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v0.1.0
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@@ -1,7 +1,10 @@
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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 = "0.1.0"
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version = "0.2.0"
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edition = "2021"
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edition = "2024"
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[dependencies]
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[dependencies]
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bevy = "0.14.2"
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bevy = { version = "0.16", features = ["dynamic_linking"] }
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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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rand = "0.9.2"
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129
src/asteroids.rs
Normal file
129
src/asteroids.rs
Normal file
@@ -0,0 +1,129 @@
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//! This is the module containing all the rock-related things.
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//! Not... not the whole game.
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use bevy_rapier2d::prelude::*;
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use rand::{Rng, SeedableRng};
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{GameAssets, WorldSize, physics::Velocity};
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#[derive(Component, Deref, DerefMut)]
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pub struct Asteroid(AsteroidSize);
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pub enum AsteroidSize {
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Small,
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Medium,
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Large,
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}
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#[derive(Resource)]
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pub struct AsteroidSpawner {
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rng: std::sync::Mutex<rand::rngs::StdRng>,
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timer: Timer,
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// TODO: Configurables?
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// - interval
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// - density
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// - size distribution
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}
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impl AsteroidSpawner {
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pub fn new() -> Self {
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Self {
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rng: std::sync::Mutex::new(rand::rngs::StdRng::from_seed(crate::config::RNG_SEED)),
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timer: Timer::new(Duration::from_secs(3), TimerMode::Repeating),
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}
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}
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}
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#[derive(Event)]
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pub struct SpawnAsteroid {
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pos: Vec2,
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vel: Vec2,
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size: AsteroidSize,
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}
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/// Update the asteroid spawn timer and spawn any asteroids
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/// that are due this frame.
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pub fn tick_asteroid_manager(
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mut events: EventWriter<SpawnAsteroid>,
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mut spawner: ResMut<AsteroidSpawner>,
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time: Res<Time>,
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play_area: Res<WorldSize>,
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) {
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spawner.timer.tick(time.delta());
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if spawner.timer.just_finished() {
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let mut rng = spawner
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.rng
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.lock()
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.expect("Expected to acquire lock on the AsteroidSpawner's RNG field.");
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// Use polar coordinate to decide where the asteroid will spawn
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// Theta will be random between 0 to 2pi
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let spawn_angle = rng.random_range(0.0..(std::f32::consts::PI * 2.0));
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// Rho will be the radius of a circle bordering the viewport, multiplied by 1.2
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// TODO: Use view diagonal to get a minimally sized circle around the play area
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let spawn_distance = play_area.width.max(play_area.height) / 2.0;
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// Convert polar to Cartesian, use as position
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let pos = Vec2::new(
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spawn_distance * spawn_angle.cos(),
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spawn_distance * spawn_angle.sin(),
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);
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// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
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// pos.x == -100, then vel.x = + <random>
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// pos.x == 100, then vel.x = - <random>
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// etc,
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let mut vel = Vec2::new(rng.random_range(0.0..100.0), rng.random_range(0.0..100.0));
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if pos.x > 0.0 {
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vel.x *= -1.0;
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|
}
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if pos.y > 0.0 {
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vel.y *= -1.0;
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|
}
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|
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|
let size = match rng.random_range(0..=2) {
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0 => AsteroidSize::Small,
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1 => AsteroidSize::Medium,
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2 => AsteroidSize::Large,
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_ => unreachable!(),
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|
};
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events.write(SpawnAsteroid { pos, vel, size });
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}
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}
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/// Utility function to spawn a single asteroid of a given type
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/// TODO: convert to an event listener monitoring for "spawn asteroid" events
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/// from the `fn tick_asteroid_manager(...)` system.
