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20 Commits
v0.2.0
...
7c385b1557
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4
.cargo/config.toml
Normal file
4
.cargo/config.toml
Normal file
@@ -0,0 +1,4 @@
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|||||||
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||||||
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[target.wasm32-unknown-unknown]
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runner = "wasm-server-runner"
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rustflags = ["--cfg", "getrandom_backend=\"wasm_js\""]
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30
Cargo.toml
30
Cargo.toml
@@ -1,10 +1,34 @@
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[package]
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[package]
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name = "asteroids"
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name = "asteroids"
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version = "0.2.0"
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version = "0.3.0"
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edition = "2024"
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edition = "2024"
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[dependencies]
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[dependencies]
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bevy = { version = "0.16", features = ["dynamic_linking"] }
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bevy = "0.16"
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bevy-inspector-egui = "0.32.0"
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bevy-inspector-egui = "0.32.0"
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bevy_rapier2d = { version = "0.31.0", features = ["debug-render-2d"] }
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bevy_rapier2d = "0.31.0"
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rand = "0.9.2"
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rand = "0.9.2"
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[features]
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default = ["dynamic_linking"]
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dynamic_linking = ["bevy/dynamic_linking"]
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debug_ui = ["bevy_rapier2d/debug-render-2d"]
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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getrandom = { version = "0.3.3", features = ["wasm_js"] }
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[profile.speedy]
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inherits = "release"
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codegen-units = 1
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lto = "fat"
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opt-level = 3
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strip = "symbols"
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panic = "abort"
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[profile.tiny]
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inherits = "release"
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codegen-units = 1
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lto = "fat"
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opt-level = "z"
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strip = "symbols"
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panic = "abort"
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@@ -13,6 +13,7 @@ pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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pub(crate) const SHIP_THRUSTER_COLOR_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
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pub(crate) const SHIP_THRUSTER_COLOR_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
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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.);
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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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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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// TODO: asteroid medium & large
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@@ -24,5 +25,6 @@ pub(crate) const BULLET_SPEED: f32 = 150.0;
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pub(crate) const BULLET_LIFETIME: f32 = 2.0;
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pub(crate) const BULLET_LIFETIME: f32 = 2.0;
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pub(crate) const ASTEROID_LIFETIME: f32 = 40.0;
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pub(crate) const ASTEROID_LIFETIME: f32 = 40.0;
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pub(crate) const DEBRIS_LIFETIME: f32 = 3.0; // lifetime, in seconds
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pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098";
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pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098";
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43
src/lib.rs
43
src/lib.rs
@@ -16,14 +16,13 @@ use crate::config::{
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SHIP_THRUSTER_COLOR_INACTIVE,
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SHIP_THRUSTER_COLOR_INACTIVE,
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};
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};
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use crate::machinery::AsteroidSpawner;
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use crate::machinery::AsteroidSpawner;
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use crate::objects::{Bullet, Ship};
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use crate::objects::{Bullet, Ship, Weapon};
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use crate::physics::AngularVelocity;
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use crate::physics::AngularVelocity;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_rapier2d::{
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use bevy_rapier2d::{
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plugin::{NoUserData, RapierPhysicsPlugin},
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plugin::{NoUserData, RapierPhysicsPlugin},
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prelude::*,
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prelude::*,
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render::RapierDebugRenderPlugin,
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};
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};
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use machinery::Lifetime;
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use machinery::Lifetime;
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use resources::{GameAssets, Lives, Score, WorldSize};
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use resources::{GameAssets, Lives, Score, WorldSize};
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@@ -37,21 +36,20 @@ impl Plugin for AsteroidPlugin {
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widgets::PluginGameMenu,
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widgets::PluginGameMenu,
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widgets::PluginGameOver,
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widgets::PluginGameOver,
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widgets::PluginGetReady,
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widgets::PluginGetReady,
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widgets::PluginGameHud,
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierDebugRenderPlugin::default(),
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))
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))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(WorldSize::default())
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.insert_resource(WorldSize::default())
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.insert_resource(Lives(3))
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.insert_resource(Lives(3))
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.register_type::<Lives>()
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.register_type::<Lives>()
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.insert_resource(Score(0))
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.insert_resource(Score(0))
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.register_type::<Score>()
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.insert_resource(AsteroidSpawner::new())
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.insert_resource(AsteroidSpawner::new())
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.init_resource::<GameAssets>()
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.init_resource::<GameAssets>()
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.add_systems(Startup, spawn_camera)
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.add_systems(Startup, spawn_camera)
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.add_systems(
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.add_systems(OnEnter(GameState::Playing), objects::spawn_player)
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OnEnter(GameState::Playing),
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.add_systems(OnExit(GameState::Playing), despawn::<Ship>)
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(objects::spawn_player, widgets::spawn_ui),
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)
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.add_systems(
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.add_systems(
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FixedUpdate,
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FixedUpdate,
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(
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(
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@@ -60,6 +58,7 @@ impl Plugin for AsteroidPlugin {
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input_ship_shoot,
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input_ship_shoot,
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physics::wrap_entities,
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physics::wrap_entities,
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machinery::tick_asteroid_manager,
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machinery::tick_asteroid_manager,
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machinery::operate_sparklers,
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objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
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objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
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objects::split_asteroids,
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objects::split_asteroids,
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objects::bullet_impact_listener,
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objects::bullet_impact_listener,
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@@ -85,6 +84,14 @@ impl Plugin for AsteroidPlugin {
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}
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}
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}
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}
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/// Despawns entities matching the generic argument. Intended to remove UI
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/// elements.
