm-bindgen --no-typescript --target web --out-dir ./out/ --out-name asteroids target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm
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gzip -9 -f out/asteroids_bg.wasm
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# Copies the index page to the output dir.
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out/index.html: www/index.html
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cp -a $< $@
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rm -f out/boids.html
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||||
rm -f out/asteroids.html
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||||
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||||
# Like `out/index.html`, but renames the page for use in a larger site.
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||||
out/asteroids.html: www/index.html
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@@ -61,3 +71,13 @@ clean:
|
||||
# this, I guess.
|
||||
full-clean: clean
|
||||
cargo clean
|
||||
|
||||
# Installation goal. It's meant to be a helper utility for moving the built
|
||||
# output into the web root. Only supports the "bundle-able" mode.
|
||||
install: web
|
||||
install -dm0755 $(DESTDIR)
|
||||
install -dm0755 $(DESTDIR)/assets
|
||||
install -m0644 out/asteroids.js $(DESTDIR)/
|
||||
install -m0644 out/asteroids_bg.wasm.gz $(DESTDIR)/
|
||||
install -m0644 out/asteroids.html $(DESTDIR)/
|
||||
install -m0644 $(ASSETS) $(DESTDIR)/assets/
|
||||
|
||||
14
README.md
Normal file
14
README.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Asteroids
|
||||
|
||||
*Another* Asteroids game I'm making. This time in Rust with the Bevy game engine.
|
||||
|
||||
## License
|
||||
|
||||
| File(s) | License |
|
||||
|-|-|
|
||||
| * | AGPLv3 |
|
||||
| assets/* | CC0 |
|
||||
|
||||
(the most-specific match is the applicable license)
|
||||
|
||||
The sound files are from KenneyNL's "Sci-Fi Sounds (1.0)" pack. Find their work at [www.kenney.nl].
|
||||
BIN
assets/explosionCrunch_000.ogg
Normal file
BIN
assets/explosionCrunch_000.ogg
Normal file
Binary file not shown.
BIN
assets/explosionCrunch_004.ogg
Normal file
BIN
assets/explosionCrunch_004.ogg
Normal file
Binary file not shown.
BIN
assets/laserSmall_001.ogg
Normal file
BIN
assets/laserSmall_001.ogg
Normal file
Binary file not shown.
BIN
assets/thrusterFire_004.ogg
Normal file
BIN
assets/thrusterFire_004.ogg
Normal file
Binary file not shown.
@@ -3,25 +3,27 @@
|
||||
|
||||
use bevy::color::Color;
|
||||
|
||||
pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
|
||||
pub const WINDOW_SIZE: (u32, u32) = (800, 600);
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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
|
||||
pub const UI_BUTTON_HOVERED: Color = Color::srgb(0.25, 0.25, 0.25); // ... when it's hovered
|
||||
pub const UI_BUTTON_PRESSED: Color = Color::srgb(0.55, 0.55, 0.55); // ... when it's pressed
|
||||
|
||||
pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
|
||||
pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.1, 0.1, 0.1);
|
||||
pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
|
||||
pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
|
||||
pub(crate) const SHIP_THRUSTER_COLOR_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
|
||||
pub(crate) const SHIP_FIRE_RATE: f32 = 3.0; // in bullets-per-second
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||||
pub(crate) const ASTEROID_SMALL_COLOR: Color = Color::srgb(1.0, 0., 0.);
|
||||
pub(crate) const BULLET_COLOR: Color = Color::srgb(0.0, 0.1, 0.9);
|
||||
pub(crate) const ASTEROID_SMALL_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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||||
pub(crate) const ASTEROID_MEDIUM_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
|
||||
pub(crate) const ASTEROID_LARGE_COLOR: Color = Color::srgb(0.6, 0.6, 0.6);
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||||
pub(crate) const BULLET_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
|
||||
// TODO: asteroid medium & large
|
||||
|
||||
pub(crate) const SHIP_THRUST: f32 = 1.0;
|
||||
pub(crate) const SHIP_THRUST: f32 = 4.0;
|
||||
pub(crate) const SHIP_ROTATION: f32 = 4.0; // +/- rotation speed in... radians per frame
|
||||
|
||||
pub(crate) const BULLET_SPEED: f32 = 150.0;
|
||||
pub(crate) const BULLET_SPEED: f32 = 500.0;
|
||||
pub(crate) const BULLET_LIFETIME: f32 = 2.0;
|
||||
|
||||
pub(crate) const ASTEROID_LIFETIME: f32 = 40.0;
|
||||
|
||||
45
src/lib.rs
45
src/lib.rs
@@ -3,17 +3,17 @@
|
||||
//! Compile-time configurables can be found in the [`config`] module.