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pub fn spawn_asteroid(
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mut events: EventReader<SpawnAsteroid>,
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mut commands: Commands,
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game_assets: Res<GameAssets>,
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) {
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for spawn in events.read() {
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let (mesh, material) = match spawn.size {
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AsteroidSize::Small => game_assets.asteroid_small(),
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AsteroidSize::Medium => game_assets.asteroid_medium(),
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AsteroidSize::Large => game_assets.asteroid_large(),
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|
};
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let collider_radius = match spawn.size {
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AsteroidSize::Small => 10.0,
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AsteroidSize::Medium => 20.0,
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AsteroidSize::Large => 40.0,
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};
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commands.spawn((
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Asteroid(AsteroidSize::Small),
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Collider::ball(collider_radius),
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Sensor,
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Transform::from_translation(spawn.pos.extend(0.0)),
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Velocity(spawn.vel),
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Mesh2d(mesh),
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MeshMaterial2d(material),
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));
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}
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}
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@@ -1,7 +1,5 @@
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/*
|
//! Global constants used all over the program. Rather than leaving them scattered
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Global constants used all over the program. Rather than leaving them scattered
|
//! where ever they happen to be needed, I'm concentrating them here.
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where ever they happen to be needed, I'm concentrating them here.
|
|
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*/
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use bevy::color::Color;
|
use bevy::color::Color;
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|
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@@ -11,6 +9,13 @@ 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);
|
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);
|
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_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
|
pub(crate) const SHIP_THRUSTER_COLOR_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
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|
pub(crate) const ASTEROID_SMALL_COLOR: Color = Color::srgb(1.0, 0., 0.);
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|
pub(crate) const BULLET_COLOR: Color = Color::srgb(0.0, 0.1, 0.9);
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|
// TODO: asteroid medium & large
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||||||
|
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pub(crate) const SHIP_THRUST: f32 = 1.0;
|
pub(crate) const SHIP_THRUST: f32 = 1.0;
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pub(crate) const SHIP_ROTATION: f32 = 0.1; // +/- rotation speed in... radians per frame
|
pub(crate) const SHIP_ROTATION: f32 = 4.0; // +/- rotation speed in... radians per frame
|
||||||
|
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|
pub(crate) const BULLET_SPEED: f32 = 150.0;
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|
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|
pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098";
|
||||||
|
|||||||
21
src/event.rs
Normal file
21
src/event.rs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
use bevy::prelude::*;
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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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|
#[derive(Event)]
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|
pub(crate) struct ShipDestroy;
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|
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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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|
#[derive(Event)]
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|
pub(crate) struct AsteroidDestroy(pub Entity);
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|
|
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|
// TODO: BulletDestroy
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|
// Which depends on the still-pending Bullet component creation.
|
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|
|
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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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|
/// TODO: Maybe use it for lifetime expiration (which is also a TODO item).
