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47 Commits
wasm
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1 +1,2 @@
|
||||
/target
|
||||
/out
|
||||
6640
Cargo.lock
generated
Normal file
6640
Cargo.lock
generated
Normal file
File diff suppressed because it is too large
Load Diff
14
Cargo.toml
14
Cargo.toml
@@ -1,20 +1,22 @@
|
||||
[package]
|
||||
name = "asteroids"
|
||||
version = "0.3.0"
|
||||
version = "0.6.0-dev3"
|
||||
edition = "2024"
|
||||
license = "AGPL-3.0-only"
|
||||
|
||||
[dependencies]
|
||||
bevy = "0.16"
|
||||
bevy-inspector-egui = "0.32.0"
|
||||
bevy_rapier2d = "0.31.0"
|
||||
rand = "0.9.2"
|
||||
bevy = "0.17"
|
||||
bevy-inspector-egui = "0.34"
|
||||
bevy_rapier2d = "0.32"
|
||||
rand = "0.9"
|
||||
|
||||
[features]
|
||||
default = ["dynamic_linking"]
|
||||
dynamic_linking = ["bevy/dynamic_linking"]
|
||||
debug_ui = ["bevy_rapier2d/debug-render-2d"]
|
||||
|
||||
[target.'cfg(target_arch = "wasm32")'.dependencies]
|
||||
getrandom = { version = "0.3.3", features = ["wasm_js"] }
|
||||
getrandom = { version = "0.3", features = ["wasm_js"] }
|
||||
|
||||
[profile.speedy]
|
||||
inherits = "release"
|
||||
|
||||
17
Dockerfile
Normal file
17
Dockerfile
Normal file
@@ -0,0 +1,17 @@
|
||||
FROM rust:1.89 AS builder
|
||||
|
||||
RUN rustup target add wasm32-unknown-unknown
|
||||
RUN cargo install --locked wasm-bindgen-cli
|
||||
|
||||
COPY . .
|
||||
|
||||
RUN make -j
|
||||
|
||||
FROM busybox:musl
|
||||
RUN mkdir -p /var/www
|
||||
COPY --from=builder ./out/ /var/www
|
||||
WORKDIR /var/www
|
||||
|
||||
# TODO: Make httpd accept interrupt signals so the container exits properly.
|
||||
# (<ctrl>+c and `docker stop ...` don't work because Busybox doesn't answer)
|
||||
CMD ["httpd", "-f", "-p", "8080"]
|
||||
661
LICENSE
Normal file
661
LICENSE
Normal file
@@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
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|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
72
Makefile
Normal file
72
Makefile
Normal file
@@ -0,0 +1,72 @@
|
||||
##
|
||||
## This Makefile exists to produce WASM builds.
|
||||
## Do not use it if that isn't your goal!
|
||||
##
|
||||
|
||||
# Patch these to select a different build profile or target
|
||||
# The target shouldn't change any time soon. WASM64, I guess. Other targets
|
||||
# aren't aimed at the web, so you shouldn't be using this makefile.
|
||||
CARGO_TARGET := wasm32-unknown-unknown
|
||||
CARGO_PROFILE := tiny
|
||||
|
||||
SRC_DIR = ./src
|
||||
SRCS := $(wildcard $(SRC_DIR)/**)
|
||||
|
||||
.PHONY: clean full-clean tarball tarball-standalone web web-standalone
|
||||
|
||||
# "Standalone" version. It includes an index.html to serve as-is
|
||||
web-standalone: out/asteroids.js out/asteroids_bg.wasm.gz out/index.html
|
||||
|
||||
# "Bundle-able" version. It has a page, but no index.html. Consumers are
|
||||
# expected to provide their own index.html and link to this page.
|
||||
web: out/asteroids.js out/asteroids_bg.wasm.gz out/asteroids.html
|
||||
|
||||
tarball: asteroids_web_root.tar
|
||||
|
||||
tarball_standalone: asteroids_web_root_standalone.tar
|
||||
|
||||
asteroids_web_root.tar: out/asteroids.js out/asteroids_bg.wasm.gz out/asteroids.html
|
||||
tar -caf $@ $^
|
||||
|
||||
asteroids_web_root_standalone.tar: out/asteroids.js out/asteroids_bg.wasm.gz out/index.html
|
||||
tar -caf $@ $^
|
||||
|
||||
target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm: $(SRCS) Cargo.lock Cargo.toml
|
||||
cargo build --profile $(CARGO_PROFILE) --target $(CARGO_TARGET)
|
||||
|
||||
out:
|
||||
mkdir $@
|
||||
|
||||
# Both the JS and WASM files are generated by the wasm-bindgen call, so both
|
||||
# get to be on the target half of this recipe.
|
||||
out/asteroids.js out/asteroids_bg.wasm.gz &: target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm | out
|
||||
wasm-bindgen --no-typescript --target web --out-dir ./out/ --out-name asteroids target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm
