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5 Commits
v0.5.0
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a48dfc1d65
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| a48dfc1d65 | |||
| 6e425e8eb9 | |||
| 7bd88c702f | |||
| cfe35c61ed | |||
| 13643f73fb |
1798
Cargo.lock
generated
1798
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -1,13 +1,13 @@
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[package]
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name = "asteroids"
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version = "0.5.0"
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version = "0.6.0-dev1"
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edition = "2024"
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license = "AGPL-3.0-only"
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[dependencies]
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bevy = "0.16"
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bevy-inspector-egui = "0.32"
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bevy_rapier2d = "0.31"
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bevy = "0.17"
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bevy-inspector-egui = "0.34"
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bevy_rapier2d = "0.32"
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rand = "0.9"
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[features]
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@@ -3,7 +3,7 @@
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use bevy::color::Color;
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pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
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pub const WINDOW_SIZE: (u32, u32) = (800, 600);
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pub const UI_BUTTON_NORMAL: Color = Color::srgb(0.15, 0.15, 0.15); // Button color when it's just hanging out
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pub const UI_BUTTON_HOVERED: Color = Color::srgb(0.25, 0.25, 0.25); // ... when it's hovered
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12
src/lib.rs
12
src/lib.rs
@@ -3,8 +3,8 @@
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//! Compile-time configurables can be found in the [`config`] module.
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pub mod config;
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mod events;
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mod machinery;
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mod messages;
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mod objects;
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mod physics;
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mod resources;
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@@ -77,10 +77,10 @@ impl Plugin for AsteroidPlugin {
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)
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.run_if(in_state(GameState::Playing)),
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)
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.add_event::<events::SpawnAsteroid>()
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.add_event::<events::AsteroidDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::BulletDestroy>();
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.add_message::<messages::SpawnAsteroid>()
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.add_message::<messages::AsteroidDestroy>()
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.add_message::<messages::ShipDestroy>()
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.add_message::<messages::BulletDestroy>();
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app.insert_state(GameState::TitleScreen);
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}
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}
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@@ -182,7 +182,7 @@ fn input_ship_shoot(
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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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if weapon.is_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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@@ -8,7 +8,12 @@ use std::time::Duration;
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use bevy::prelude::*;
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use crate::{WorldSize, events::{AsteroidDestroy, SpawnAsteroid}, objects::AsteroidSize, resources::Score};
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use crate::{
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WorldSize,
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messages::{AsteroidDestroy, SpawnAsteroid},
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objects::AsteroidSize,
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resources::Score,
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};
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/// Asteroid spawning parameters and state.
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///
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@@ -38,7 +43,7 @@ impl AsteroidSpawner {
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/// Update the asteroid spawn timer in the [`AsteroidSpawner`] resource, and
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/// spawns any asteroids 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 events: MessageWriter<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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@@ -140,7 +145,7 @@ pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, tim
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///
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/// Refreshing the HUD element is done by [crate::widgets::operate_ui] (a private function)
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pub fn update_scoreboard(
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mut destroy_events: EventReader<AsteroidDestroy>,
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mut destroy_events: MessageReader<AsteroidDestroy>,
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mut scoreboard: ResMut<Score>,
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) {
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for _event in destroy_events.read() {
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@@ -8,7 +8,7 @@ fn main() {
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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canvas: Some("#game-canvas".to_owned()),
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resolution: WindowResolution::new(WINDOW_SIZE.x, WINDOW_SIZE.y),
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resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
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..default()
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}),
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..default()
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@@ -6,15 +6,15 @@ use crate::objects::AsteroidSize;
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///
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/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
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/// system when the player collides with an asteroid. They are consumed by [`fn ship_impact_listener(...)`](`crate::objects::ship_impact_listener`).
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#[derive(Event)]
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#[derive(Message)]
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pub(crate) struct ShipDestroy;
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/// Signals that a particular asteroid has been destroyed.
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///
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/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
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/// system when bullets contact asteroids. It is consumed by [`fn split_asteroid(...)`](`crate::objects::spawn_asteroid`)
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/// system, which re-emits [spawn events](`SpawnAsteroid`).
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#[derive(Event)]
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/// system, which re-emits [spawn messages](`SpawnAsteroid`).
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#[derive(Message)]
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pub(crate) struct AsteroidDestroy(pub Entity);
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/// Signals that an asteroid needs to be spawned and provides the parameters
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@@ -22,7 +22,7 @@ pub(crate) struct AsteroidDestroy(pub Entity);
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///
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/// Produced by the [`tick_asteroid_manager(...)`](`crate::machinery::tick_asteroid_manager`)
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/// system and consumed by the [`spawn_asteroid(...)`](`crate::objects::spawn_asteroid`) system.
