10 Commits

Author SHA1 Message Date
58bbc1e614 Fix documentation links 2025-08-11 23:50:43 -05:00
79679759c5 Move HUD spawning system into widgets
It actually needs to be completely replaced. When that finally happens,
the new bits will live here.
2025-08-11 23:42:06 -05:00
0e517de419 Move the title screen stuff into widgets.rs 2025-08-11 23:40:52 -05:00
cb2b57449a Create a "widgets" module (by moving title scene)
The non-gameplay scenes are really just a bunch of widgets. I'm going to
put them all together and then bundle the functionality with some
exported plugin builders.
2025-08-11 23:39:42 -05:00
9a262fcffc Move Lifetime component to machinery module 2025-08-11 23:34:12 -05:00
34ee2fcc7d Create a "machinery" module for game systems
I'm not sold on the name, but anyway.

This module will hold the systems that power the main game mechanics, as
well as a few extra items to support that (in particular, the Lifetime
component).
2025-08-11 23:28:39 -05:00
93da225636 Move resources to a resources.rs submodule 2025-08-11 23:19:06 -05:00
cd194e2dbf Move collision system to physics module 2025-08-11 23:07:18 -05:00
1369a3092f Move the ship & bullet systems into the object mod 2025-08-11 23:01:14 -05:00
619037dab0 Move asteroid spawning & splitting systems
They deal with events, but are directly related to how the Asteroid
object interacts with the events, so I'm putting them here.
2025-08-11 22:59:20 -05:00
9 changed files with 526 additions and 491 deletions

View File

@@ -1,160 +0,0 @@
//! This is the module containing all the rock-related things.
//! Not... not the whole game.
use bevy_rapier2d::prelude::*;
use rand::{Rng, SeedableRng};
use std::time::Duration;
use bevy::prelude::*;
use crate::{
GameAssets, Lifetime, WorldSize,
config::ASTEROID_LIFETIME,
events::{AsteroidDestroy, SpawnAsteroid},
objects::{Asteroid, AsteroidSize},
physics::Velocity,
};
#[derive(Resource)]
pub struct AsteroidSpawner {
rng: std::sync::Mutex<rand::rngs::StdRng>,
timer: Timer,
// TODO: Configurables?
// - interval
// - density
// - size distribution
}
impl AsteroidSpawner {
pub fn new() -> Self {
Self {
rng: std::sync::Mutex::new(rand::rngs::StdRng::from_seed(crate::config::RNG_SEED)),
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 events: EventWriter<SpawnAsteroid>,
mut spawner: ResMut<AsteroidSpawner>,
time: Res<Time>,
play_area: Res<WorldSize>,
) {
spawner.timer.tick(time.delta());
if spawner.timer.just_finished() {
let mut rng = spawner
.rng
.lock()
.expect("Expected to acquire lock on the AsteroidSpawner's RNG field.");
// Use polar coordinate to decide where the asteroid will spawn
// Theta will be random between 0 to 2pi
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
// 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;
// Convert polar to Cartesian, use as position
let pos = Vec2::new(
spawn_distance * spawn_angle.cos(),
spawn_distance * spawn_angle.sin(),
);
// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
// pos.x == -100, then vel.x = + <random>
// pos.x == 100, then vel.x = - <random>
// etc,
let mut vel = Vec2::new(rng.random_range(0.0..100.0), rng.random_range(0.0..100.0));
if pos.x > 0.0 {
vel.x *= -1.0;
}
if pos.y > 0.0 {
vel.y *= -1.0;
}
let size = match rng.random_range(0..=2) {
0 => AsteroidSize::Small,
1 => AsteroidSize::Medium,
2 => AsteroidSize::Large,
_ => unreachable!(),
};
events.write(SpawnAsteroid { pos, vel, size });
}
}
/// 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.
pub fn spawn_asteroid(
mut events: EventReader<SpawnAsteroid>,
mut commands: Commands,
game_assets: Res<GameAssets>,
) {
for spawn in events.read() {
let (mesh, material) = match spawn.size {
AsteroidSize::Small => game_assets.asteroid_small(),
AsteroidSize::Medium => game_assets.asteroid_medium(),
AsteroidSize::Large => game_assets.asteroid_large(),
};
let collider_radius = match spawn.size {
AsteroidSize::Small => 10.0,
AsteroidSize::Medium => 20.0,
AsteroidSize::Large => 40.0,
};
commands.spawn((
Asteroid(spawn.size),
Collider::ball(collider_radius),
Sensor,
Transform::from_translation(spawn.pos.extend(0.0)),
Velocity(spawn.vel),
Mesh2d(mesh),
MeshMaterial2d(material),
Lifetime(Timer::from_seconds(ASTEROID_LIFETIME, TimerMode::Once)),
));
}
}
/// Event listener for asteroid destruction events. Shrinks and multiplies
/// asteroids until they vanish.
///
/// - Large -> 2x Medium
/// - Medium -> 2x Small
/// - Small -> (despawned)
///
/// 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 commands: Commands,
query: Query<(&Transform, &Asteroid, &Velocity)>,
) {
for event in destroy_events.read() {
if let Ok((transform, rock, velocity)) = query.get(event.0) {
let next_size = rock.0.next();
if let Some(size) = next_size {
let pos = transform.translation.xy();
let left_offset = Vec2::from_angle(0.4);
let right_offset = Vec2::from_angle(-0.4);
respawn_events.write(SpawnAsteroid {
pos,
vel: left_offset.rotate(velocity.0),
size,
});
respawn_events.write(SpawnAsteroid {
pos,
vel: right_offset.rotate(velocity.0),
size,
});
}
// Always despawn the asteroid. New ones (may) be spawned in it's
// place, but this one is gone.
commands.entity(event.0).despawn();
}
}
}