|
||||
gzip -9 -f out/asteroids_bg.wasm
|
||||
|
||||
# Copies the index page to the output dir.
|
||||
out/index.html: www/index.html
|
||||
cp -a $< $@
|
||||
rm -f out/asteroids.html
|
||||
|
||||
# Like `out/index.html`, but renames the page for use in a larger site.
|
||||
out/asteroids.html: www/index.html
|
||||
cp -a $< $@
|
||||
rm -f out/index.html
|
||||
|
||||
# Clean the web build, but not the Cargo cache. Cargo handles it's own caching
|
||||
# and I don't want to obliterate it all the time.
|
||||
clean:
|
||||
rm -rf out/ asteroids_web_root.tar asteroids_web_root_standalone.tar
|
||||
|
||||
# Delete everything, including the Cargo build cache. In case someone needs
|
||||
# this, I guess.
|
||||
full-clean: clean
|
||||
cargo clean
|
||||
|
||||
# Installation goal. It's meant to be a helper utility for moving the built
|
||||
# output into the web root. Only supports the "bundle-able" mode.
|
||||
install: web
|
||||
install -dm0755 $(DESTDIR)
|
||||
install -m0644 out/asteroids.js $(DESTDIR)/
|
||||
install -m0644 out/asteroids_bg.wasm.gz $(DESTDIR)/
|
||||
install -m0644 out/asteroids.html $(DESTDIR)/
|
||||
14
README.md
Normal file
14
README.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Asteroids
|
||||
|
||||
*Another* Asteroids game I'm making. This time in Rust with the Bevy game engine.
|
||||
|
||||
## License
|
||||
|
||||
| File(s) | License |
|
||||
|-|-|
|
||||
| * | AGPLv3 |
|
||||
| assets/* | CC0 |
|
||||
|
||||
(the most-specific match is the applicable license)
|
||||
|
||||
The sound files are from KenneyNL's "Sci-Fi Sounds (1.0)" pack. Find their work at [www.kenney.nl].
|
||||
BIN
assets/explosionCrunch_000.ogg
Normal file
BIN
assets/explosionCrunch_000.ogg
Normal file
Binary file not shown.
BIN
assets/explosionCrunch_004.ogg
Normal file
BIN
assets/explosionCrunch_004.ogg
Normal file
Binary file not shown.
BIN
assets/laserSmall_001.ogg
Normal file
BIN
assets/laserSmall_001.ogg
Normal file
Binary file not shown.
BIN
assets/thrusterFire_004.ogg
Normal file
BIN
assets/thrusterFire_004.ogg
Normal file
Binary file not shown.
@@ -3,26 +3,30 @@
|
||||
|
||||
use bevy::color::Color;
|
||||
|
||||
pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
|
||||
pub const WINDOW_SIZE: (u32, u32) = (800, 600);
|
||||
|
||||
pub const UI_BUTTON_NORMAL: Color = Color::srgb(0.15, 0.15, 0.15); // Button color when it's just hanging out
|
||||
pub const UI_BUTTON_HOVERED: Color = Color::srgb(0.25, 0.25, 0.25); // ... when it's hovered
|
||||
pub const UI_BUTTON_PRESSED: Color = Color::srgb(0.55, 0.55, 0.55); // ... when it's pressed
|
||||
|
||||
pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
|
||||
pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.1, 0.1, 0.1);
|
||||
pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
|
||||
pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
|
||||
pub(crate) const SHIP_THRUSTER_COLOR_INACTIVE: Color = Color::srgb(0.5, 0.5, 0.5);
|
||||
pub(crate) const ASTEROID_SMALL_COLOR: Color = Color::srgb(1.0, 0., 0.);
|
||||
pub(crate) const BULLET_COLOR: Color = Color::srgb(0.0, 0.1, 0.9);
|
||||
pub(crate) const SHIP_FIRE_RATE: f32 = 3.0; // in bullets-per-second
|
||||
pub(crate) const ASTEROID_SMALL_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
|
||||
pub(crate) const ASTEROID_MEDIUM_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
|
||||
pub(crate) const ASTEROID_LARGE_COLOR: Color = Color::srgb(0.6, 0.6, 0.6);
|
||||
pub(crate) const BULLET_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
|
||||
// TODO: asteroid medium & large
|
||||
|
||||
pub(crate) const SHIP_THRUST: f32 = 1.0;
|
||||
pub(crate) const SHIP_THRUST: f32 = 4.0;
|
||||
pub(crate) const SHIP_ROTATION: f32 = 4.0; // +/- rotation speed in... radians per frame
|
||||
|
||||
pub(crate) const BULLET_SPEED: f32 = 150.0;
|
||||
pub(crate) const BULLET_SPEED: f32 = 500.0;
|
||||
pub(crate) const BULLET_LIFETIME: f32 = 2.0;
|
||||
|
||||
pub(crate) const ASTEROID_LIFETIME: f32 = 40.0;
|
||||
pub(crate) const DEBRIS_LIFETIME: f32 = 3.0; // lifetime, in seconds
|
||||
|
||||
pub const RNG_SEED: [u8; 32] = *b"12345678909876543210123456789098";
|
||||
|
||||
80
src/lib.rs
80
src/lib.rs
@@ -3,27 +3,26 @@
|
||||
//! Compile-time configurables can be found in the [`config`] module.