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#[derive(Event)]
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#[derive(Message)]
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pub struct SpawnAsteroid {
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pub pos: Vec2,
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pub vel: Vec2,
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@@ -32,5 +32,5 @@ pub struct SpawnAsteroid {
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/// Signals that a particular bullet has been destroyed (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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#[derive(Message)]
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pub(crate) struct BulletDestroy(pub Entity);
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@@ -3,17 +3,18 @@
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//! Asteroids, the player's ship, and such.
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use bevy::{
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camera::visibility::Visibility,
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ecs::{
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component::Component,
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entity::Entity,
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event::{EventReader, EventWriter},
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message::{MessageReader, MessageWriter},
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query::With,
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system::{Commands, Query, Res, ResMut, Single},
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},
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math::{Vec2, Vec3, Vec3Swizzles},
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mesh::Mesh2d,
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prelude::{Deref, DerefMut},
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render::{mesh::Mesh2d, view::Visibility},
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sprite::MeshMaterial2d,
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sprite_render::MeshMaterial2d,
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state::state::NextState,
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time::{Timer, TimerMode},
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transform::components::Transform,
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@@ -23,8 +24,8 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
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use crate::{
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AngularVelocity, GameAssets, GameState, Lives,
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config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE},
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events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
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machinery::{Lifetime, Sparkler},
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messages::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
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physics::{Velocity, Wrapping},
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};
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@@ -69,7 +70,7 @@ pub struct Debris;
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/// Responds to [`SpawnAsteroid`] events, spawning as specified
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pub fn spawn_asteroid(
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mut events: EventReader<SpawnAsteroid>,
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mut events: MessageReader<SpawnAsteroid>,
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mut commands: Commands,
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game_assets: Res<GameAssets>,
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) {
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@@ -109,8 +110,8 @@ pub fn spawn_asteroid(
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/// The velocity of the child asteroids is scattered somewhat, as if they were
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/// explosively pushed apart.
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pub fn split_asteroids(
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mut destroy_events: EventReader<AsteroidDestroy>,
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mut respawn_events: EventWriter<SpawnAsteroid>,
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mut destroy_events: MessageReader<AsteroidDestroy>,
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mut respawn_events: MessageWriter<SpawnAsteroid>,
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mut commands: Commands,
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query: Query<(&Transform, &Asteroid, &Velocity)>,
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) {
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@@ -171,7 +172,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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/// Watch for [`BulletDestroy`] events and despawn
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/// the associated bullet.
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pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<BulletDestroy>) {
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pub fn bullet_impact_listener(mut commands: Commands, mut events: MessageReader<BulletDestroy>) {
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for event in events.read() {
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commands.entity(event.0).despawn();
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}
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@@ -187,7 +188,7 @@ pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<Bu
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/// - Clear all asteroids
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/// - Respawn player
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pub fn ship_impact_listener(
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mut events: EventReader<ShipDestroy>,
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mut events: MessageReader<ShipDestroy>,
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mut commands: Commands,
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mut lives: ResMut<Lives>,
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rocks: Query<Entity, With<Asteroid>>,
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@@ -16,7 +16,7 @@
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//! to detect them for me (so that I don't have to write clipping code).