|
||||
|
||||
pub mod config;
|
||||
mod events;
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||||
mod machinery;
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||||
mod messages;
|
||||
mod objects;
|
||||
mod physics;
|
||||
mod resources;
|
||||
mod widgets;
|
||||
|
||||
use crate::config::{
|
||||
ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
|
||||
PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
|
||||
SHIP_THRUSTER_COLOR_INACTIVE,
|
||||
ASTEROID_LARGE_COLOR, ASTEROID_MEDIUM_COLOR, ASTEROID_SMALL_COLOR, BACKGROUND_COLOR,
|
||||
BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST,
|
||||
SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE,
|
||||
};
|
||||
use crate::machinery::AsteroidSpawner;
|
||||
use crate::objects::{Bullet, Ship, Weapon};
|
||||
@@ -65,6 +65,7 @@ impl Plugin for AsteroidPlugin {
|
||||
objects::ship_impact_listener,
|
||||
physics::collision_listener,
|
||||
machinery::tick_lifetimes,
|
||||
machinery::update_scoreboard,
|
||||
)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
@@ -76,10 +77,10 @@ impl Plugin for AsteroidPlugin {
|
||||
)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
.add_event::<events::SpawnAsteroid>()
|
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.add_event::<events::AsteroidDestroy>()
|
||||
.add_event::<events::ShipDestroy>()
|
||||
.add_event::<events::BulletDestroy>();
|
||||
.add_message::<messages::SpawnAsteroid>()
|
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.add_message::<messages::AsteroidDestroy>()
|
||||
.add_message::<messages::ShipDestroy>()
|
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.add_message::<messages::BulletDestroy>();
|
||||
app.insert_state(GameState::TitleScreen);
|
||||
}
|
||||
}
|
||||
@@ -110,14 +111,28 @@ fn spawn_camera(mut commands: Commands) {
|
||||
/// Checks if "W" is pressed and increases velocity accordingly.
|
||||
fn input_ship_thruster(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
|
||||
mut query: Query<
|
||||
(
|
||||
&mut physics::Velocity,
|
||||
&Transform,
|
||||
Option<&mut AudioSink>,
|
||||
&mut Children,
|
||||
),
|
||||
With<Ship>,
|
||||
>,
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
// TODO: Maybe change for a Single<Ship>> so this only runs for the one ship
|
||||
// buuut... that would silently do nothing if there are 0 or >1 ships, and
|
||||
// I might want to crash on purpose in that case.
|
||||
let Ok((mut velocity, transform, children)) = query.single_mut() else {
|
||||
//
|
||||
// The AudioSink component doesn't exist for just one frame, forcing it to
|
||||
// be an optional system parameter. I'm not sure if I want to guard it with
|
||||
// a check like it does now, or finally switch to using a Single<...> query
|
||||
// parameter. I would lose ship control if the sound sink didn't spawn, but
|
||||
// that should be fine -- any time that fails, more has likely also failed.
|
||||
let Ok((mut velocity, transform, audio, children)) = query.single_mut() else {
|
||||
let count = query.iter().count();
|
||||
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
||||
};
|
||||
@@ -131,10 +146,16 @@ fn input_ship_thruster(
|
||||
commands
|
||||
.entity(*thrusters)
|
||||
.insert(MeshMaterial2d(game_assets.thruster_mat_active()));
|
||||
if let Some(audio) = audio {
|
||||
audio.play();
|
||||
}
|
||||
} else {
|
||||
commands
|
||||
.entity(*thrusters)
|
||||
.insert(MeshMaterial2d(game_assets.thruster_mat_inactive()));
|
||||
if let Some(audio) = audio {
|
||||
audio.pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -181,7 +202,7 @@ fn input_ship_shoot(
|
||||
|
||||
// If the weapon is ready and the player presses the trigger,
|
||||
// spawn a bullet & reset the timer.
|
||||
if weapon.finished() && keyboard_input.pressed(KeyCode::Space) {
|
||||
if weapon.is_finished() && keyboard_input.pressed(KeyCode::Space) {
|
||||
weapon.reset();
|
||||
// Derive bullet velocity, add to the ship's velocity
|
||||
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
|
||||
@@ -198,6 +219,8 @@ fn input_ship_shoot(
|
||||
MeshMaterial2d(game_assets.bullet().1),
|
||||
ship_pos.clone(), // clone ship transform
|
||||
Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
|
||||
AudioPlayer::new(game_assets.laser_sound()),
|
||||
PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,12 @@ use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
|
||||
use crate::{
|
||||
WorldSize,
|
||||
messages::{AsteroidDestroy, SpawnAsteroid},
|
||||
objects::AsteroidSize,
|
||||
resources::Score,
|
||||
};
|
||||
|
||||
/// Asteroid spawning parameters and state.