|
||||
|
||||
pub mod config;
|
||||
mod events;
|
||||
mod machinery;
|
||||
mod messages;
|
||||
mod objects;
|
||||
mod physics;
|
||||
mod resources;
|
||||
mod widgets;
|
||||
|
||||
use crate::config::{
|
||||
ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
|
||||
PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
|
||||
SHIP_THRUSTER_COLOR_INACTIVE,
|
||||
ASTEROID_LARGE_COLOR, ASTEROID_MEDIUM_COLOR, ASTEROID_SMALL_COLOR, BACKGROUND_COLOR,
|
||||
BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST,
|
||||
SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE,
|
||||
};
|
||||
use crate::machinery::AsteroidSpawner;
|
||||
use crate::objects::{Bullet, Ship};
|
||||
use crate::objects::{Bullet, Ship, Weapon};
|
||||
use crate::physics::AngularVelocity;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier2d::{
|
||||
plugin::{NoUserData, RapierPhysicsPlugin},
|
||||
prelude::*,
|
||||
render::RapierDebugRenderPlugin,
|
||||
};
|
||||
use machinery::Lifetime;
|
||||
use resources::{GameAssets, Lives, Score, WorldSize};
|
||||
@@ -37,21 +36,20 @@ impl Plugin for AsteroidPlugin {
|
||||
widgets::PluginGameMenu,
|
||||
widgets::PluginGameOver,
|
||||
widgets::PluginGetReady,
|
||||
widgets::PluginGameHud,
|
||||
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
|
||||
RapierDebugRenderPlugin::default(),
|
||||
))
|
||||
.insert_resource(ClearColor(BACKGROUND_COLOR))
|
||||
.insert_resource(WorldSize::default())
|
||||
.insert_resource(Lives(3))
|
||||
.register_type::<Lives>()
|
||||
.insert_resource(Score(0))
|
||||
.register_type::<Score>()
|
||||
.insert_resource(AsteroidSpawner::new())
|
||||
.init_resource::<GameAssets>()
|
||||
.add_systems(Startup, spawn_camera)
|
||||
.add_systems(
|
||||
OnEnter(GameState::Playing),
|
||||
(objects::spawn_player, widgets::spawn_ui),
|
||||
)
|
||||
.add_systems(OnEnter(GameState::Playing), objects::spawn_player)
|
||||
.add_systems(OnExit(GameState::Playing), despawn::<Ship>)
|
||||
.add_systems(
|
||||
FixedUpdate,
|
||||
(
|
||||
@@ -60,12 +58,14 @@ impl Plugin for AsteroidPlugin {
|
||||
input_ship_shoot,
|
||||
physics::wrap_entities,
|
||||
machinery::tick_asteroid_manager,
|
||||
machinery::operate_sparklers,
|
||||
objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
|
||||
objects::split_asteroids,
|
||||
objects::bullet_impact_listener,
|
||||
objects::ship_impact_listener,
|
||||
physics::collision_listener,
|
||||
machinery::tick_lifetimes,
|
||||
machinery::update_scoreboard,
|
||||
)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
@@ -77,14 +77,22 @@ impl Plugin for AsteroidPlugin {
|
||||
)
|
||||
.run_if(in_state(GameState::Playing)),
|
||||
)
|
||||
.add_event::<events::SpawnAsteroid>()
|
||||
.add_event::<events::AsteroidDestroy>()
|
||||
.add_event::<events::ShipDestroy>()
|
||||
.add_event::<events::BulletDestroy>();
|
||||
.add_message::<messages::SpawnAsteroid>()
|
||||
.add_message::<messages::AsteroidDestroy>()
|
||||
.add_message::<messages::ShipDestroy>()
|
||||
.add_message::<messages::BulletDestroy>();
|
||||
app.insert_state(GameState::TitleScreen);
|
||||
}
|
||||
}
|
||||
|
||||
/// Despawns entities matching the generic argument. Intended to remove UI
|
||||
/// elements.
|
||||
pub(crate) fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
|
||||
for entity in to_despawn {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
|
||||
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
|
||||
pub enum GameState {
|
||||
@@ -103,14 +111,28 @@ fn spawn_camera(mut commands: Commands) {
|
||||
/// Checks if "W" is pressed and increases velocity accordingly.
|
||||
fn input_ship_thruster(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
|
||||
mut query: Query<
|
||||
(
|
||||
&mut physics::Velocity,
|
||||
&Transform,
|
||||
Option<&mut AudioSink>,
|
||||
&mut Children,
|
||||
),
|
||||
With<Ship>,
|
||||
>,
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
// TODO: Maybe change for a Single<Ship>> so this only runs for the one ship
|
||||
// buuut... that would silently do nothing if there are 0 or >1 ships, and
|
||||
// I might want to crash on purpose in that case.
|
||||
let Ok((mut velocity, transform, children)) = query.single_mut() else {
|
||||
//
|
||||
// The AudioSink component doesn't exist for just one frame, forcing it to
|
||||
// be an optional system parameter. I'm not sure if I want to guard it with
|
||||
// a check like it does now, or finally switch to using a Single<...> query
|
||||
// parameter. I would lose ship control if the sound sink didn't spawn, but
|
||||
// that should be fine -- any time that fails, more has likely also failed.