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pub(crate) fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
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for entity in to_despawn {
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commands.entity(entity).despawn();
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}
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}
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/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
|
/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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pub enum GameState {
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pub enum GameState {
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@@ -161,19 +168,25 @@ fn input_ship_rotation(
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/// tick those timers. Maybe this system?
|
/// tick those timers. Maybe this system?
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fn input_ship_shoot(
|
fn input_ship_shoot(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
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ship: Single<(&Transform, &physics::Velocity, &mut Weapon), With<Ship>>,
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game_assets: Res<GameAssets>,
|
game_assets: Res<GameAssets>,
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mut commands: Commands,
|
mut commands: Commands,
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time: Res<Time>,
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||||||
) {
|
) {
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let (ship_pos, ship_vel) = *ship;
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let (ship_pos, ship_vel, mut weapon) = ship.into_inner();
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|
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// Derive bullet velocity, add to the ship's velocity
|
// Tick the timer so the cooldown eventually finishes. Once it does, the
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let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
|
// value will clamp at 0. The weapon is now ready.
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let bullet_vel = bullet_vel + ship_vel.0;
|
weapon.tick(time.delta());
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|
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// If the weapon is ready and the player presses the trigger,
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||||||
|
// spawn a bullet & reset the timer.
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|
if weapon.finished() && keyboard_input.pressed(KeyCode::Space) {
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|
weapon.reset();
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// Derive bullet velocity, add to the ship's velocity
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|
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
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|
let bullet_vel = bullet_vel + ship_vel.0;
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|
|
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// TODO: create a timer for the gun fire rate.
|
|
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// For now, spawn one for each press of the spacebar.
|
|
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if keyboard_input.just_pressed(KeyCode::Space) {
|
|
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commands.spawn((
|
commands.spawn((
|
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Bullet,
|
Bullet,
|
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Collider::ball(0.2),
|
Collider::ball(0.2),
|
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|
|||||||
@@ -103,3 +103,35 @@ pub fn tick_lifetimes(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
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|
|
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|
/// Entities marked with this will flash. Used to make the debris field sparkle.
|
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|
#[derive(Component, Deref, DerefMut)]
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pub struct Sparkler(Timer);
|
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|
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|
impl Sparkler {
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|
pub fn at_interval(period: f32) -> Self {
|
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|
Self(Timer::from_seconds(period, TimerMode::Repeating))
|
||||||
|
}
|
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|
}
|
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|
|
||||||
|
/// Advances the timer in a sparkler, swapping between visible and invisible
|
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|
/// each time the timer expires.
|
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|
pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, time: Res<Time>) {
|
||||||
|
for (mut vis, mut timer) in sparklers {
|
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|
if timer.tick(time.delta()).just_finished() {
|
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|
// Cycle between visible and in-visible modes (and print warning for "Inherited")
|
||||||
|
*vis = match *vis {
|
||||||
|
Visibility::Inherited => {
|
||||||
|
// I don't know when entities have this mode, so I'm going
|
||||||
|
// print a warning for a while.