|
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|
#[derive(Event)]
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|
pub(crate) struct BulletDestroy(pub Entity);
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377
src/lib.rs
377
src/lib.rs
@@ -1,48 +1,161 @@
|
|||||||
|
mod asteroids;
|
||||||
pub mod config;
|
pub mod config;
|
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|
mod event;
|
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|
mod physics;
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|
mod preparation_widget;
|
||||||
|
mod ship;
|
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|
mod title_screen;
|
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|
|
||||||
use crate::config::{BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, WINDOW_SIZE};
|
use crate::asteroids::{Asteroid, AsteroidSpawner};
|
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|
use crate::config::{
|
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|
ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_SPEED, PLAYER_SHIP_COLOR,
|
||||||
|
SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE,
|
||||||
|
WINDOW_SIZE,
|
||||||
|
};
|
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|
use crate::physics::AngularVelocity;
|
||||||
|
use crate::ship::Ship;
|
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|
|
||||||
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
|
use bevy::prelude::*;
|
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use config::{SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE};
|
use bevy_inspector_egui::InspectorOptions;
|
||||||
|
use bevy_inspector_egui::prelude::ReflectInspectorOptions;
|
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|
use bevy_rapier2d::{
|
||||||
|
plugin::{NoUserData, RapierPhysicsPlugin},
|
||||||
|
prelude::*,
|
||||||
|
render::RapierDebugRenderPlugin,
|
||||||
|
};
|
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|
|
||||||
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_systems(Startup, (spawn_camera, spawn_player))
|
app.add_plugins((
|
||||||
.insert_resource(ClearColor(BACKGROUND_COLOR))
|
title_screen::GameMenuPlugin,
|
||||||
.insert_resource(WorldSize {
|
preparation_widget::preparation_widget_plugin,
|
||||||
width: WINDOW_SIZE.x,
|
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
|
||||||
height: WINDOW_SIZE.y,
|
RapierDebugRenderPlugin::default(),
|
||||||
})
|
))
|
||||||
.add_systems(
|
.insert_resource(ClearColor(BACKGROUND_COLOR))
|
||||||
FixedUpdate,
|
.insert_resource(WorldSize {
|
||||||
(input_ship_thruster, input_ship_rotation, wrap_entities),
|
width: WINDOW_SIZE.x,
|
||||||
|
height: WINDOW_SIZE.y,
|
||||||
|
})
|
||||||
|
.insert_resource(Lives(3))
|
||||||
|
.register_type::<Lives>()
|
||||||
|
.insert_resource(Score(0))
|
||||||
|
.insert_resource(AsteroidSpawner::new())
|
||||||
|
.init_resource::<GameAssets>()
|
||||||
|
.add_systems(Startup, spawn_camera)
|
||||||
|
.add_systems(OnEnter(GameState::Playing), (ship::spawn_player, spawn_ui))
|
||||||
|
.add_systems(
|
||||||
|
FixedUpdate,
|
||||||
|
(
|
||||||
|
input_ship_thruster,
|
||||||
|
input_ship_rotation,
|
||||||
|
input_ship_shoot,
|
||||||
|
physics::wrap_entities,
|
||||||
|
asteroids::tick_asteroid_manager,
|
||||||
|
asteroids::spawn_asteroid.after(asteroids::tick_asteroid_manager),
|
||||||
|
collision_listener,
|
||||||
|
// TODO: Remove debug printing
|
||||||
|
debug_collision_event_printer,
|
||||||
)
|
)
|
||||||
.add_systems(
|
.run_if(in_state(GameState::Playing)),
|
||||||
FixedPostUpdate,
|
)
|
||||||
(integrate_velocity, update_positions, apply_rotation_to_mesh),
|
.add_systems(
|
||||||
);
|
FixedPostUpdate,
|
||||||
|
(
|
||||||
|
physics::integrate_velocity,
|
||||||
|
physics::integrate_angular_velocity,
|
||||||
|
)
|
||||||
|
.run_if(in_state(GameState::Playing)),
|
||||||
|
)
|
||||||
|
.add_event::<asteroids::SpawnAsteroid>()
|
||||||
|
.add_event::<event::AsteroidDestroy>()
|
||||||
|
.add_event::<event::ShipDestroy>();
|
||||||
|
app.insert_state(GameState::Playing);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEvent>) {
|
||||||
struct Position(bevy::math::Vec2);
|
for event in collision_events.read() {
|
||||||
|
dbg!(event);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
/// The collision event routing system.
|
||||||
struct Velocity(bevy::math::Vec2);
|
///
|
||||||
|
/// 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<event::ShipDestroy>,
|
||||||
|
mut asteroid_writer: EventWriter<event::AsteroidDestroy>,
|
||||||
|
player: Single<Entity, With<Ship>>,
|
||||||
|
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.
|
||||||
|
|
||||||
#[derive(Component)]
|
// Option 1: Ship & Asteroid
|
||||||
struct Rotation(f32);
|
if *one == *player {
|
||||||
|
if rocks.contains(*two) {
|
||||||
|
// player-asteroid collision
|
||||||
|
dbg!("Writing ShipDestroy event");
|
||||||
|
ship_writer.write(event::ShipDestroy);
|
||||||
|
} // else, we don't care
|
||||||
|
} else if *two == *player {
|
||||||
|
if rocks.contains(*one) {
|
||||||
|
dbg!("Writing ShipDestroy event");
|
||||||
|
ship_writer.write(event::ShipDestroy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
// TODO: Bullet-asteroid collisions
|
||||||
struct Ship;
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Data component to store color properties attached to an entity
|
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
|
||||||
// This was easier (and imo better) than holding global consts with
|
pub enum GameState {
|
||||||
// UUID assets.