|
||||
let Ok((mut velocity, transform, audio, children)) = query.single_mut() else {
|
||||
let count = query.iter().count();
|
||||
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
|
||||
};
|
||||
@@ -124,10 +146,16 @@ fn input_ship_thruster(
|
||||
commands
|
||||
.entity(*thrusters)
|
||||
.insert(MeshMaterial2d(game_assets.thruster_mat_active()));
|
||||
if let Some(audio) = audio {
|
||||
audio.play();
|
||||
}
|
||||
} else {
|
||||
commands
|
||||
.entity(*thrusters)
|
||||
.insert(MeshMaterial2d(game_assets.thruster_mat_inactive()));
|
||||
if let Some(audio) = audio {
|
||||
audio.pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -161,19 +189,25 @@ fn input_ship_rotation(
|
||||
/// tick those timers. Maybe this system?
|
||||
fn input_ship_shoot(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
|
||||
ship: Single<(&Transform, &physics::Velocity, &mut Weapon), With<Ship>>,
|
||||
game_assets: Res<GameAssets>,
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let (ship_pos, ship_vel) = *ship;
|
||||
let (ship_pos, ship_vel, mut weapon) = ship.into_inner();
|
||||
|
||||
// Tick the timer so the cooldown eventually finishes. Once it does, the
|
||||
// value will clamp at 0. The weapon is now ready.
|
||||
weapon.tick(time.delta());
|
||||
|
||||
// If the weapon is ready and the player presses the trigger,
|
||||
// spawn a bullet & reset the timer.
|
||||
if weapon.is_finished() && keyboard_input.pressed(KeyCode::Space) {
|
||||
weapon.reset();
|
||||
// Derive bullet velocity, add to the ship's velocity
|
||||
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
|
||||
let bullet_vel = bullet_vel + ship_vel.0;
|
||||
|
||||
// TODO: create a timer for the gun fire rate.
|
||||
// For now, spawn one for each press of the spacebar.
|
||||
if keyboard_input.just_pressed(KeyCode::Space) {
|
||||
commands.spawn((
|
||||
Bullet,
|
||||
Collider::ball(0.2),
|
||||
@@ -185,6 +219,8 @@ fn input_ship_shoot(
|
||||
MeshMaterial2d(game_assets.bullet().1),
|
||||
ship_pos.clone(), // clone ship transform
|
||||
Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
|
||||
AudioPlayer::new(game_assets.laser_sound()),
|
||||
PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,12 @@ use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
|
||||
use crate::{
|
||||
WorldSize,
|
||||
messages::{AsteroidDestroy, SpawnAsteroid},
|
||||
objects::AsteroidSize,
|
||||
resources::Score,
|
||||
};
|
||||
|
||||
/// Asteroid spawning parameters and state.
|
||||
///
|
||||
@@ -38,7 +43,7 @@ impl AsteroidSpawner {
|
||||
/// Update the asteroid spawn timer in the [`AsteroidSpawner`] resource, and
|
||||
/// spawns any asteroids that are due this frame.
|
||||
pub fn tick_asteroid_manager(
|
||||
mut events: EventWriter<SpawnAsteroid>,
|
||||
mut events: MessageWriter<SpawnAsteroid>,
|
||||
mut spawner: ResMut<AsteroidSpawner>,
|
||||
time: Res<Time>,
|
||||
play_area: Res<WorldSize>,
|
||||
@@ -103,3 +108,47 @@ pub fn tick_lifetimes(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Entities marked with this will flash. Used to make the debris field sparkle.
|
||||
#[derive(Component, Deref, DerefMut)]
|
||||
pub struct Sparkler(Timer);
|
||||
|
||||
impl Sparkler {
|
||||
pub fn at_interval(period: f32) -> Self {
|
||||
Self(Timer::from_seconds(period, TimerMode::Repeating))
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances the timer in a sparkler, swapping between visible and invisible
|
||||
/// each time the timer expires.
|
||||
pub fn operate_sparklers(sparklers: Query<(&mut Visibility, &mut Sparkler)>, time: Res<Time>) {
|
||||
for (mut vis, mut timer) in sparklers {
|
||||
if timer.tick(time.delta()).just_finished() {
|
||||
// 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,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Event listener for adding score after an asteroid was destroyed
|
||||
///
|
||||
/// Refreshing the HUD element is done by [crate::widgets::operate_ui] (a private function)
|
||||
pub fn update_scoreboard(
|
||||
mut destroy_events: MessageReader<AsteroidDestroy>,
|
||||
mut scoreboard: ResMut<Score>,
|
||||
) {
|
||||
for _event in destroy_events.read() {
|
||||
scoreboard.0 += 100;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,8 @@ fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
resolution: WindowResolution::new(WINDOW_SIZE.x, WINDOW_SIZE.y),
|
||||
canvas: Some("#game-canvas".to_owned()),
|
||||
resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
|
||||
..default()
|
||||
}),
|
||||
..default()
|
||||
|
||||
@@ -6,15 +6,15 @@ use crate::objects::AsteroidSize;
|
||||
///
|
||||
/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
|
||||
/// system when the player collides with an asteroid. They are consumed by [`fn ship_impact_listener(...)`](`crate::objects::ship_impact_listener`).