|
||||||
|
eprintln!(
|
||||||
|
"->> WARN: `machinery::operate_sparklers` found an entity with Visibility::Inherited"
|
||||||
|
);
|
||||||
|
Visibility::Inherited
|
||||||
|
}
|
||||||
|
Visibility::Hidden => Visibility::Visible,
|
||||||
|
Visibility::Visible => Visibility::Hidden,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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|
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@@ -4,6 +4,7 @@
|
|||||||
|
|
||||||
use bevy::{
|
use bevy::{
|
||||||
ecs::{
|
ecs::{
|
||||||
|
bundle::Bundle,
|
||||||
component::Component,
|
component::Component,
|
||||||
entity::Entity,
|
entity::Entity,
|
||||||
event::{EventReader, EventWriter},
|
event::{EventReader, EventWriter},
|
||||||
@@ -12,7 +13,7 @@ use bevy::{
|
|||||||
},
|
},
|
||||||
math::{Vec2, Vec3, Vec3Swizzles},
|
math::{Vec2, Vec3, Vec3Swizzles},
|
||||||
prelude::{Deref, DerefMut},
|
prelude::{Deref, DerefMut},
|
||||||
render::mesh::Mesh2d,
|
render::{mesh::Mesh2d, view::Visibility},
|
||||||
sprite::MeshMaterial2d,
|
sprite::MeshMaterial2d,
|
||||||
state::state::NextState,
|
state::state::NextState,
|
||||||
time::{Timer, TimerMode},
|
time::{Timer, TimerMode},
|
||||||
@@ -22,9 +23,9 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
|
|||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
AngularVelocity, GameAssets, GameState, Lives,
|
AngularVelocity, GameAssets, GameState, Lives,
|
||||||
config::ASTEROID_LIFETIME,
|
config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE},
|
||||||
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
||||||
machinery::Lifetime,
|
machinery::{Lifetime, Sparkler},
|
||||||
physics::{Velocity, Wrapping},
|
physics::{Velocity, Wrapping},
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -55,10 +56,18 @@ impl AsteroidSize {
|
|||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Ship;
|
pub struct Ship;
|
||||||
|
|
||||||
|
/// The ship's gun (is just a timer)
|
||||||
|
#[derive(Component, Deref, DerefMut)]
|
||||||
|
pub struct Weapon(Timer);
|
||||||
|
|
||||||
/// Marker component for bullets.
|
/// Marker component for bullets.
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Bullet;
|
pub struct Bullet;
|
||||||
|
|
||||||
|
/// Debris left behind after the ship is destroyed.
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Debris;
|
||||||
|
|
||||||
/// Responds to [`SpawnAsteroid`] events, spawning as specified
|
/// Responds to [`SpawnAsteroid`] events, spawning as specified
|
||||||
pub fn spawn_asteroid(
|
pub fn spawn_asteroid(
|
||||||
mut events: EventReader<SpawnAsteroid>,
|
mut events: EventReader<SpawnAsteroid>,
|
||||||
@@ -144,6 +153,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
|||||||
ActiveEvents::COLLISION_EVENTS,
|
ActiveEvents::COLLISION_EVENTS,
|
||||||
ActiveCollisionTypes::STATIC_STATIC,
|
ActiveCollisionTypes::STATIC_STATIC,
|
||||||
Ship,
|
Ship,
|
||||||
|
Weapon(Timer::from_seconds(1.0 / SHIP_FIRE_RATE, TimerMode::Once)),
|
||||||
Wrapping,
|
Wrapping,
|
||||||
Velocity(Vec2::ZERO),
|
Velocity(Vec2::ZERO),
|
||||||
AngularVelocity(0.0),
|
AngularVelocity(0.0),
|
||||||
@@ -184,23 +194,42 @@ pub fn ship_impact_listener(
|
|||||||
rocks: Query<Entity, With<Asteroid>>,
|
rocks: Query<Entity, With<Asteroid>>,
|
||||||
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
|
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
|
||||||
mut next_state: ResMut<NextState<GameState>>,
|
mut next_state: ResMut<NextState<GameState>>,
|
||||||
|
game_assets: Res<GameAssets>,
|
||||||
) {
|
) {
|
||||||
for _ in events.read() {
|
for _ in events.read() {
|
||||||
// STEP 1: Decrement lives (and maybe go to game over)
|
// STEP 1: Clear asteroids
|
||||||
|
for rock in rocks {
|
||||||
|
commands.entity(rock).despawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
// STEP 2: Decrement lives
|
||||||
if lives.0 == 0 {
|
if lives.0 == 0 {
|
||||||
// If already at 0, game is over.