|
||||
///
|
||||
@@ -38,7 +43,7 @@ impl AsteroidSpawner {
|
||||
/// Update the asteroid spawn timer in the [`AsteroidSpawner`] resource, and
|
||||
/// spawns any asteroids that are due this frame.
|
||||
pub fn tick_asteroid_manager(
|
||||
mut events: EventWriter<SpawnAsteroid>,
|
||||
mut events: MessageWriter<SpawnAsteroid>,
|
||||
mut spawner: ResMut<AsteroidSpawner>,
|
||||
time: Res<Time>,
|
||||
play_area: Res<WorldSize>,
|
||||
@@ -135,3 +140,15 @@ pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, tim
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Event listener for adding score after an asteroid was destroyed
|
||||
///
|
||||
/// Refreshing the HUD element is done by [crate::widgets::operate_ui] (a private function)
|
||||
pub fn update_scoreboard(
|
||||
mut destroy_events: MessageReader<AsteroidDestroy>,
|
||||
mut scoreboard: ResMut<Score>,
|
||||
) {
|
||||
for _event in destroy_events.read() {
|
||||
scoreboard.0 += 100;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ fn main() {
|
||||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
canvas: Some("#game-canvas".to_owned()),
|
||||
resolution: WindowResolution::new(WINDOW_SIZE.x, WINDOW_SIZE.y),
|
||||
resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
|
||||
..default()
|
||||
}),
|
||||
..default()
|
||||
|
||||
@@ -6,15 +6,15 @@ use crate::objects::AsteroidSize;
|
||||
///
|
||||
/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
|
||||
/// system when the player collides with an asteroid. They are consumed by [`fn ship_impact_listener(...)`](`crate::objects::ship_impact_listener`).
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub(crate) struct ShipDestroy;
|
||||
|
||||
/// Signals that a particular asteroid has been destroyed.
|
||||
///
|
||||
/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
|
||||
/// system when bullets contact asteroids. It is consumed by [`fn split_asteroid(...)`](`crate::objects::spawn_asteroid`)
|
||||
/// system, which re-emits [spawn events](`SpawnAsteroid`).
|
||||
#[derive(Event)]
|
||||
/// system, which re-emits [spawn messages](`SpawnAsteroid`).
|
||||
#[derive(Message)]
|
||||
pub(crate) struct AsteroidDestroy(pub Entity);
|
||||
|
||||
/// Signals that an asteroid needs to be spawned and provides the parameters
|
||||
@@ -22,7 +22,7 @@ pub(crate) struct AsteroidDestroy(pub Entity);
|
||||
///
|
||||
/// Produced by the [`tick_asteroid_manager(...)`](`crate::machinery::tick_asteroid_manager`)
|
||||
/// system and consumed by the [`spawn_asteroid(...)`](`crate::objects::spawn_asteroid`) system.
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub struct SpawnAsteroid {
|
||||
pub pos: Vec2,
|
||||
pub vel: Vec2,
|
||||
@@ -32,5 +32,5 @@ pub struct SpawnAsteroid {
|
||||
/// Signals that a particular bullet has been destroyed (after it strikes an Asteroid).
|
||||
///
|
||||
/// TODO: Maybe use it for lifetime expiration (which is also a TODO item).
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub(crate) struct BulletDestroy(pub Entity);
|
||||
@@ -3,18 +3,19 @@
|
||||
//! Asteroids, the player's ship, and such.