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@@ -1,37 +1,36 @@
mod asteroids;
pub mod config; pub mod config;
mod events; mod events;
mod machinery;
mod objects; mod objects;
mod physics; mod physics;
mod preparation_widget; mod resources;
mod ship; mod widgets;
mod title_screen;
use crate::asteroids::AsteroidSpawner;
use crate::config::{ use crate::config::{
ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED, ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE, SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
}; };
use crate::objects::{Asteroid, Bullet, Ship}; use crate::machinery::AsteroidSpawner;
use crate::objects::{Bullet, Ship};
use crate::physics::AngularVelocity; use crate::physics::AngularVelocity;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_inspector_egui::InspectorOptions;
use bevy_inspector_egui::prelude::ReflectInspectorOptions;
use bevy_rapier2d::{ use bevy_rapier2d::{
plugin::{NoUserData, RapierPhysicsPlugin}, plugin::{NoUserData, RapierPhysicsPlugin},
prelude::*, prelude::*,
render::RapierDebugRenderPlugin, render::RapierDebugRenderPlugin,
}; };
use machinery::Lifetime;
use resources::{GameAssets, Lives, Score, WorldSize};
pub struct AsteroidPlugin; pub struct AsteroidPlugin;
impl Plugin for AsteroidPlugin { impl Plugin for AsteroidPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(( app.add_plugins((
title_screen::GameMenuPlugin, widgets::GameMenuPlugin,
preparation_widget::preparation_widget_plugin, widgets::preparation_widget_plugin,
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0), RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
RapierDebugRenderPlugin::default(), RapierDebugRenderPlugin::default(),
)) ))
@@ -46,7 +45,10 @@ impl Plugin for AsteroidPlugin {
.insert_resource(AsteroidSpawner::new()) .insert_resource(AsteroidSpawner::new())
.init_resource::<GameAssets>() .init_resource::<GameAssets>()
.add_systems(Startup, spawn_camera) .add_systems(Startup, spawn_camera)
.add_systems(OnEnter(GameState::Playing), (ship::spawn_player, spawn_ui)) .add_systems(
OnEnter(GameState::Playing),
(objects::spawn_player, widgets::spawn_ui),
)
.add_systems( .add_systems(
FixedUpdate, FixedUpdate,
( (
@@ -54,15 +56,15 @@ impl Plugin for AsteroidPlugin {
input_ship_rotation, input_ship_rotation,
input_ship_shoot, input_ship_shoot,
physics::wrap_entities, physics::wrap_entities,
asteroids::tick_asteroid_manager, machinery::tick_asteroid_manager,
asteroids::spawn_asteroid.after(asteroids::tick_asteroid_manager), objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
asteroids::split_asteroids, objects::split_asteroids,
ship::bullet_impact_listener, objects::bullet_impact_listener,
ship::ship_impact_listener, objects::ship_impact_listener,
collision_listener, physics::collision_listener,
// TODO: Remove debug printing // TODO: Remove debug printing
debug_collision_event_printer, debug_collision_event_printer,
tick_lifetimes, machinery::tick_lifetimes,
) )
.run_if(in_state(GameState::Playing)), .run_if(in_state(GameState::Playing)),
) )
@@ -88,69 +90,6 @@ fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEven
} }
} }
/// The collision event routing system.
///
/// When a `CollisionEvent` occurrs, this system checks which things collided
/// and emits secondary events accordignly.
///
/// | Objects | Response |
/// |-|-|
/// | Ship & Asteroid | emits event [`ShipDestroy`](`crate::event::ShipDestroy`) |
/// | Asteroid & Bullet | emits event [`AsteroidDestroy`](`crate::event::AsteroidDestroy`) |
/// | Asteroid & Asteroid | Nothing. Asteroids won't collide with each other |
/// | 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) |
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>,
player: Single<Entity, With<Ship>>,
bullets: Query<&Bullet>,
rocks: Query<&Asteroid>,
) {
for event in collisions.read() {