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub(crate) struct ShipDestroy;
|
||||
|
||||
/// Signals that a particular asteroid has been destroyed.
|
||||
///
|
||||
/// Produced by the [`fn collision_listener(...)`](`crate::physics::collision_listener`)
|
||||
/// system when bullets contact asteroids. It is consumed by [`fn split_asteroid(...)`](`crate::objects::spawn_asteroid`)
|
||||
/// system, which re-emits [spawn events](`SpawnAsteroid`).
|
||||
#[derive(Event)]
|
||||
/// system, which re-emits [spawn messages](`SpawnAsteroid`).
|
||||
#[derive(Message)]
|
||||
pub(crate) struct AsteroidDestroy(pub Entity);
|
||||
|
||||
/// Signals that an asteroid needs to be spawned and provides the parameters
|
||||
@@ -22,7 +22,7 @@ pub(crate) struct AsteroidDestroy(pub Entity);
|
||||
///
|
||||
/// Produced by the [`tick_asteroid_manager(...)`](`crate::machinery::tick_asteroid_manager`)
|
||||
/// system and consumed by the [`spawn_asteroid(...)`](`crate::objects::spawn_asteroid`) system.
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub struct SpawnAsteroid {
|
||||
pub pos: Vec2,
|
||||
pub vel: Vec2,
|
||||
@@ -32,5 +32,5 @@ pub struct SpawnAsteroid {
|
||||
/// Signals that a particular bullet has been destroyed (after it strikes an Asteroid).
|
||||
///
|
||||
/// TODO: Maybe use it for lifetime expiration (which is also a TODO item).
|
||||
#[derive(Event)]
|
||||
#[derive(Message)]
|
||||
pub(crate) struct BulletDestroy(pub Entity);
|
||||
@@ -3,17 +3,19 @@
|
||||
//! Asteroids, the player's ship, and such.
|
||||
|
||||
use bevy::{
|
||||
audio::{AudioPlayer, PlaybackSettings},
|
||||
camera::visibility::Visibility,
|
||||
ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
message::{MessageReader, MessageWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut, Single},
|
||||
},
|
||||
math::{Vec2, Vec3, Vec3Swizzles},
|
||||
mesh::Mesh2d,
|
||||
prelude::{Deref, DerefMut},
|
||||
render::mesh::Mesh2d,
|
||||
sprite::MeshMaterial2d,
|
||||
sprite_render::MeshMaterial2d,
|
||||
state::state::NextState,
|
||||
time::{Timer, TimerMode},
|
||||
transform::components::Transform,
|
||||
@@ -22,9 +24,9 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
|
||||
|
||||
use crate::{
|
||||
AngularVelocity, GameAssets, GameState, Lives,
|
||||
config::ASTEROID_LIFETIME,
|
||||
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
||||
machinery::Lifetime,
|
||||
config::{ASTEROID_LIFETIME, DEBRIS_LIFETIME, SHIP_FIRE_RATE},
|
||||
machinery::{Lifetime, Sparkler},
|
||||
messages::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
|
||||
physics::{Velocity, Wrapping},
|
||||
};
|
||||
|
||||
@@ -55,13 +57,21 @@ impl AsteroidSize {
|
||||
#[derive(Component)]
|
||||
pub struct Ship;
|
||||
|
||||
/// The ship's gun (is just a timer)
|
||||
#[derive(Component, Deref, DerefMut)]
|
||||
pub struct Weapon(Timer);
|
||||
|
||||
/// Marker component for bullets.
|
||||
#[derive(Component)]
|
||||
pub struct Bullet;
|
||||
|
||||
/// Debris left behind after the ship is destroyed.
|
||||
#[derive(Component)]
|
||||
pub struct Debris;
|
||||
|
||||
/// Responds to [`SpawnAsteroid`] events, spawning as specified
|
||||
pub fn spawn_asteroid(
|
||||
mut events: EventReader<SpawnAsteroid>,
|
||||
mut events: MessageReader<SpawnAsteroid>,
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
@@ -73,9 +83,9 @@ pub fn spawn_asteroid(
|
||||
};
|
||||
|
||||
let collider_radius = match spawn.size {
|
||||
AsteroidSize::Small => 10.0,
|
||||
AsteroidSize::Medium => 20.0,
|
||||
AsteroidSize::Large => 40.0,
|
||||
AsteroidSize::Small => 5.0,
|
||||
AsteroidSize::Medium => 10.0,
|
||||
AsteroidSize::Large => 20.0,
|
||||
};
|
||||
|
||||
commands.spawn((
|
||||
@@ -101,10 +111,11 @@ pub fn spawn_asteroid(
|
||||
/// The velocity of the child asteroids is scattered somewhat, as if they were
|
||||
/// explosively pushed apart.
|
||||
pub fn split_asteroids(
|
||||
mut destroy_events: EventReader<AsteroidDestroy>,
|
||||
mut respawn_events: EventWriter<SpawnAsteroid>,
|
||||
mut destroy_events: MessageReader<AsteroidDestroy>,
|
||||
mut respawn_events: MessageWriter<SpawnAsteroid>,
|
||||
mut commands: Commands,
|
||||
query: Query<(&Transform, &Asteroid, &Velocity)>,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
for event in destroy_events.read() {
|
||||
if let Ok((transform, rock, velocity)) = query.get(event.0) {
|
||||
@@ -127,6 +138,12 @@ pub fn split_asteroids(
|
||||
// Always despawn the asteroid. New ones (may) be spawned in it's
|
||||
// place, but this one is gone.