|
||||
|
||||
use bevy::{
|
||||
audio::{AudioPlayer, PlaybackSettings},
|
||||
camera::visibility::Visibility,
|
||||
ecs::{
|
||||
bundle::Bundle,
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
message::{MessageReader, MessageWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut, Single},
|
||||
},
|
||||
math::{Vec2, Vec3, Vec3Swizzles},
|
||||
mesh::Mesh2d,
|
||||
prelude::{Deref, DerefMut},
|
||||
render::{mesh::Mesh2d, view::Visibility},
|
||||
sprite::MeshMaterial2d,
|
||||
sprite_render::MeshMaterial2d,
|
||||
state::state::NextState,
|
||||
time::{Timer, TimerMode},
|
||||
transform::components::Transform,
|
||||
@@ -24,8 +25,8 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
|
||||
use crate::{
|
||||
AngularVelocity, GameAssets, GameState, Lives,
|
||||
config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE},
|
||||
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
||||
machinery::{Lifetime, Sparkler},
|
||||
messages::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
||||
physics::{Velocity, Wrapping},
|
||||
};
|
||||
|
||||
@@ -70,7 +71,7 @@ pub struct Debris;
|
||||
|
||||
/// Responds to [`SpawnAsteroid`] events, spawning as specified
|
||||
pub fn spawn_asteroid(
|
||||
mut events: EventReader<SpawnAsteroid>,
|
||||
mut events: MessageReader<SpawnAsteroid>,
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
@@ -82,9 +83,9 @@ pub fn spawn_asteroid(
|
||||
};
|
||||
|
||||
let collider_radius = match spawn.size {
|
||||
AsteroidSize::Small => 10.0,
|
||||
AsteroidSize::Medium => 20.0,
|
||||
AsteroidSize::Large => 40.0,
|
||||
AsteroidSize::Small => 5.0,
|
||||
AsteroidSize::Medium => 10.0,
|
||||
AsteroidSize::Large => 20.0,
|
||||
};
|
||||
|
||||
commands.spawn((
|
||||
@@ -110,10 +111,11 @@ pub fn spawn_asteroid(
|
||||
/// The velocity of the child asteroids is scattered somewhat, as if they were
|
||||
/// explosively pushed apart.
|
||||
pub fn split_asteroids(
|
||||
mut destroy_events: EventReader<AsteroidDestroy>,
|
||||
mut respawn_events: EventWriter<SpawnAsteroid>,
|
||||
mut destroy_events: MessageReader<AsteroidDestroy>,
|
||||
mut respawn_events: MessageWriter<SpawnAsteroid>,
|
||||
mut commands: Commands,
|
||||
query: Query<(&Transform, &Asteroid, &Velocity)>,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
for event in destroy_events.read() {
|
||||
if let Ok((transform, rock, velocity)) = query.get(event.0) {
|
||||
@@ -136,6 +138,12 @@ pub fn split_asteroids(
|
||||
// Always despawn the asteroid. New ones (may) be spawned in it's
|
||||
// place, but this one is gone.
|
||||
commands.entity(event.0).despawn();
|
||||
|
||||
// Play a sound for the asteroid exploding
|
||||
commands.spawn((
|
||||
AudioPlayer::new(game_assets.asteroid_crack_sound()),
|
||||
PlaybackSettings::DESPAWN,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -160,6 +168,12 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
||||
Mesh2d(game_assets.ship().0),
|
||||
MeshMaterial2d(game_assets.ship().1),
|
||||
Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
|
||||
AudioPlayer::new(game_assets.ship_thruster_sound()),
|
||||
PlaybackSettings {
|
||||
mode: bevy::audio::PlaybackMode::Loop,
|
||||
paused: true,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.with_child((
|
||||
Mesh2d(game_assets.thruster_mesh()),
|
||||
@@ -172,7 +186,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
||||
|
||||
/// Watch for [`BulletDestroy`] events and despawn
|
||||
/// the associated bullet.
|
||||
pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<BulletDestroy>) {
|
||||
pub fn bullet_impact_listener(mut commands: Commands, mut events: MessageReader<BulletDestroy>) {
|
||||
for event in events.read() {
|
||||
commands.entity(event.0).despawn();
|
||||
}
|
||||
@@ -188,7 +202,7 @@ pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<Bu
|
||||
/// - Clear all asteroids
|
||||
/// - Respawn player
|
||||
pub fn ship_impact_listener(
|
||||
mut events: EventReader<ShipDestroy>,
|
||||
mut events: MessageReader<ShipDestroy>,
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<Lives>,
|
||||
rocks: Query<Entity, With<Asteroid>>,
|
||||
@@ -232,5 +246,11 @@ pub fn ship_impact_listener(
|
||||
// STEP 4: Respawn player (teleport them to the origin)
|
||||
player.0.translation = Vec3::ZERO;
|
||||
player.1.0 = Vec2::ZERO;
|
||||
|
||||
// STEP 5: Play crash sound
|
||||
commands.spawn((
|
||||
AudioPlayer::new(game_assets.wreck_sound()),
|
||||
PlaybackSettings::DESPAWN, // despawn this entity when playback ends.