if let CollisionEvent::Started(one, two, _flags) = event {
// Valid collisions are:
//
// - Ship & Asteroid
// - Bullet & Asteroid
//
// Asteroids don't collide with each other, bullets don't collide
// with each other, and bullets don't collide with the player ship.
// Option 1: Ship & Asteroid
if *one == *player {
if rocks.contains(*two) {
// player-asteroid collision
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
} // else, we don't care
} else if *two == *player {
if rocks.contains(*one) {
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
}
}
// Option 2: Bullet & Asteroid
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));
}
} 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));
}
}
}
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)] #[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
pub enum GameState { pub enum GameState {
TitleScreen, // Program is started. Present title screen and await user start TitleScreen, // Program is started. Present title screen and await user start
@@ -159,107 +98,6 @@ pub enum GameState {
GameOver, // Game has ended. Present game over dialogue and await user restart GameOver, // Game has ended. Present game over dialogue and await user restart
} }
#[derive(Resource, Debug, Deref, Clone, Copy)]
struct Score(i32);
impl From<Score> for String {
fn from(value: Score) -> Self {
value.to_string()
}
}
#[derive(Component)]
struct Lifetime(Timer);
#[derive(InspectorOptions, Reflect, Resource, Debug, Deref, Clone, Copy)]
#[reflect(Resource, InspectorOptions)]
struct Lives(i32);
impl From<Lives> for String {
fn from(value: Lives) -> Self {
value.to_string()
}
}
#[derive(Resource)]
struct WorldSize {
width: f32,
height: f32,
}
#[derive(Resource)]
struct GameAssets {
meshes: [Handle<Mesh>; 5],
materials: [Handle<ColorMaterial>; 7],
}
impl GameAssets {
fn ship(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[0].clone(), self.materials[0].clone())
}
// The thruster mesh is actually just the ship mesh
fn thruster_mesh(&self) -> Handle<Mesh> {
self.meshes[0].clone()
}
// TODO: Look into parameterizing the material
// A shader uniform should be able to do this, but I don't know how to
// load those in Bevy.
fn thruster_mat_inactive(&self) -> Handle<ColorMaterial> {
self.materials[1].clone()
}
fn thruster_mat_active(&self) -> Handle<ColorMaterial> {
self.materials[2].clone()
}
fn asteroid_small(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[1].clone(), self.materials[1].clone())
}
fn asteroid_medium(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[2].clone(), self.materials[2].clone())
}
fn asteroid_large(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[3].clone(), self.materials[3].clone())
}
fn bullet(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[4].clone(), self.materials[6].clone())
}
}
impl FromWorld for GameAssets {
fn from_world(world: &mut World) -> Self {
let mut world_meshes = world.resource_mut::<Assets<Mesh>>();
let meshes = [
world_meshes.add(Triangle2d::new(
Vec2::new(0.5, 0.0),
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)),
];
let mut world_materials = world.resource_mut::<Assets<ColorMaterial>>();
let materials = [
world_materials.add(PLAYER_SHIP_COLOR),
world_materials.add(SHIP_THRUSTER_COLOR_INACTIVE),
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(BULLET_COLOR),
];
GameAssets { meshes, materials }
}
}
fn spawn_camera(mut commands: Commands) { fn spawn_camera(mut commands: Commands) {
commands.spawn(Camera2d); commands.spawn(Camera2d);
} }
@@ -348,19 +186,3 @@ fn input_ship_shoot(
)); ));
} }
} }
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),
));
}
fn tick_lifetimes(mut commands: Commands, time: Res<Time>, query: Query<(Entity, &mut Lifetime)>) {
for (e, mut life) in query {
life.0.tick(time.delta());
if life.0.just_finished() {
commands.entity(e).despawn();
}
}
}