|
TitleScreen, // Program is started. Present title screen and await user start
|
||||||
#[derive(Component)]
|
GetReady, // Short timer to let the player get ready after pressing start
|
||||||
struct ThrusterColors(Handle<ColorMaterial>, Handle<ColorMaterial>);
|
Playing, // Player has started the game. Run the main loop
|
||||||
|
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(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)]
|
#[derive(Resource)]
|
||||||
struct WorldSize {
|
struct WorldSize {
|
||||||
@@ -50,51 +163,81 @@ struct WorldSize {
|
|||||||
height: f32,
|
height: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
fn spawn_camera(mut commands: Commands) {
|
#[derive(Resource)]
|
||||||
commands.spawn(Camera2dBundle::default());
|
struct GameAssets {
|
||||||
|
meshes: [Handle<Mesh>; 5],
|
||||||
|
materials: [Handle<ColorMaterial>; 7],
|
||||||
}
|
}
|
||||||
|
|
||||||
fn spawn_player(
|
impl GameAssets {
|
||||||
mut commands: Commands,
|
fn ship(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||||
mut meshes: ResMut<Assets<Mesh>>,
|
(self.meshes[0].clone(), self.materials[0].clone())
|
||||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
}
|
||||||
) {
|
|
||||||
let triangle = Triangle2d::new(
|
|
||||||
Vec2::new(0.5, 0.0),
|
|
||||||
Vec2::new(-0.5, 0.45),
|
|
||||||
Vec2::new(-0.5, -0.45),
|
|
||||||
);
|
|
||||||
let thruster_firing_id = materials.add(SHIP_THRUSTER_COLOR_ACTIVE);
|
|
||||||
let thruster_stopped_id = materials.add(SHIP_THRUSTER_COLOR_INACTIVE);
|
|
||||||
|
|
||||||
let ship_mesh = MaterialMesh2dBundle {
|
// The thruster mesh is actually just the ship mesh
|
||||||
mesh: meshes.add(triangle).into(),
|
fn thruster_mesh(&self) -> Handle<Mesh> {
|
||||||
material: materials.add(PLAYER_SHIP_COLOR),
|
self.meshes[0].clone()
|
||||||
transform: Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
|
}
|
||||||
..default()
|
|
||||||
};
|
|
||||||
|
|
||||||
let thruster_mesh = MaterialMesh2dBundle {
|
// TODO: Look into parameterizing the material
|
||||||
mesh: meshes.add(triangle).into(),
|
// A shader uniform should be able to do this, but I don't know how to
|
||||||
material: materials.add(PLAYER_SHIP_COLOR),
|
// load those in Bevy.
|
||||||
transform: Transform::default()
|
fn thruster_mat_inactive(&self) -> Handle<ColorMaterial> {
|
||||||
.with_scale(Vec3::splat(0.5))
|
self.materials[1].clone()
|
||||||
.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
|
}
|
||||||
..default()
|
|
||||||
};
|
|
||||||
|
|
||||||
let thruster = commands.spawn(thruster_mesh).id();
|
fn thruster_mat_active(&self) -> Handle<ColorMaterial> {
|
||||||
|
self.materials[2].clone()
|
||||||
|
}
|
||||||
|
|
||||||
let mut ship_id = commands.spawn((
|
fn asteroid_small(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||||
Ship,
|
(self.meshes[1].clone(), self.materials[1].clone())
|
||||||
Position(Vec2::default()),
|
}
|
||||||
Velocity(Vec2::ZERO),
|
|
||||||
Rotation(0.0),
|
|
||||||
ship_mesh,
|
|
||||||
ThrusterColors(thruster_firing_id, thruster_stopped_id),
|
|
||||||
));
|
|
||||||
|
|
||||||
ship_id.add_child(thruster);
|
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) {
|
||||||
|
commands.spawn(Camera2d);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -102,10 +245,14 @@ fn spawn_player(
|
|||||||
*/
|
*/
|
||||||
fn input_ship_thruster(
|
fn input_ship_thruster(
|
||||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||||
mut query: Query<(&mut Velocity, &Rotation, &mut Children, &ThrusterColors), With<Ship>>,
|
mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
|
game_assets: Res<GameAssets>,
|
||||||
) {
|
) {
|
||||||
let Ok((mut velocity, rotation, children, colors)) = query.get_single_mut() else {
|
// 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 {
|
||||||
let count = query.iter().count();
|