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
//! to detect them for me (so that I don't have to write clipping code).
|
||||
|
||||
use crate::{
|
||||
WorldSize, events,
|
||||
WorldSize, messages,
|
||||
objects::{Asteroid, Bullet, Ship},
|
||||
};
|
||||
|
||||
@@ -89,10 +89,10 @@ pub(crate) fn wrap_entities(
|
||||
/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
|
||||
/// | Bullet & Ship | Nothing. The player shouldn't be able to shoot themselves (and the Flying Saucer hasn't been impl.'d, so it's bullets don't count) |
|
||||
pub fn collision_listener(
|
||||
mut collisions: EventReader<CollisionEvent>,
|
||||
mut ship_writer: EventWriter<events::ShipDestroy>,
|
||||
mut asteroid_writer: EventWriter<events::AsteroidDestroy>,
|
||||
mut bullet_writer: EventWriter<events::BulletDestroy>,
|
||||
mut collisions: MessageReader<CollisionEvent>,
|
||||
mut ship_writer: MessageWriter<messages::ShipDestroy>,
|
||||
mut asteroid_writer: MessageWriter<messages::AsteroidDestroy>,
|
||||
mut bullet_writer: MessageWriter<messages::BulletDestroy>,
|
||||
player: Single<Entity, With<Ship>>,
|
||||
bullets: Query<&Bullet>,
|
||||
rocks: Query<&Asteroid>,
|
||||
@@ -112,12 +112,12 @@ pub fn collision_listener(
|
||||
if rocks.contains(*two) {
|
||||
// player-asteroid collision
|
||||
dbg!("Writing ShipDestroy event");
|
||||
ship_writer.write(events::ShipDestroy);
|
||||
ship_writer.write(messages::ShipDestroy);
|
||||
} // else, we don't care
|
||||
} else if *two == *player {
|
||||
if rocks.contains(*one) {
|
||||
dbg!("Writing ShipDestroy event");
|
||||
ship_writer.write(events::ShipDestroy);
|
||||
ship_writer.write(messages::ShipDestroy);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,14 +125,14 @@ pub fn collision_listener(
|
||||
if bullets.contains(*one) {
|
||||
if rocks.contains(*two) {
|
||||
dbg!("Writing AsteroidDestroy & BulletDestroy events");
|
||||
asteroid_writer.write(events::AsteroidDestroy(*two));
|
||||
bullet_writer.write(events::BulletDestroy(*one));
|
||||
asteroid_writer.write(messages::AsteroidDestroy(*two));
|
||||
bullet_writer.write(messages::BulletDestroy(*one));
|
||||
}
|
||||
} else if rocks.contains(*one) {
|
||||
if bullets.contains(*two) {
|
||||
dbg!("Writing AsteroidDestroy & BulletDestroy events");
|
||||
asteroid_writer.write(events::AsteroidDestroy(*one));
|
||||
bullet_writer.write(events::BulletDestroy(*two));
|
||||
asteroid_writer.write(messages::AsteroidDestroy(*one));
|
||||
bullet_writer.write(messages::BulletDestroy(*two));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
119
src/resources.rs
119
src/resources.rs
@@ -1,25 +1,27 @@
|
||||
//! All the resources for the game
|
||||
|
||||
use bevy::{
|
||||
asset::{Assets, Handle},
|
||||
asset::{AssetServer, Assets, Handle},
|
||||
audio::AudioSource,
|
||||
ecs::{
|
||||
resource::Resource,
|
||||
world::{FromWorld, World},
|
||||
},
|
||||
math::{
|
||||
Vec2,
|
||||
primitives::{Circle, Triangle2d},
|
||||
primitives::{Polyline2d, Segment2d, Triangle2d},
|
||||
},
|
||||
mesh::Mesh,
|
||||
prelude::{Deref, DerefMut, Reflect, ReflectResource},
|
||||
render::mesh::Mesh,
|
||||
sprite::ColorMaterial,
|
||||
sprite_render::ColorMaterial,
|
||||
};
|
||||
use bevy_inspector_egui::InspectorOptions;
|
||||
use bevy_inspector_egui::inspector_options::ReflectInspectorOptions;
|
||||
|
||||
use crate::{
|
||||
ASTEROID_SMALL_COLOR, BULLET_COLOR, PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE,
|
||||
SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
|
||||
ASTEROID_LARGE_COLOR, ASTEROID_MEDIUM_COLOR, ASTEROID_SMALL_COLOR, BULLET_COLOR,
|
||||
PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE,
|
||||
config::WINDOW_SIZE,
|
||||
};
|
||||
|
||||
#[derive(InspectorOptions, Reflect, Resource, Debug, Deref, Clone, Copy)]
|
||||
@@ -42,12 +44,14 @@ impl From<Lives> for String {
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: consider switching this to use a u32 pair like the Window settings
|
||||
// thing now does.