94
src/machinery.rs Normal file
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@@ -0,0 +1,94 @@
//! These are Systems that power the main game mechanics (and some misc items to support them)
use rand::{Rng, SeedableRng};
use std::time::Duration;
use bevy::prelude::*;
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
#[derive(Resource)]
pub struct AsteroidSpawner {
rng: std::sync::Mutex<rand::rngs::StdRng>,
timer: Timer,
// TODO: Configurables?
// - interval
// - density
// - size distribution
}
impl AsteroidSpawner {
pub fn new() -> Self {
Self {
rng: std::sync::Mutex::new(rand::rngs::StdRng::from_seed(crate::config::RNG_SEED)),
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 events: EventWriter<SpawnAsteroid>,
mut spawner: ResMut<AsteroidSpawner>,
time: Res<Time>,
play_area: Res<WorldSize>,
) {
spawner.timer.tick(time.delta());
if spawner.timer.just_finished() {
let mut rng = spawner
.rng
.lock()
.expect("Expected to acquire lock on the AsteroidSpawner's RNG field.");
// Use polar coordinate to decide where the asteroid will spawn
// Theta will be random between 0 to 2pi
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
// 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;
// Convert polar to Cartesian, use as position
let pos = Vec2::new(
spawn_distance * spawn_angle.cos(),
spawn_distance * spawn_angle.sin(),
);
// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
// pos.x == -100, then vel.x = + <random>
// pos.x == 100, then vel.x = - <random>
// etc,
let mut vel = Vec2::new(rng.random_range(0.0..100.0), rng.random_range(0.0..100.0));
if pos.x > 0.0 {
vel.x *= -1.0;
}
if pos.y > 0.0 {
vel.y *= -1.0;
}
let size = match rng.random_range(0..=2) {
0 => AsteroidSize::Small,
1 => AsteroidSize::Medium,
2 => AsteroidSize::Large,
_ => unreachable!(),
};
events.write(SpawnAsteroid { pos, vel, size });
}
}
#[derive(Component)]
pub struct Lifetime(pub Timer);
pub fn tick_lifetimes(
mut commands: Commands,
time: Res<Time>,
query: Query<(Entity, &mut Lifetime)>,
) {
for (e, mut life) in query {
life.0.tick(time.delta());
if life.0.just_finished() {
commands.entity(e).despawn();
}
}
}