|
||||
commands.entity(event.0).despawn();
|
||||
|
||||
// Play a sound for the asteroid exploding
|
||||
commands.spawn((
|
||||
AudioPlayer::new(game_assets.asteroid_crack_sound()),
|
||||
PlaybackSettings::DESPAWN,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -144,12 +161,19 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
||||
ActiveEvents::COLLISION_EVENTS,
|
||||
ActiveCollisionTypes::STATIC_STATIC,
|
||||
Ship,
|
||||
Weapon(Timer::from_seconds(1.0 / SHIP_FIRE_RATE, TimerMode::Once)),
|
||||
Wrapping,
|
||||
Velocity(Vec2::ZERO),
|
||||
AngularVelocity(0.0),
|
||||
Mesh2d(game_assets.ship().0),
|
||||
MeshMaterial2d(game_assets.ship().1),
|
||||
Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
|
||||
AudioPlayer::new(game_assets.ship_thruster_sound()),
|
||||
PlaybackSettings {
|
||||
mode: bevy::audio::PlaybackMode::Loop,
|
||||
paused: true,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.with_child((
|
||||
Mesh2d(game_assets.thruster_mesh()),
|
||||
@@ -162,7 +186,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
|
||||
|
||||
/// Watch for [`BulletDestroy`] events and despawn
|
||||
/// the associated bullet.
|
||||
pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<BulletDestroy>) {
|
||||
pub fn bullet_impact_listener(mut commands: Commands, mut events: MessageReader<BulletDestroy>) {
|
||||
for event in events.read() {
|
||||
commands.entity(event.0).despawn();
|
||||
}
|
||||
@@ -178,30 +202,55 @@ pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<Bu
|
||||
/// - Clear all asteroids
|
||||
/// - Respawn player
|
||||
pub fn ship_impact_listener(
|
||||
mut events: EventReader<ShipDestroy>,
|
||||
mut events: MessageReader<ShipDestroy>,
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<Lives>,
|
||||
rocks: Query<Entity, With<Asteroid>>,
|
||||
mut player: Single<(&mut Transform, &mut Velocity), With<Ship>>,
|
||||
mut next_state: ResMut<NextState<GameState>>,
|
||||
game_assets: Res<GameAssets>,
|
||||
) {
|
||||
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 already at 0, game is over.
|
||||
// If the player has run out, return early with a state change.
|
||||
next_state.set(GameState::GameOver);
|
||||
return;
|
||||
} else {
|
||||
// Decrease life count.
|
||||
lives.0 -= 1;
|
||||
}
|
||||
|
||||
// STEP 2: Clear asteroids
|
||||
for rock in rocks {
|
||||
commands.entity(rock).despawn();
|
||||
// STEP 3: spawn the debris field where the player used to be.
|
||||
for i in 0..10 {
|
||||
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.1.0 = Vec2::ZERO;
|
||||
|
||||
// STEP 5: Play crash sound
|
||||
commands.spawn((
|
||||
AudioPlayer::new(game_assets.wreck_sound()),
|
||||
PlaybackSettings::DESPAWN, // despawn this entity when playback ends.
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
//! to detect them for me (so that I don't have to write clipping code).
|
||||
|
||||
use crate::{
|
||||
WorldSize, events,
|
||||
WorldSize, messages,
|
||||
objects::{Asteroid, Bullet, Ship},
|
||||
};
|
||||
|
||||
@@ -89,10 +89,10 @@ pub(crate) fn wrap_entities(
|
||||
/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
|
||||
/// | Bullet & Ship | Nothing. The player shouldn't be able to shoot themselves (and the Flying Saucer hasn't been impl.'d, so it's bullets don't count) |
|
||||
pub fn collision_listener(
|
||||
mut collisions: EventReader<CollisionEvent>,
|
||||
mut ship_writer: EventWriter<events::ShipDestroy>,
|
||||
mut asteroid_writer: EventWriter<events::AsteroidDestroy>,
|
||||
mut bullet_writer: EventWriter<events::BulletDestroy>,
|
||||
mut collisions: MessageReader<CollisionEvent>,
|
||||
mut ship_writer: MessageWriter<messages::ShipDestroy>,
|
||||
mut asteroid_writer: MessageWriter<messages::AsteroidDestroy>,
|
||||
mut bullet_writer: MessageWriter<messages::BulletDestroy>,
|
||||
player: Single<Entity, With<Ship>>,
|
||||
bullets: Query<&Bullet>,
|
||||
rocks: Query<&Asteroid>,
|
||||
@@ -112,12 +112,12 @@ pub fn collision_listener(
|
||||
if rocks.contains(*two) {
|
||||
// player-asteroid collision
|
||||
dbg!("Writing ShipDestroy event");
|
||||
ship_writer.write(events::ShipDestroy);
|
||||
ship_writer.write(messages::ShipDestroy);
|
||||
} // else, we don't care