|
// If the player has run out, return early with a state change.
|
||||||
next_state.set(GameState::GameOver);
|
next_state.set(GameState::GameOver);
|
||||||
|
return;
|
||||||
} else {
|
} else {
|
||||||
// Decrease life count.
|
// Decrease life count.
|
||||||
lives.0 -= 1;
|
lives.0 -= 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// STEP 2: Clear asteroids
|
// STEP 3: spawn the debris field where the player used to be.
|
||||||
for rock in rocks {
|
for i in 0..10 {
|
||||||
commands.entity(rock).despawn();
|
let angle_rads = (i as f32) / 10.0 * std::f32::consts::TAU;
|
||||||
|
let dir = Vec2::from_angle(angle_rads);
|
||||||
|
let vel = player.1.0 + dir * 100.0;
|
||||||
|
commands.spawn((
|
||||||
|
Debris,
|
||||||
|
Visibility::Visible, // make sure it's "visible" not "Inherited" so the cycle works right
|
||||||
|
Lifetime(Timer::from_seconds(DEBRIS_LIFETIME, TimerMode::Once)),
|
||||||
|
Sparkler::at_interval(0.15),
|
||||||
|
Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
|
||||||
|
MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
|
||||||
|
player.0.clone(), // clone the player transform
|
||||||
|
Velocity(vel),
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
// STEP 3: Respawn player (teleport them to the origin)
|
// STEP 4: Respawn player (teleport them to the origin)
|
||||||
player.0.translation = Vec3::ZERO;
|
player.0.translation = Vec3::ZERO;
|
||||||
player.1.0 = Vec2::ZERO;
|
player.1.0 = Vec2::ZERO;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,7 +22,8 @@ use crate::{
|
|||||||
SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
|
SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
|
||||||
};
|
};
|
||||||
|
|
||||||
#[derive(Resource, Debug, Deref, Clone, Copy)]
|
#[derive(InspectorOptions, Reflect, Resource, Debug, Deref, Clone, Copy)]
|
||||||
|
#[reflect(Resource, InspectorOptions)]
|
||||||
pub struct Score(pub i32);
|
pub struct Score(pub i32);
|
||||||
|
|
||||||
impl From<Score> for String {
|
impl From<Score> for String {
|
||||||
|
|||||||
@@ -1,6 +1,9 @@
|
|||||||
|
use std::ops::DerefMut;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState,
|
||||||
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
|
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
|
||||||
|
despawn,
|
||||||
resources::{Lives, Score},
|
resources::{Lives, Score},
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -38,6 +41,17 @@ impl Plugin for PluginGetReady {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Plugin for the in-game HUD
|
||||||
|
pub struct PluginGameHud;
|
||||||
|
|
||||||
|
impl Plugin for PluginGameHud {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
app.add_systems(OnEnter(GameState::Playing), spawn_ui)
|
||||||
|
.add_systems(OnExit(GameState::Playing), despawn::<MarkerHUD>)
|
||||||
|
.add_systems(Update, (operate_ui).run_if(in_state(GameState::Playing)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Plugin for the game-over screen
|
/// Plugin for the game-over screen
|
||||||
pub struct PluginGameOver;
|
pub struct PluginGameOver;
|
||||||
|
|
||||||
@@ -65,10 +79,18 @@ struct OnReadySetGo;
|
|||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct MarkerGameOver;
|
struct MarkerGameOver;
|
||||||
|
|
||||||
/// Action specifier for the game-over menu's buttons.
|
/// Marker for things on the HUD (the in-game UI elements)
|
||||||
|
#[derive(Component)]
|
||||||
|
struct MarkerHUD;
|
||||||
|
|
||||||
|
/// Action specifier for the buttons on the menus.
|
||||||
///
|
///
|
||||||
/// Attach this component to a button and [`PluginGameOver`] will use it to
|
/// Instead of holding function pointers for use as callbacks, I'm doing enum-
|
||||||
/// decide what to do when that button is pressed.
|
/// dispatch. Add a variant according to what action the button press should
|
||||||
|
/// trigger.
|
||||||
|
///
|
||||||
|
/// Only [`PluginGameMenu`] and [`PluginGameOver`] will use it to this
|
||||||
|
/// component. There is no always-on, global system.