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@@ -3,8 +3,29 @@
//! Asteroids, the player's ship, and such. //! Asteroids, the player's ship, and such.
use bevy::{ use bevy::{
ecs::component::Component, ecs::{
component::Component,
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut, Single},
},
math::{Vec2, Vec3, Vec3Swizzles},
prelude::{Deref, DerefMut}, prelude::{Deref, DerefMut},
render::mesh::Mesh2d,
sprite::MeshMaterial2d,
state::state::NextState,
time::{Timer, TimerMode},
transform::components::Transform,
};
use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Sensor};
use crate::{
AngularVelocity, GameAssets, GameState, Lives,
config::ASTEROID_LIFETIME,
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
machinery::Lifetime,
physics::{Velocity, Wrapping},
}; };
#[derive(Component, Deref, DerefMut)] #[derive(Component, Deref, DerefMut)]
@@ -32,3 +53,142 @@ pub struct Ship;
#[derive(Component)] #[derive(Component)]
pub struct Bullet; pub struct Bullet;
/// Responds to [`SpawnAsteroid`] events, spawning as specified
pub fn spawn_asteroid(
mut events: EventReader<SpawnAsteroid>,
mut commands: Commands,
game_assets: Res<GameAssets>,
) {
for spawn in events.read() {
let (mesh, material) = match spawn.size {
AsteroidSize::Small => game_assets.asteroid_small(),
AsteroidSize::Medium => game_assets.asteroid_medium(),
AsteroidSize::Large => game_assets.asteroid_large(),
};
let collider_radius = match spawn.size {
AsteroidSize::Small => 10.0,
AsteroidSize::Medium => 20.0,
AsteroidSize::Large => 40.0,
};
commands.spawn((
Asteroid(spawn.size),
Collider::ball(collider_radius),
Sensor,
Transform::from_translation(spawn.pos.extend(0.0)),
Velocity(spawn.vel),
Mesh2d(mesh),
MeshMaterial2d(material),
Lifetime(Timer::from_seconds(ASTEROID_LIFETIME, TimerMode::Once)),
));
}
}
/// Event listener for asteroid destruction events. Shrinks and multiplies
/// asteroids until they vanish.
///
/// - Large -> 2x Medium
/// - Medium -> 2x Small
/// - Small -> (despawned)
///
/// 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 commands: Commands,
query: Query<(&Transform, &Asteroid, &Velocity)>,
) {
for event in destroy_events.read() {
if let Ok((transform, rock, velocity)) = query.get(event.0) {
let next_size = rock.0.next();
if let Some(size) = next_size {
let pos = transform.translation.xy();
let left_offset = Vec2::from_angle(0.4);
let right_offset = Vec2::from_angle(-0.4);
respawn_events.write(SpawnAsteroid {
pos,
vel: left_offset.rotate(velocity.0),
size,
});
respawn_events.write(SpawnAsteroid {
pos,
vel: right_offset.rotate(velocity.0),
size,
});
}
// Always despawn the asteroid. New ones (may) be spawned in it's
// place, but this one is gone.
commands.entity(event.0).despawn();
}
}
}
pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
commands
.spawn((
Collider::ball(0.7),
Sensor,
ActiveEvents::COLLISION_EVENTS,
ActiveCollisionTypes::STATIC_STATIC,
Ship,
Wrapping,
Velocity(Vec2::ZERO),
AngularVelocity(0.0),
Mesh2d(game_assets.ship().0),
MeshMaterial2d(game_assets.ship().1),
Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
))
.with_child((
Mesh2d(game_assets.thruster_mesh()),
MeshMaterial2d(game_assets.thruster_mat_inactive()),
Transform::default()
.with_scale(Vec3::splat(0.5))
.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
));
}
/// Watch for [`BulletDestroy`] events and despawn
/// the associated bullet.
pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<BulletDestroy>) {
for event in events.read() {
commands.entity(event.0).despawn();
}
}
/// Watch for [`ShipDestroy`] events and update game state accordingly.
///
/// - Subtract a life
/// - Check life count. If 0, go to game-over state
/// - Clear all asteroids
/// - Respawn player
pub fn ship_impact_listener(
mut events: EventReader<ShipDestroy>,
mut commands: Commands,
mut lives: ResMut<Lives>,
rocks: Query<Entity, With<Asteroid>>,
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
mut next_state: ResMut<NextState<GameState>>,
) {
for _ in events.read() {
// STEP 1: Decrement lives (and maybe go to game over)
if lives.0 == 0 {
// If already at 0, game is over.
next_state.set(GameState::GameOver);
} else {
// Decrease life count.
lives.0 -= 1;
}
// STEP 2: Clear asteroids
for rock in rocks {
commands.entity(rock).despawn();
}
// STEP 3: Respawn player (teleport them to the origin)
player.0.translation = Vec3::ZERO;
player.1.0 = Vec2::ZERO;
}
}