|
||||
#[derive(Deref, DerefMut, Resource)]
|
||||
pub struct WorldSize(Vec2);
|
||||
|
||||
impl Default for WorldSize {
|
||||
fn default() -> Self {
|
||||
WorldSize(Vec2::new(WINDOW_SIZE.x, WINDOW_SIZE.y))
|
||||
WorldSize(Vec2::new(WINDOW_SIZE.0 as f32, WINDOW_SIZE.1 as f32))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,6 +59,7 @@ impl Default for WorldSize {
|
||||
pub struct GameAssets {
|
||||
meshes: [Handle<Mesh>; 5],
|
||||
materials: [Handle<ColorMaterial>; 7],
|
||||
sounds: [Handle<AudioSource>; 4],
|
||||
}
|
||||
|
||||
impl GameAssets {
|
||||
@@ -79,20 +84,36 @@ impl GameAssets {
|
||||
}
|
||||
|
||||
pub fn asteroid_small(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[1].clone(), self.materials[1].clone())
|
||||
(self.meshes[1].clone(), self.materials[3].clone())
|
||||
}
|
||||
|
||||
pub fn asteroid_medium(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[2].clone(), self.materials[2].clone())
|
||||
(self.meshes[2].clone(), self.materials[4].clone())
|
||||
}
|
||||
|
||||
pub fn asteroid_large(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[3].clone(), self.materials[3].clone())
|
||||
(self.meshes[3].clone(), self.materials[5].clone())
|
||||
}
|
||||
|
||||
pub fn bullet(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[4].clone(), self.materials[6].clone())
|
||||
}
|
||||
|
||||
pub fn wreck_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[0].clone()
|
||||
}
|
||||
|
||||
pub fn laser_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[1].clone()
|
||||
}
|
||||
|
||||
pub fn asteroid_crack_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[2].clone()
|
||||
}
|
||||
|
||||
pub fn ship_thruster_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[3].clone()
|
||||
}
|
||||
}
|
||||
|
||||
impl FromWorld for GameAssets {
|
||||
@@ -104,10 +125,63 @@ impl FromWorld for GameAssets {
|
||||
Vec2::new(-0.5, 0.45),
|
||||
Vec2::new(-0.5, -0.45),
|
||||
)),
|
||||
world_meshes.add(Circle::new(10.0)),
|
||||
world_meshes.add(Circle::new(20.0)),
|
||||
world_meshes.add(Circle::new(40.0)),
|
||||
world_meshes.add(Circle::new(0.2)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(0.1, 0.0),
|
||||
Vec2::new(0.8, 0.2),
|
||||
Vec2::new(0.8, 0.3),
|
||||
Vec2::new(0.1, 1.0),
|
||||
Vec2::new(-0.5, 1.0),
|
||||
Vec2::new(-0.3, 0.3),
|
||||
Vec2::new(-1.0, 0.3),
|
||||
Vec2::new(-1.0, -0.2),
|
||||
Vec2::new(-0.5, -1.0),
|
||||
Vec2::new(0.1, -0.8),
|
||||
Vec2::new(0.5, -0.9),
|
||||
Vec2::new(1.0, -0.4),
|
||||
Vec2::new(0.1, 0.0),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 5.0),
|
||||
)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(0.6, 0.3),
|
||||
Vec2::new(1.0, 0.6),
|
||||
Vec2::new(0.6, 1.0),
|
||||
Vec2::new(0.1, 0.8),
|
||||
Vec2::new(-0.4, 1.0),
|
||||
Vec2::new(-1.0, 0.6),
|
||||
Vec2::new(-0.8, -0.1),
|
||||
Vec2::new(-1.0, -0.5),
|
||||
Vec2::new(-0.4, -1.0),
|
||||
Vec2::new(-0.3, -0.7),
|
||||
Vec2::new(0.6, -1.0),
|
||||
Vec2::new(1.0, -0.3),
|
||||
Vec2::new(0.6, 0.3),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 10.0),
|
||||
)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(1.0, -0.1),
|
||||
Vec2::new(1.0, 0.3),
|
||||
Vec2::new(0.4, 1.0),
|
||||
Vec2::new(-0.2, 1.0),
|
||||
Vec2::new(-0.9, 0.3),
|
||||
Vec2::new(-0.5, 0.1),
|
||||
Vec2::new(-0.9, -0.1),
|
||||
Vec2::new(-0.5, -1.0),
|
||||
Vec2::new(0.0, 0.0),
|
||||
Vec2::new(0.0, -1.0),
|
||||
Vec2::new(0.5, -1.0),
|
||||
Vec2::new(1.0, -0.1),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 20.0),
|
||||
)),
|
||||
world_meshes.add(Segment2d::new(Vec2::new(-0.1, 0.0), Vec2::new(0.1, 0.0))),
|
||||
];
|