|
||||
} else if *two == *player {
|
||||
if rocks.contains(*one) {
|
||||
dbg!("Writing ShipDestroy event");
|
||||
ship_writer.write(events::ShipDestroy);
|
||||
ship_writer.write(messages::ShipDestroy);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,14 +125,14 @@ pub fn collision_listener(
|
||||
if bullets.contains(*one) {
|
||||
if rocks.contains(*two) {
|
||||
dbg!("Writing AsteroidDestroy & BulletDestroy events");
|
||||
asteroid_writer.write(events::AsteroidDestroy(*two));
|
||||
bullet_writer.write(events::BulletDestroy(*one));
|
||||
asteroid_writer.write(messages::AsteroidDestroy(*two));
|
||||
bullet_writer.write(messages::BulletDestroy(*one));
|
||||
}
|
||||
} else if rocks.contains(*one) {
|
||||
if bullets.contains(*two) {
|
||||
dbg!("Writing AsteroidDestroy & BulletDestroy events");
|
||||
asteroid_writer.write(events::AsteroidDestroy(*one));
|
||||
bullet_writer.write(events::BulletDestroy(*two));
|
||||
asteroid_writer.write(messages::AsteroidDestroy(*one));
|
||||
bullet_writer.write(messages::BulletDestroy(*two));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
122
src/resources.rs
122
src/resources.rs
@@ -1,28 +1,31 @@
|
||||
//! All the resources for the game
|
||||
|
||||
use bevy::{
|
||||
asset::{Assets, Handle},
|
||||
asset::{AssetServer, Assets, Handle},
|
||||
audio::AudioSource,
|
||||
ecs::{
|
||||
resource::Resource,
|
||||
world::{FromWorld, World},
|
||||
},
|
||||
math::{
|
||||
Vec2,
|
||||
primitives::{Circle, Triangle2d},
|
||||
primitives::{Polyline2d, Segment2d, Triangle2d},
|
||||
},
|
||||
mesh::Mesh,
|
||||
prelude::{Deref, DerefMut, Reflect, ReflectResource},
|
||||
render::mesh::Mesh,
|
||||
sprite::ColorMaterial,
|
||||
sprite_render::ColorMaterial,
|
||||
};
|
||||
use bevy_inspector_egui::InspectorOptions;
|
||||
use bevy_inspector_egui::inspector_options::ReflectInspectorOptions;
|
||||
|
||||
use crate::{
|
||||
ASTEROID_SMALL_COLOR, BULLET_COLOR, PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE,
|
||||
SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
|
||||
ASTEROID_LARGE_COLOR, ASTEROID_MEDIUM_COLOR, ASTEROID_SMALL_COLOR, BULLET_COLOR,
|
||||
PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE, 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);
|
||||
|
||||
impl From<Score> for String {
|
||||
@@ -41,12 +44,14 @@ impl From<Lives> for String {
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: consider switching this to use a u32 pair like the Window settings
|
||||
// thing now does.
|
||||
#[derive(Deref, DerefMut, Resource)]
|
||||
pub struct WorldSize(Vec2);
|
||||
|
||||
impl Default for WorldSize {
|
||||
fn default() -> Self {
|
||||
WorldSize(Vec2::new(WINDOW_SIZE.x, WINDOW_SIZE.y))
|
||||
WorldSize(Vec2::new(WINDOW_SIZE.0 as f32, WINDOW_SIZE.1 as f32))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,6 +59,7 @@ impl Default for WorldSize {
|
||||
pub struct GameAssets {
|
||||
meshes: [Handle<Mesh>; 5],
|
||||
materials: [Handle<ColorMaterial>; 7],
|
||||
sounds: [Handle<AudioSource>; 4],
|
||||
}
|
||||
|
||||
impl GameAssets {
|
||||
@@ -78,20 +84,36 @@ impl GameAssets {
|
||||
}
|
||||
|
||||
pub fn asteroid_small(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[1].clone(), self.materials[1].clone())
|
||||
(self.meshes[1].clone(), self.materials[3].clone())
|
||||
}
|
||||
|
||||
pub fn asteroid_medium(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[2].clone(), self.materials[2].clone())
|
||||
(self.meshes[2].clone(), self.materials[4].clone())
|
||||
}
|
||||
|
||||
pub fn asteroid_large(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[3].clone(), self.materials[3].clone())
|
||||
(self.meshes[3].clone(), self.materials[5].clone())
|
||||
}
|
||||
|
||||
pub fn bullet(&self) -> (Handle<Mesh>, Handle<ColorMaterial>) {
|
||||
(self.meshes[4].clone(), self.materials[6].clone())
|
||||
}
|
||||
|
||||
pub fn wreck_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[0].clone()
|
||||
}
|
||||
|
||||
pub fn laser_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[1].clone()
|
||||
}
|
||||
|
||||
pub fn asteroid_crack_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[2].clone()
|
||||
}
|
||||
|
||||