let count = query.iter().count();
|
||||||
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
||||||
};
|
};
|
||||||
@@ -115,10 +262,14 @@ fn input_ship_thruster(
|
|||||||
.expect("Couldn't find first child, which should be the thruster");
|
.expect("Couldn't find first child, which should be the thruster");
|
||||||
|
|
||||||
if keyboard_input.pressed(KeyCode::KeyW) {
|
if keyboard_input.pressed(KeyCode::KeyW) {
|
||||||
velocity.0 += Vec2::from_angle(rotation.0) * SHIP_THRUST;
|
velocity.0 += (transform.rotation * Vec3::X).xy() * SHIP_THRUST;
|
||||||
commands.entity(*thrusters).insert(colors.0.clone());
|
commands
|
||||||
|
.entity(*thrusters)
|
||||||
|
.insert(MeshMaterial2d(game_assets.thruster_mat_active()));
|
||||||
} else {
|
} else {
|
||||||
commands.entity(*thrusters).insert(colors.1.clone());
|
commands
|
||||||
|
.entity(*thrusters)
|
||||||
|
.insert(MeshMaterial2d(game_assets.thruster_mat_inactive()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -128,62 +279,54 @@ fn input_ship_thruster(
|
|||||||
*/
|
*/
|
||||||
fn input_ship_rotation(
|
fn input_ship_rotation(
|
||||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||||
mut query: Query<&mut Rotation, With<Ship>>,
|
mut query: Query<&mut AngularVelocity, With<Ship>>,
|
||||||
) {
|
) {
|
||||||
let Ok(mut rotation) = query.get_single_mut() else {
|
let Ok(mut angular_vel) = query.single_mut() else {
|
||||||
let count = query.iter().count();
|
let count = query.iter().count();
|
||||||
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
||||||
};
|
};
|
||||||
|
|
||||||
if keyboard_input.pressed(KeyCode::KeyA) {
|
if keyboard_input.pressed(KeyCode::KeyA) {
|
||||||
rotation.0 += SHIP_ROTATION;
|
angular_vel.0 = SHIP_ROTATION;
|
||||||
} else if keyboard_input.pressed(KeyCode::KeyD) {
|
} else if keyboard_input.pressed(KeyCode::KeyD) {
|
||||||
rotation.0 -= SHIP_ROTATION;
|
angular_vel.0 = -SHIP_ROTATION;
|
||||||
|
} else {
|
||||||
|
angular_vel.0 = 0.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
fn input_ship_shoot(
|
||||||
Add velocity to position
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||||
*/
|
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
|
||||||
fn integrate_velocity(mut query: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
|
game_assets: Res<GameAssets>,
|
||||||
for (mut position, velocity) in &mut query {
|
mut commands: Commands,
|
||||||
position.0 += velocity.0 * time.delta_seconds();
|
) {
|
||||||
|
let (ship_pos, ship_vel) = *ship;
|
||||||
|
|
||||||
|
// Derive bullet velocity, add to the ship's velocity
|
||||||
|
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
|
||||||
|
let bullet_vel = bullet_vel + ship_vel.0;
|
||||||
|
|
||||||
|
// TODO: create a timer for the gun fire rate.
|
||||||
|
// For now, spawn one for each press of the spacebar.
|
||||||
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
||||||
|
commands.spawn((
|
||||||
|
ship::Bullet,
|
||||||
|
Collider::ball(0.2),
|
||||||
|
Sensor,
|
||||||
|
ActiveEvents::COLLISION_EVENTS,
|
||||||
|
ActiveCollisionTypes::STATIC_STATIC,
|
||||||
|
physics::Velocity(bullet_vel),
|
||||||
|
Mesh2d(game_assets.bullet().0),
|
||||||
|
MeshMaterial2d(game_assets.bullet().1),
|
||||||
|
ship_pos.clone(), // clone ship transform
|
||||||
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update_positions(mut query: Query<(&mut Transform, &Position)>) {
|
fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
||||||
for (mut transform, position) in &mut query {
|
commands.spawn((
|
||||||
transform.translation.x = position.0.x;
|
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
||||||
transform.translation.y = position.0.y;
|
TextFont::from_font_size(25.0),
|
||||||
}
|
));
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
Assigns the rotation to the transform by copying it from the Rotation component.