View File

@@ -1,9 +1,13 @@
//! 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.
use crate::WorldSize; use crate::{
WorldSize, events,
objects::{Asteroid, Bullet, Ship},
};
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rapier2d::pipeline::CollisionEvent;
#[derive(Clone, Component)] #[derive(Clone, Component)]
pub(crate) struct Velocity(pub(crate) bevy::math::Vec2); pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
@@ -57,3 +61,66 @@ pub(crate) fn wrap_entities(
} }
} }
} }
/// The collision event routing system.
///
/// When a `CollisionEvent` occurrs, this system checks which things collided
/// and emits secondary events accordignly.
///
/// | Objects | Response |
/// |-|-|
/// | Ship & Asteroid | emits event [`ShipDestroy`](`crate::events::ShipDestroy`) |
/// | Asteroid & Bullet | emits event [`AsteroidDestroy`](`crate::events::AsteroidDestroy`) |
/// | Asteroid & Asteroid | Nothing. Asteroids won't collide with each other |
/// | 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>,
player: Single<Entity, With<Ship>>,
bullets: Query<&Bullet>,
rocks: Query<&Asteroid>,
) {
for event in collisions.read() {
if let CollisionEvent::Started(one, two, _flags) = event {
// Valid collisions are:
//
// - Ship & Asteroid
// - Bullet & Asteroid
//
// Asteroids don't collide with each other, bullets don't collide
// with each other, and bullets don't collide with the player ship.
// Option 1: Ship & Asteroid
if *one == *player {
if rocks.contains(*two) {
// player-asteroid collision
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
} // else, we don't care
} else if *two == *player {
if rocks.contains(*one) {
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
}
}
// Option 2: Bullet & Asteroid
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));
}
} 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));
}
}
}
}
}

121
src/resources.rs Normal file
View File

@@ -0,0 +1,121 @@
//! All the resources for the game
use bevy::{
asset::{Assets, Handle},
ecs::{
resource::Resource,
world::{FromWorld, World},
},
math::{
Vec2,
primitives::{Circle, Triangle2d},
},
prelude::{Deref, Reflect, ReflectResource},
render::mesh::Mesh,
sprite::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,
};
#[derive(Resource, Debug, Deref, Clone, Copy)]
pub struct Score(pub i32);
impl From<Score> for String {
fn from(value: Score) -> Self {
value.to_string()
}
}
#[derive(InspectorOptions, Reflect, Resource, Debug, Deref, Clone, Copy)]
#[reflect(Resource, InspectorOptions)]
pub struct Lives(pub i32);
impl From<Lives> for String {
fn from(value: Lives) -> Self {
value.to_string()
}
}
#[derive(Resource)]
pub struct WorldSize {
pub width: f32,
pub height: f32,
}
#[derive(Resource)]
pub struct GameAssets {
meshes: [Handle<Mesh>; 5],
materials: [Handle<ColorMaterial>; 7],
}
impl GameAssets {
pub fn ship(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[0].clone(), self.materials[0].clone())
}
// The thruster mesh is actually just the ship mesh
pub fn thruster_mesh(&self) -> Handle<Mesh> {
self.meshes[0].clone()
}
// TODO: Look into parameterizing the material
// A shader uniform should be able to do this, but I don't know how to
// load those in Bevy.
pub fn thruster_mat_inactive(&self) -> Handle<ColorMaterial> {
self.materials[1].clone()
}
pub fn thruster_mat_active(&self) -> Handle<ColorMaterial> {
self.materials[2].clone()
}
pub fn asteroid_small(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[1].clone(), self.materials[1].clone())
}
pub fn asteroid_medium(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[2].clone(), self.materials[2].clone())
}
pub fn asteroid_large(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[3].clone(), self.materials[3].clone())
}
pub fn bullet(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
(self.meshes[4].clone(), self.materials[6].clone())
}
}
impl FromWorld for GameAssets {
fn from_world(world: &mut World) -> Self {
let mut world_meshes = world.resource_mut::<Assets<Mesh>>();
let meshes = [
world_meshes.add(Triangle2d::new(
Vec2::new(0.5, 0.0),
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)),
];
let mut world_materials = world.resource_mut::<Assets<ColorMaterial>>();
let materials = [
world_materials.add(PLAYER_SHIP_COLOR),
world_materials.add(SHIP_THRUSTER_COLOR_INACTIVE),
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(BULLET_COLOR),
];
GameAssets { meshes, materials }
}
}