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use crate::{
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WorldSize, events,
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WorldSize, messages,
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objects::{Asteroid, Bullet, Ship},
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};
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@@ -89,10 +89,10 @@ pub(crate) fn wrap_entities(
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/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
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/// | 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) |
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pub fn collision_listener(
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mut collisions: EventReader<CollisionEvent>,
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mut ship_writer: EventWriter<events::ShipDestroy>,
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mut asteroid_writer: EventWriter<events::AsteroidDestroy>,
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mut bullet_writer: EventWriter<events::BulletDestroy>,
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mut collisions: MessageReader<CollisionEvent>,
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mut ship_writer: MessageWriter<messages::ShipDestroy>,
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mut asteroid_writer: MessageWriter<messages::AsteroidDestroy>,
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mut bullet_writer: MessageWriter<messages::BulletDestroy>,
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player: Single<Entity, With<Ship>>,
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bullets: Query<&Bullet>,
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rocks: Query<&Asteroid>,
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@@ -112,12 +112,12 @@ pub fn collision_listener(
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if rocks.contains(*two) {
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// player-asteroid collision
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dbg!("Writing ShipDestroy event");
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ship_writer.write(events::ShipDestroy);
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ship_writer.write(messages::ShipDestroy);
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} // else, we don't care
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} else if *two == *player {
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if rocks.contains(*one) {
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dbg!("Writing ShipDestroy event");
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ship_writer.write(events::ShipDestroy);
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ship_writer.write(messages::ShipDestroy);
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}
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}
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@@ -125,14 +125,14 @@ pub fn collision_listener(
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if bullets.contains(*one) {
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if rocks.contains(*two) {
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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asteroid_writer.write(events::AsteroidDestroy(*two));
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bullet_writer.write(events::BulletDestroy(*one));
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asteroid_writer.write(messages::AsteroidDestroy(*two));
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bullet_writer.write(messages::BulletDestroy(*one));
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}
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} else if rocks.contains(*one) {
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if bullets.contains(*two) {
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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asteroid_writer.write(events::AsteroidDestroy(*one));
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bullet_writer.write(events::BulletDestroy(*two));
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asteroid_writer.write(messages::AsteroidDestroy(*one));
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bullet_writer.write(messages::BulletDestroy(*two));
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}
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}
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}
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@@ -10,9 +10,9 @@ use bevy::{
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Vec2,
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primitives::{Circle, Triangle2d},
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},
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mesh::Mesh,
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prelude::{Deref, DerefMut, Reflect, ReflectResource},
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render::mesh::Mesh,
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sprite::ColorMaterial,
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sprite_render::ColorMaterial,
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};
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use bevy_inspector_egui::InspectorOptions;
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use bevy_inspector_egui::inspector_options::ReflectInspectorOptions;
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@@ -42,12 +42,14 @@ impl From<Lives> for String {
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}
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}
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// TODO: consider switching this to use a u32 pair like the Window settings
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// thing now does.
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#[derive(Deref, DerefMut, Resource)]
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pub struct WorldSize(Vec2);
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impl Default for WorldSize {
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fn default() -> Self {
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WorldSize(Vec2::new(WINDOW_SIZE.x, WINDOW_SIZE.y))
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WorldSize(Vec2::new(WINDOW_SIZE.0 as f32, WINDOW_SIZE.1 as f32))
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}
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}
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@@ -124,7 +124,7 @@ fn button_bundle(text: &str) -> impl Bundle {
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margin: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BorderColor(Color::BLACK),
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BorderColor::all(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(UI_BUTTON_NORMAL),
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children![(
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@@ -152,7 +152,7 @@ fn spawn_menu(mut commands: Commands) {
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cmds.spawn((
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Text::new("Robert's Bad Asteroids Game"),
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TextFont::from_font_size(50.0),
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TextLayout::new_with_justify(JustifyText::Center),
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TextLayout::new_with_justify(Justify::Center),
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TextShadow::default(),
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));
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cmds.spawn((
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@@ -247,7 +247,7 @@ fn animate_get_ready_widget(
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bar_segment.width = Val::Percent(100.0 * (1.0 - timer.fraction()));
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// If the timer has expired, change state to playing.
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if timer.finished() {
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if timer.is_finished() {
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game_state.set(GameState::Playing);
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}
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}
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@@ -274,14 +274,14 @@ fn operate_buttons(
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(Changed<Interaction>, With<Button>),
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>,
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mut game_state: ResMut<NextState<GameState>>,
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mut app_exit_events: EventWriter<AppExit>,
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mut app_exit_events: MessageWriter<AppExit>,
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) {
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// TODO: Better colors. These are taken from the example and they're ugly.
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for (interaction, mut color, mut border_color, menu_action) in &mut interactions {
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match *interaction {
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Interaction::Pressed => {
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*color = UI_BUTTON_PRESSED.into();
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border_color.0 = DARK_GRAY.into();
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border_color.set_all(DARK_GRAY);
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match menu_action {
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ButtonMenuAction::ToMainMenu => {
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game_state.set(GameState::TitleScreen);
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@@ -296,11 +296,11 @@ fn operate_buttons(
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}
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Interaction::Hovered => {
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*color = UI_BUTTON_HOVERED.into();
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border_color.0 = WHITE.into();
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border_color.set_all(WHITE);
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}
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Interaction::None => {
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*color = UI_BUTTON_NORMAL.into();
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border_color.0 = BLACK.into();
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border_color.set_all(BLACK);
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}
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}
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}
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Reference in New Issue
Block a user