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
enum ButtonMenuAction {
|
enum ButtonMenuAction {
|
||||||
ToMainMenu,
|
ToMainMenu,
|
||||||
@@ -88,14 +110,6 @@ struct CountdownText;
|
|||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct CountdownBar;
|
struct CountdownBar;
|
||||||
|
|
||||||
/// Despawns entities matching the generic argument. Intended to remove UI
|
|
||||||
/// elements.
|
|
||||||
fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
|
|
||||||
for entity in to_despawn {
|
|
||||||
commands.entity(entity).despawn();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Utility function for creating a standard button.
|
/// Utility function for creating a standard button.
|
||||||
fn button_bundle(text: &str) -> impl Bundle {
|
fn button_bundle(text: &str) -> impl Bundle {
|
||||||
(
|
(
|
||||||
@@ -152,7 +166,8 @@ fn spawn_menu(mut commands: Commands) {
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
fn spawn_get_ready(mut commands: Commands) {
|
fn spawn_get_ready(mut commands: Commands, mut timer: ResMut<ReadySetGoTimer>) {
|
||||||
|
timer.reset();
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
OnReadySetGo, // marker, so this can be de-spawned properly
|
OnReadySetGo, // marker, so this can be de-spawned properly
|
||||||
Node {
|
Node {
|
||||||
@@ -201,6 +216,11 @@ fn spawn_gameover_ui(mut commands: Commands) {
|
|||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
children![
|
children![
|
||||||
|
(
|
||||||
|
Text::new("Game Over"),
|
||||||
|
TextFont::from_font_size(35.0),
|
||||||
|
TextShadow::default(),
|
||||||
|
),
|
||||||
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
||||||
(button_bundle("Quit"), ButtonMenuAction::Quit),
|
(button_bundle("Quit"), ButtonMenuAction::Quit),
|
||||||
],
|
],
|
||||||
@@ -267,7 +287,7 @@ fn operate_buttons(
|
|||||||
game_state.set(GameState::TitleScreen);
|
game_state.set(GameState::TitleScreen);
|
||||||
}
|
}
|
||||||
ButtonMenuAction::StartGame => {
|
ButtonMenuAction::StartGame => {
|
||||||
game_state.set(GameState::Playing);
|
game_state.set(GameState::GetReady);
|
||||||
}
|
}
|
||||||
ButtonMenuAction::Quit => {
|
ButtonMenuAction::Quit => {
|
||||||
app_exit_events.write(AppExit::Success);
|
app_exit_events.write(AppExit::Success);
|
||||||
@@ -294,8 +314,50 @@ fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<Next
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
||||||
|
let score = score.0;
|
||||||
|
let lives = lives.0;
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
MarkerHUD,
|
||||||
TextFont::from_font_size(25.0),
|
Node {
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
align_items: AlignItems::Start,
|
||||||
|
justify_content: JustifyContent::SpaceBetween,
|
||||||
|
padding: UiRect::all(Val::Px(5.0)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
children![
|
||||||
|
(
|
||||||
|
Text::new(format!("Score: {score}")),
|
||||||
|
TextFont::from_font_size(25.0),
|
||||||
|
TextShadow::default(),
|
||||||
|
),
|
||||||
|
(
|
||||||
|
Text::new(format!("Lives: {lives}")),
|
||||||
|
TextFont::from_font_size(25.0),
|
||||||
|
TextShadow::default(),
|
||||||
|
)
|
||||||
|
],
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Updates the HUD with the current score & life count
|
||||||
|
///
|
||||||
|
/// TODO: some kind of event-based thing. Touching the text nodes every frame
|
||||||
|
/// seems expensive.
|
||||||
|
fn operate_ui(
|
||||||
|
mut query: Single<(&Node, &Children), With<MarkerHUD>>,
|
||||||
|
mut text_query: Query<&mut Text>,
|
||||||
|
lives: Res<Lives>,
|
||||||
|
score: Res<Score>,
|
||||||
|
) {
|
||||||
|
let (_node, children) = query.deref_mut();
|
||||||
|
let score = score.0;
|
||||||
|
let lives = lives.0;
|
||||||
|
// TODO: Something smarter than `unwrap()`
|
||||||
|
let mut score_text = text_query.get_mut(children[0]).unwrap();
|
||||||
|
**score_text = format!("Score: {score}");
|
||||||
|
|
||||||
|
let mut lives_text = text_query.get_mut(children[1]).unwrap();
|
||||||
|
**lives_text = format!("Lives: {lives}");
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user