||||
let mut world_materials = world.resource_mut::<Assets<ColorMaterial>>();
|
||||
let materials = [
|
||||
@@ -116,10 +190,21 @@ impl FromWorld for GameAssets {
|
||||
world_materials.add(SHIP_THRUSTER_COLOR_ACTIVE),
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
// TODO: asteroid medium and large colors
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
world_materials.add(ASTEROID_MEDIUM_COLOR),
|
||||
world_materials.add(ASTEROID_LARGE_COLOR),
|
||||
world_materials.add(BULLET_COLOR),
|
||||
];
|
||||
GameAssets { meshes, materials }
|
||||
let loader = world.resource_mut::<AssetServer>();
|
||||
let sounds = [
|
||||
loader.load("explosionCrunch_004.ogg"),
|
||||
loader.load("laserSmall_001.ogg"),
|
||||
loader.load("explosionCrunch_000.ogg"),
|
||||
loader.load("thrusterFire_004.ogg"),
|
||||
];
|
||||
GameAssets {
|
||||
meshes,
|
||||
materials,
|
||||
sounds,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -124,7 +124,7 @@ fn button_bundle(text: &str) -> impl Bundle {
|
||||
margin: UiRect::all(Val::Px(5.0)),
|
||||
..default()
|
||||
},
|
||||
BorderColor(Color::BLACK),
|
||||
BorderColor::all(Color::BLACK),
|
||||
BorderRadius::MAX,
|
||||
BackgroundColor(UI_BUTTON_NORMAL),
|
||||
children![(
|
||||
@@ -152,7 +152,7 @@ fn spawn_menu(mut commands: Commands) {
|
||||
cmds.spawn((
|
||||
Text::new("Robert's Bad Asteroids Game"),
|
||||
TextFont::from_font_size(50.0),
|
||||
TextLayout::new_with_justify(JustifyText::Center),
|
||||
TextLayout::new_with_justify(Justify::Center),
|
||||
TextShadow::default(),
|
||||
));
|
||||
cmds.spawn((
|
||||
@@ -180,9 +180,9 @@ fn spawn_get_ready(mut commands: Commands, mut timer: ResMut<ReadySetGoTimer>) {
|
||||
height: Val::Percent(30.),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(LIGHT_BLUE.into()),
|
||||
BackgroundColor(Color::NONE),
|
||||
children![
|
||||
(Text::new("Get Ready!"), TextColor(BLACK.into())),
|
||||
(Text::new("Get Ready!"), TextColor(WHITE.into())),
|
||||
(
|
||||
CountdownBar,
|
||||
Node {
|
||||
@@ -247,7 +247,7 @@ fn animate_get_ready_widget(
|
||||
bar_segment.width = Val::Percent(100.0 * (1.0 - timer.fraction()));
|
||||
|
||||
// If the timer has expired, change state to playing.
|
||||
if timer.finished() {
|
||||
if timer.is_finished() {
|
||||
game_state.set(GameState::Playing);
|
||||
}
|
||||
}
|
||||
@@ -274,14 +274,14 @@ fn operate_buttons(
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
mut game_state: ResMut<NextState<GameState>>,
|
||||
mut app_exit_events: EventWriter<AppExit>,
|
||||
mut app_exit_events: MessageWriter<AppExit>,
|
||||
) {
|
||||
// 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 {
|
||||
Interaction::Pressed => {
|
||||
*color = UI_BUTTON_PRESSED.into();
|
||||
border_color.0 = DARK_GRAY.into();
|
||||
border_color.set_all(DARK_GRAY);
|
||||
match menu_action {
|
||||
ButtonMenuAction::ToMainMenu => {
|
||||
game_state.set(GameState::TitleScreen);
|
||||
@@ -296,11 +296,11 @@ fn operate_buttons(
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
*color = UI_BUTTON_HOVERED.into();
|
||||
border_color.0 = WHITE.into();
|
||||
border_color.set_all(WHITE);
|
||||
}
|
||||
Interaction::None => {
|
||||
*color = UI_BUTTON_NORMAL.into();
|
||||
border_color.0 = BLACK.into();
|
||||
border_color.set_all(BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,15 +2,46 @@
|
||||
<html lang="en">
|
||||
<head>
|
||||
<style>
|
||||
h1 {
|
||||
text-align: center;
|
||||
body {
|
||||
background-color: hsl(200, 3%, 65%);
|
||||
}
|
||||
h1 {
|
||||
color: hsl(200, 3%, 90%);
|
||||
background-color: hsl(195, 5%, 17%);
|
||||
text-align: center;