|
|
||||||
*/
|
|
||||||
fn apply_rotation_to_mesh(mut query: Query<(&mut Transform, &Rotation)>) {
|
|
||||||
for (mut transform, rotation) in &mut query {
|
|
||||||
transform.rotation = Quat::from_rotation_z(rotation.0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn wrap_entities(mut query: Query<&mut Position>, world_size: Res<WorldSize>) {
|
|
||||||
let right = world_size.width / 2.0;
|
|
||||||
let left = -right;
|
|
||||||
let top = world_size.height / 2.0;
|
|
||||||
let bottom = -top;
|
|
||||||
|
|
||||||
for mut pos in query.iter_mut() {
|
|
||||||
if pos.0.x > right {
|
|
||||||
pos.0.x = left;
|
|
||||||
} else if pos.0.x < left {
|
|
||||||
pos.0.x = right;
|
|
||||||
}
|
|
||||||
|
|
||||||
if pos.0.y > top {
|
|
||||||
pos.0.y = bottom;
|
|
||||||
} else if pos.0.y < bottom {
|
|
||||||
pos.0.y = top;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
use bevy::{prelude::*, window::WindowResolution};
|
use bevy::{prelude::*, window::WindowResolution};
|
||||||
|
|
||||||
use asteroids::{config::WINDOW_SIZE, AsteroidPlugin};
|
use asteroids::{AsteroidPlugin, config::WINDOW_SIZE};
|
||||||
|
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
@@ -12,5 +13,7 @@ fn main() {
|
|||||||
..default()
|
..default()
|
||||||
}))
|
}))
|
||||||
.add_plugins(AsteroidPlugin)
|
.add_plugins(AsteroidPlugin)
|
||||||
|
.add_plugins(EguiPlugin::default())
|
||||||
|
.add_plugins(WorldInspectorPlugin::new())
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|||||||
59
src/physics.rs
Normal file
59
src/physics.rs
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
//! Custom physics items
|
||||||
|
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
|
||||||
|
|
||||||
|
use crate::WorldSize;
|
||||||
|
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
#[derive(Clone, Component)]
|
||||||
|
pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub(crate) struct AngularVelocity(pub(crate) f32);
|
||||||
|
|
||||||
|
/// Marker for any entity that should wrap on screen edges
|
||||||
|
#[derive(Component)]
|
||||||
|
pub(crate) struct Wrapping;
|
||||||
|
|
||||||
|
/// Integrate linear velocity and update the entity's transform.
|
||||||
|
pub(crate) fn integrate_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
|
||||||
|
for (mut transform, velocity) in &mut query {
|
||||||
|
let delta = velocity.0 * time.delta_secs();
|
||||||
|
transform.translation += delta.extend(0.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Integrate angular velocity and update the entity's transform.
|
||||||
|
pub(crate) fn integrate_angular_velocity(
|
||||||
|
mut objects: Query<(&mut Transform, &AngularVelocity)>,
|
||||||
|
time: Res<Time>,
|
||||||
|
) {
|
||||||
|
for (mut transform, ang_vel) in &mut objects {
|
||||||
|
let delta = ang_vel.0 * time.delta_secs();
|
||||||
|
transform.rotate_z(delta);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(crate) fn wrap_entities(
|
||||||
|
mut query: Query<&mut Transform, With<Wrapping>>,
|
||||||
|
world_size: Res<WorldSize>,
|
||||||
|
) {
|
||||||
|
let right = world_size.width / 2.0;
|
||||||
|
let left = -right;
|
||||||
|
let top = world_size.height / 2.0;
|
||||||
|
let bottom = -top;
|
||||||
|
|
||||||
|
for mut pos in query.iter_mut() {
|
||||||
|
if pos.translation.x > right {
|
||||||
|
pos.translation.x = left;
|
||||||
|
} else if pos.translation.x < left {
|
||||||
|
pos.translation.x = right;
|
||||||
|
}
|
||||||
|
|
||||||
|
if pos.translation.y > top {
|
||||||
|
pos.translation.y = bottom;
|
||||||
|
} else if pos.translation.y < bottom {
|
||||||
|
pos.translation.y = top;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
99
src/preparation_widget.rs
Normal file
99
src/preparation_widget.rs
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
use crate::GameState;
|
||||||
|
|
||||||
|
use bevy::{
|
||||||
|
color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED},
|
||||||
|
prelude::*,
|
||||||
