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14 Commits
wasm
...
7c385b1557
| Author | SHA1 | Date | |
|---|---|---|---|
| 7c385b1557 | |||
| 746de2bd80 | |||
| 73ee5e554b | |||
| 0967795d51 | |||
| 20c71658c3 | |||
| 960861af79 | |||
| 4b70be7048 | |||
| 8bf21e74f0 | |||
| c0cf6d7f30 | |||
| cc23e9e08e | |||
| cf9825fcc3 | |||
| 708f514582 | |||
| 0a7ffcfa0a | |||
| 40ee042b53 |
@@ -10,6 +10,7 @@ bevy_rapier2d = "0.31.0"
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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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@@ -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 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_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 BULLET_COLOR: Color = Color::srgb(0.0, 0.1, 0.9);
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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 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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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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};
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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 bevy::prelude::*;
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use bevy_rapier2d::{
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plugin::{NoUserData, RapierPhysicsPlugin},
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prelude::*,
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render::RapierDebugRenderPlugin,
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};
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use machinery::Lifetime;
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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::PluginGameOver,
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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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RapierDebugRenderPlugin::default(),
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))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(WorldSize::default())
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.insert_resource(Lives(3))
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.register_type::<Lives>()
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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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.init_resource::<GameAssets>()
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.add_systems(Startup, spawn_camera)
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.add_systems(
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OnEnter(GameState::Playing),
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(objects::spawn_player, widgets::spawn_ui),
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)
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.add_systems(OnEnter(GameState::Playing), objects::spawn_player)
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.add_systems(OnExit(GameState::Playing), despawn::<Ship>)
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.add_systems(
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FixedUpdate,
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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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physics::wrap_entities,
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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::split_asteroids,
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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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/// 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`).
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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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?
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fn input_ship_shoot(
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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>,
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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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// 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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// Tick the timer so the cooldown eventually finishes. Once it does, the
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// value will clamp at 0. The weapon is now ready.
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weapon.tick(time.delta());
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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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// 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((
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Bullet,
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Collider::ball(0.2),
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@@ -103,3 +103,35 @@ pub fn tick_lifetimes(
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}
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}
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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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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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}
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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>) {
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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")
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*vis = match *vis {
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Visibility::Inherited => {
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// I don't know when entities have this mode, so I'm going
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// print a warning for a while.
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eprintln!(
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"->> WARN: `machinery::operate_sparklers` found an entity with Visibility::Inherited"
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);
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Visibility::Inherited
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}
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Visibility::Hidden => Visibility::Visible,
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Visibility::Visible => Visibility::Hidden,
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};
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}
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}
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}
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@@ -4,6 +4,7 @@
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use bevy::{
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ecs::{
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bundle::Bundle,
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component::Component,
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entity::Entity,
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event::{EventReader, EventWriter},
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@@ -12,7 +13,7 @@ use bevy::{
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},
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math::{Vec2, Vec3, Vec3Swizzles},
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prelude::{Deref, DerefMut},
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render::mesh::Mesh2d,
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render::{mesh::Mesh2d, view::Visibility},
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sprite::MeshMaterial2d,
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state::state::NextState,
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time::{Timer, TimerMode},
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@@ -22,9 +23,9 @@ 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,
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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,
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machinery::{Lifetime, Sparkler},
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physics::{Velocity, Wrapping},
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};
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@@ -55,10 +56,18 @@ impl AsteroidSize {
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#[derive(Component)]
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pub struct Ship;
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/// The ship's gun (is just a timer)
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#[derive(Component, Deref, DerefMut)]
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pub struct Weapon(Timer);
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/// Marker component for bullets.
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#[derive(Component)]
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pub struct Bullet;
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/// Debris left behind after the ship is destroyed.
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#[derive(Component)]
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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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@@ -144,6 +153,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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ActiveEvents::COLLISION_EVENTS,
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ActiveCollisionTypes::STATIC_STATIC,
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Ship,
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Weapon(Timer::from_seconds(1.0 / SHIP_FIRE_RATE, TimerMode::Once)),
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Wrapping,
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Velocity(Vec2::ZERO),
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AngularVelocity(0.0),
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@@ -184,23 +194,42 @@ pub fn ship_impact_listener(
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rocks: Query<Entity, With<Asteroid>>,
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mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
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mut next_state: ResMut<NextState<GameState>>,
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game_assets: Res<GameAssets>,
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) {
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for _ in events.read() {
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// STEP 1: Decrement lives (and maybe go to game over)
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// STEP 1: Clear asteroids
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for rock in rocks {
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commands.entity(rock).despawn();
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}
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// STEP 2: Decrement lives
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if lives.0 == 0 {
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// If already at 0, game is over.
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// If the player has run out, return early with a state change.
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next_state.set(GameState::GameOver);
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return;
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} else {
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// Decrease life count.