|
||||
margin: auto;
|
||||
padding: 0.5em;
|
||||
}
|
||||
#prestart-controls,
|
||||
canvas {
|
||||
padding-left: 0;
|
||||
padding-right: 0;
|
||||
margin-top: 1em;
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
display: block;
|
||||
outline-color: hsl(200, 7%, 50%);
|
||||
outline-style: outset;
|
||||
border-radius: 8px;
|
||||
background-color: rgb(40%, 40%, 40%);
|
||||
}
|
||||
#prestart-controls {
|
||||
width: 800px;
|
||||
height: 600px;
|
||||
text-align: center;
|
||||
align-content: center;
|
||||
}
|
||||
button {
|
||||
font-size: 20px;
|
||||
text-shadow: 0.2em 0.2em 0px rgba(0, 0, 0, 75%);
|
||||
padding: 1em;
|
||||
border-radius: 2em;
|
||||
border-style: solid;
|
||||
border-color: black;
|
||||
color: rgb(90%, 90%, 90%);
|
||||
background-color: rgb(15%, 15%, 15%);
|
||||
}
|
||||
button:hover {
|
||||
background-color: rgb(25%, 25%, 25%);
|
||||
border-color: rgb(90%, 90%, 90%);
|
||||
}
|
||||
main {
|
||||
margin-left: auto;
|
||||
@@ -18,11 +49,12 @@
|
||||
width: 70%;
|
||||
}
|
||||
table {
|
||||
margin-bottom: 10px;
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid;
|
||||
padding: 2px 4px;
|
||||
padding: 0.1em 0.3em;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
@@ -30,13 +62,21 @@
|
||||
<h1>
|
||||
Robert's Bad Asteroids Game
|
||||
</h1>
|
||||
<canvas id="game-canvas" width="1280" height="720"></canvas>
|
||||
<!-- <canvas id="game-canvas" width="800" height="600"></canvas> -->
|
||||
<div id="prestart-controls">
|
||||
<button id="gameload-button">Load Game</button>
|
||||
</div>
|
||||
<main>
|
||||
<article>
|
||||
<h2>Description</h2>
|
||||
<p>
|
||||
A (work in progress) version of the Asteroids arcade game.
|
||||
</p>
|
||||
<p>
|
||||
<em>Sound Warning!</em> The game now has sound effects, but there are no controls on the page for changing the
|
||||
volume (including to mute them). You can mute the browser tab by pressing <code>ctrl</code> + <code>m</code>.
|
||||
Proper volume controls are coming soon.
|
||||
</p>
|
||||
</article>
|
||||
<article>
|
||||
<h3>Controls</h3>
|
||||
@@ -79,19 +119,34 @@
|
||||
<tr>
|
||||
<td>Program Version</td>
|
||||
<!-- This version text is completely unchecked. I'll need to do something about that. -->
|
||||
<td><code>v0.3.0</code></td>
|
||||
<td><code>v0.6.1</code></td>
|
||||
</tr>
|
||||
</table>
|
||||
</article>
|
||||
</main>
|
||||
<script type="module">
|
||||
import init from './asteroids.js'
|
||||
|
||||
let button = document.getElementById("gameload-button");
|
||||
button.onclick = async function loadGame() {
|
||||
console.log("Game Load button was pressed!");
|
||||
let canvas = document.createElement("canvas");
|
||||
// <canvas id="game-canvas" width="800" height="600"></canvas>
|
||||
canvas.setAttribute("id", "game-canvas");
|
||||
canvas.setAttribute("width", "800");
|
||||
canvas.setAttribute("height", "600");
|
||||
button.parentElement.replaceWith(canvas);
|
||||
|
||||
init().catch((error) => {
|
||||
if (!error.message.startsWith("Using exceptions for control flow, don't mind me. This isn't actually an error!")) {
|
||||
throw error;
|
||||
}
|
||||
});
|
||||
let compressed = await fetch("./asteroids_bg.wasm.gz")
|
||||
let wasm_stream = compressed.body.pipeThrough(new DecompressionStream("gzip"))
|
||||
let blob = await new Response(wasm_stream).blob();
|
||||
|
||||
init(await blob.arrayBuffer()).catch((error) => {
|
||||
if (!error.message.startsWith("Using exceptions for control flow, don't mind me. This isn't actually an error!")) {
|
||||
throw error;
|
||||
}
|
||||
});
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user