|
};
|
||||||
|
|
||||||
|
pub fn preparation_widget_plugin(app: &mut App) {
|
||||||
|
app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
|
||||||
|
.add_systems(OnExit(GameState::GetReady), despawn_get_ready)
|
||||||
|
.add_systems(
|
||||||
|
Update,
|
||||||
|
(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
|
||||||
|
)
|
||||||
|
.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Marker component for things on the get-ready indicator
|
||||||
|
#[derive(Component)]
|
||||||
|
struct OnReadySetGo;
|
||||||
|
|
||||||
|
/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
|
||||||
|
#[derive(Deref, DerefMut, Resource)]
|
||||||
|
struct ReadySetGoTimer(Timer);
|
||||||
|
|
||||||
|
/// Marker for the counter text segment
|
||||||
|
#[derive(Component)]
|
||||||
|
struct CountdownText;
|
||||||
|
|
||||||
|
/// Marker for the counter bar segment
|
||||||
|
#[derive(Component)]
|
||||||
|
struct CountdownBar;
|
||||||
|
|
||||||
|
fn spawn_get_ready(mut commands: Commands) {
|
||||||
|
commands.spawn((
|
||||||
|
OnReadySetGo, // marker, so this can be de-spawned properly
|
||||||
|
Node {
|
||||||
|
align_self: AlignSelf::Center,
|
||||||
|
justify_self: JustifySelf::Center,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
width: Val::Percent(30.),
|
||||||
|
height: Val::Percent(30.),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(LIGHT_BLUE.into()),
|
||||||
|
children![
|
||||||
|
(Text::new("Get Ready!"), TextColor(BLACK.into())),
|
||||||
|
(
|
||||||
|
CountdownBar,
|
||||||
|
Node {
|
||||||
|
width: Val::Percent(90.0),
|
||||||
|
height: Val::Percent(10.),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(GREEN.into()),
|
||||||
|
),
|
||||||
|
(
|
||||||
|
CountdownText,
|
||||||
|
Text::new("<uninit timer>"),
|
||||||
|
TextColor(RED.into()),
|
||||||
|
)
|
||||||
|
],
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Replace this with a generic somewhere else in the crate
|
||||||
|
// want: `despawn_screen::<OnReadySetGo>>()`
|
||||||
|
fn despawn_get_ready(mut commands: Commands, to_despawn: Query<Entity, With<OnReadySetGo>>) {
|
||||||
|
for entity in to_despawn {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn animate_get_ready_widget(
|
||||||
|
mut text_segment: Single<&mut Text, With<CountdownText>>,
|
||||||
|
mut bar_segment: Single<&mut Node, With<CountdownBar>>,
|
||||||
|
time: Res<Time>,
|
||||||
|
mut timer: ResMut<ReadySetGoTimer>,
|
||||||
|
mut game_state: ResMut<NextState<GameState>>,
|
||||||
|
) {
|
||||||
|
// Advance the timer, read the remaining time and write it onto the label.
|
||||||
|
timer.tick(time.delta());
|
||||||
|
|
||||||
|
// Add one to the visual value so the countdown starts at 3 and stops at 1.
|
||||||
|
// Otherwise it starts at 2 and disappears after showing 0.
|
||||||
|
// That feels wrong even though it's functionally identical.
|
||||||
|
let tval = timer.0.remaining().as_secs() + 1;
|
||||||
|
**text_segment = format!("{tval}").into();
|
||||||
|
|
||||||
|
// Shrink the progress bar Node
|
||||||
|
bar_segment.width = Val::Percent(100.0 * (1.0 - timer.fraction()));
|
||||||
|
|
||||||
|
// If the timer has expired, change state to playing.
|
||||||
|
if timer.finished() {
|
||||||
|
game_state.set(GameState::Playing);
|
||||||
|
}
|
||||||
|
}
|
||||||
37
src/ship.rs
Normal file
37
src/ship.rs
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
use crate::{
|
||||||
|
AngularVelocity, GameAssets,
|
||||||
|
physics::{Velocity, Wrapping},
|
||||||
|
};
|
||||||
|
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy_rapier2d::prelude::*;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Ship;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Bullet;
|
||||||
|
|
||||||
|
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)),
|
||||||
|
));
|
||||||
|
}
|
||||||
54
src/title_screen.rs
Normal file
54
src/title_screen.rs
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user