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lives.0 -= 1;
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}
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// STEP 2: Clear asteroids
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for rock in rocks {
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commands.entity(rock).despawn();
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// STEP 3: spawn the debris field where the player used to be.
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for i in 0..10 {
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let angle_rads = (i as f32) / 10.0 * std::f32::consts::TAU;
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let dir = Vec2::from_angle(angle_rads);
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let vel = player.1.0 + dir * 100.0;
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commands.spawn((
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Debris,
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Visibility::Visible, // make sure it's "visible" not "Inherited" so the cycle works right
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Lifetime(Timer::from_seconds(DEBRIS_LIFETIME, TimerMode::Once)),
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Sparkler::at_interval(0.15),
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Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
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MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
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player.0.clone(), // clone the player transform
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Velocity(vel),
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));
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}
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// STEP 3: Respawn player (teleport them to the origin)
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// STEP 4: Respawn player (teleport them to the origin)
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player.0.translation = Vec3::ZERO;
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player.1.0 = Vec2::ZERO;
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}
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@@ -22,7 +22,8 @@ use crate::{
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SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
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};
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#[derive(Resource, Debug, Deref, Clone, Copy)]
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#[derive(InspectorOptions, Reflect, Resource, Debug, Deref, Clone, Copy)]
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#[reflect(Resource, InspectorOptions)]
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pub struct Score(pub i32);
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impl From<Score> for String {
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@@ -1,6 +1,9 @@
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use std::ops::DerefMut;
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use crate::{
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GameState,
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config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
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despawn,
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resources::{Lives, Score},
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};
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@@ -38,6 +41,17 @@ impl Plugin for PluginGetReady {
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}
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}
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/// Plugin for the in-game HUD
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pub struct PluginGameHud;
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impl Plugin for PluginGameHud {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), spawn_ui)
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.add_systems(OnExit(GameState::Playing), despawn::<MarkerHUD>)
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.add_systems(Update, (operate_ui).run_if(in_state(GameState::Playing)));
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}
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}
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/// Plugin for the game-over screen
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pub struct PluginGameOver;
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@@ -65,10 +79,18 @@ struct OnReadySetGo;
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#[derive(Component)]
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struct MarkerGameOver;
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/// Action specifier for the game-over menu's buttons.
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/// Marker for things on the HUD (the in-game UI elements)
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#[derive(Component)]
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struct MarkerHUD;
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/// Action specifier for the buttons on the menus.
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///
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/// Attach this component to a button and [`PluginGameOver`] will use it to
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/// decide what to do when that button is pressed.
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/// Instead of holding function pointers for use as callbacks, I'm doing enum-
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/// dispatch. Add a variant according to what action the button press should
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/// trigger.
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///
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/// Only [`PluginGameMenu`] and [`PluginGameOver`] will use it to this
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/// component. There is no always-on, global system.
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#[derive(Component)]
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enum ButtonMenuAction {
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ToMainMenu,
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@@ -88,14 +110,6 @@ struct CountdownText;
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#[derive(Component)]
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struct CountdownBar;
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/// Despawns entities matching the generic argument. Intended to remove UI
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/// elements.
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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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/// Utility function for creating a standard button.
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fn button_bundle(text: &str) -> impl Bundle {
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(
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@@ -152,7 +166,8 @@ fn spawn_menu(mut commands: Commands) {
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});
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}
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fn spawn_get_ready(mut commands: Commands) {
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fn spawn_get_ready(mut commands: Commands, mut timer: ResMut<ReadySetGoTimer>) {
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timer.reset();
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commands.spawn((
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OnReadySetGo, // marker, so this can be de-spawned properly
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Node {
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@@ -201,6 +216,11 @@ fn spawn_gameover_ui(mut commands: Commands) {
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..default()
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},
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children![
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(
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Text::new("Game Over"),
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TextFont::from_font_size(35.0),
|
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TextShadow::default(),
|
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),
|
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(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
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(button_bundle("Quit"), ButtonMenuAction::Quit),
|
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],
|
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@@ -267,7 +287,7 @@ fn operate_buttons(
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game_state.set(GameState::TitleScreen);
|
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}
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ButtonMenuAction::StartGame => {
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game_state.set(GameState::Playing);
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game_state.set(GameState::GetReady);
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}
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ButtonMenuAction::Quit => {
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app_exit_events.write(AppExit::Success);
|
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@@ -294,8 +314,50 @@ fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<Next
|
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}
|
||||
|
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pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
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let score = score.0;
|
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let lives = lives.0;
|
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commands.spawn((
|
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Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
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TextFont::from_font_size(25.0),
|
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MarkerHUD,
|
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Node {
|
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width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
align_items: AlignItems::Start,
|
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justify_content: JustifyContent::SpaceBetween,
|
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padding: UiRect::all(Val::Px(5.0)),
|
||||
..default()
|
||||
},
|
||||
children![
|
||||
(
|
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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