View File

@@ -1,76 +0,0 @@
use crate::{
AngularVelocity, GameAssets, GameState, Lives,
events::{BulletDestroy, ShipDestroy},
objects::{Asteroid, Ship},
physics::{Velocity, Wrapping},
};
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
commands
.spawn((
Collider::ball(0.7),
Sensor,
ActiveEvents::COLLISION_EVENTS,
ActiveCollisionTypes::STATIC_STATIC,
Ship,
Wrapping,
Velocity(Vec2::ZERO),
AngularVelocity(0.0),
Mesh2d(game_assets.ship().0),
MeshMaterial2d(game_assets.ship().1),
Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
))
.with_child((
Mesh2d(game_assets.thruster_mesh()),
MeshMaterial2d(game_assets.thruster_mat_inactive()),
Transform::default()
.with_scale(Vec3::splat(0.5))
.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
));
}
/// Watch for [`BulletDestroy`] events and despawn
/// the associated bullet.
pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<BulletDestroy>) {
for event in events.read() {
commands.entity(event.0).despawn();
}
}
/// Watch for [`ShipDestroy`] events and update game state accordingly.
///
/// - Subtract a life
/// - Check life count. If 0, go to game-over state
/// - Clear all asteroids
/// - Respawn player
pub fn ship_impact_listener(
mut events: EventReader<ShipDestroy>,
mut commands: Commands,
mut lives: ResMut<Lives>,
rocks: Query<Entity, With<Asteroid>>,
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
mut next_state: ResMut<NextState<GameState>>,
) {
for _ in events.read() {
// STEP 1: Decrement lives (and maybe go to game over)
if lives.0 == 0 {
// If already at 0, game is over.
next_state.set(GameState::GameOver);
} else {
// Decrease life count.
lives.0 -= 1;
}
// STEP 2: Clear asteroids
for rock in rocks {
commands.entity(rock).despawn();
}
// STEP 3: Respawn player (teleport them to the origin)
player.0.translation = Vec3::ZERO;
player.1.0 = Vec2::ZERO;
}
}

View File

@@ -1,54 +0,0 @@
use crate::GameState;
use bevy::prelude::*;
pub struct GameMenuPlugin;
impl Plugin for GameMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
.add_systems(
Update,
handle_spacebar.run_if(in_state(GameState::TitleScreen)),
);
}
}
// 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 TitleUI;
fn spawn_menu(mut commands: Commands) {
commands
.spawn((
TitleUI,
Node {
flex_direction: FlexDirection::Column,
..Default::default()
},
))
.with_children(|cmds| {
cmds.spawn((
Text::new("Robert's Bad Asteroids Game"),
TextFont::from_font_size(50.0),
));
cmds.spawn((
Text::new("Press space to begin"),
TextFont::from_font_size(40.0),
));
});
}
fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
for entity in &to_despawn {
commands.entity(entity).despawn();
}
}
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
if input.just_pressed(KeyCode::Space) {
game_state.set(GameState::GetReady);
}
}

View File

@@ -1,10 +1,20 @@
use crate::GameState; use crate::{
GameState,
resources::{Lives, Score},
};
use bevy::{ use bevy::{
color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED}, color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED},
prelude::*, prelude::*,
}; };
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),
));
}
pub fn preparation_widget_plugin(app: &mut App) { pub fn preparation_widget_plugin(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_get_ready)
@@ -97,3 +107,54 @@ fn animate_get_ready_widget(
game_state.set(GameState::Playing); game_state.set(GameState::Playing);
} }
} }
pub struct GameMenuPlugin;
impl Plugin for GameMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
.add_systems(
Update,
handle_spacebar.run_if(in_state(GameState::TitleScreen)),
);
}
}
// 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 TitleUI;
fn spawn_menu(mut commands: Commands) {
commands
.spawn((
TitleUI,
Node {
flex_direction: FlexDirection::Column,
..Default::default()
},
))
.with_children(|cmds| {
cmds.spawn((
Text::new("Robert's Bad Asteroids Game"),
TextFont::from_font_size(50.0),
));
cmds.spawn((
Text::new("Press space to begin"),
TextFont::from_font_size(40.0),
));
});
}
fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
for entity in &to_despawn {
commands.entity(entity).despawn();
}
}
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
if input.just_pressed(KeyCode::Space) {
game_state.set(GameState::GetReady);
}
}