pub fn ship_thruster_sound(&self) -> Handle<AudioSource> {
|
||||
self.sounds[3].clone()
|
||||
}
|
||||
}
|
||||
|
||||
impl FromWorld for GameAssets {
|
||||
@@ -103,10 +125,63 @@ impl FromWorld for GameAssets {
|
||||
Vec2::new(-0.5, 0.45),
|
||||
Vec2::new(-0.5, -0.45),
|
||||
)),
|
||||
world_meshes.add(Circle::new(10.0)),
|
||||
world_meshes.add(Circle::new(20.0)),
|
||||
world_meshes.add(Circle::new(40.0)),
|
||||
world_meshes.add(Circle::new(0.2)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(0.1, 0.0),
|
||||
Vec2::new(0.8, 0.2),
|
||||
Vec2::new(0.8, 0.3),
|
||||
Vec2::new(0.1, 1.0),
|
||||
Vec2::new(-0.5, 1.0),
|
||||
Vec2::new(-0.3, 0.3),
|
||||
Vec2::new(-1.0, 0.3),
|
||||
Vec2::new(-1.0, -0.2),
|
||||
Vec2::new(-0.5, -1.0),
|
||||
Vec2::new(0.1, -0.8),
|
||||
Vec2::new(0.5, -0.9),
|
||||
Vec2::new(1.0, -0.4),
|
||||
Vec2::new(0.1, 0.0),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 5.0),
|
||||
)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(0.6, 0.3),
|
||||
Vec2::new(1.0, 0.6),
|
||||
Vec2::new(0.6, 1.0),
|
||||
Vec2::new(0.1, 0.8),
|
||||
Vec2::new(-0.4, 1.0),
|
||||
Vec2::new(-1.0, 0.6),
|
||||
Vec2::new(-0.8, -0.1),
|
||||
Vec2::new(-1.0, -0.5),
|
||||
Vec2::new(-0.4, -1.0),
|
||||
Vec2::new(-0.3, -0.7),
|
||||
Vec2::new(0.6, -1.0),
|
||||
Vec2::new(1.0, -0.3),
|
||||
Vec2::new(0.6, 0.3),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 10.0),
|
||||
)),
|
||||
world_meshes.add(Polyline2d::new(
|
||||
[
|
||||
Vec2::new(1.0, -0.1),
|
||||
Vec2::new(1.0, 0.3),
|
||||
Vec2::new(0.4, 1.0),
|
||||
Vec2::new(-0.2, 1.0),
|
||||
Vec2::new(-0.9, 0.3),
|
||||
Vec2::new(-0.5, 0.1),
|
||||
Vec2::new(-0.9, -0.1),
|
||||
Vec2::new(-0.5, -1.0),
|
||||
Vec2::new(0.0, 0.0),
|
||||
Vec2::new(0.0, -1.0),
|
||||
Vec2::new(0.5, -1.0),
|
||||
Vec2::new(1.0, -0.1),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|vert| vert * 20.0),
|
||||
)),
|
||||
world_meshes.add(Segment2d::new(Vec2::new(-0.1, 0.0), Vec2::new(0.1, 0.0))),
|
||||
];
|
||||
let mut world_materials = world.resource_mut::<Assets<ColorMaterial>>();
|
||||
let materials = [
|
||||
@@ -115,10 +190,21 @@ impl FromWorld for GameAssets {
|
||||
world_materials.add(SHIP_THRUSTER_COLOR_ACTIVE),
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
// TODO: asteroid medium and large colors
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
world_materials.add(ASTEROID_SMALL_COLOR),
|
||||
world_materials.add(ASTEROID_MEDIUM_COLOR),
|
||||
world_materials.add(ASTEROID_LARGE_COLOR),
|
||||
world_materials.add(BULLET_COLOR),
|
||||
];
|
||||
GameAssets { meshes, materials }
|
||||
let loader = world.resource_mut::<AssetServer>();
|
||||
let sounds = [
|
||||
loader.load("explosionCrunch_004.ogg"),
|
||||
loader.load("laserSmall_001.ogg"),
|
||||
loader.load("explosionCrunch_000.ogg"),
|
||||
loader.load("thrusterFire_004.ogg"),
|
||||
];
|
||||
GameAssets {
|
||||
meshes,
|
||||
materials,
|
||||
sounds,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
104
src/widgets.rs
104
src/widgets.rs
@@ -1,6 +1,9 @@
|
||||
use std::ops::DerefMut;
|
||||
|
||||
use crate::{
|
||||
GameState,
|
||||
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
|
||||
despawn,
|
||||
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
|
||||
pub struct PluginGameOver;
|
||||
|
||||
@@ -65,10 +79,18 @@ struct OnReadySetGo;
|
||||
#[derive(Component)]
|
||||
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
|
||||
/// decide what to do when that button is pressed.
|
||||
/// Instead of holding function pointers for use as callbacks, I'm doing enum-
|
||||
/// 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)]
|
||||
enum ButtonMenuAction {
|
||||
ToMainMenu,
|
||||
@@ -88,14 +110,6 @@ struct CountdownText;
|
||||
#[derive(Component)]
|
||||
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.
|
||||
fn button_bundle(text: &str) -> impl Bundle {
|
||||
(
|
||||
@@ -110,7 +124,7 @@ fn button_bundle(text: &str) -> impl Bundle {
|
||||
margin: UiRect::all(Val::Px(5.0)),
|
||||
..default()
|
||||
},
|
||||
BorderColor(Color::BLACK),
|
||||
BorderColor::all(Color::BLACK),
|
||||
BorderRadius::MAX,
|
||||
BackgroundColor(UI_BUTTON_NORMAL),
|
||||
children![(
|
||||
@@ -138,7 +152,7 @@ fn spawn_menu(mut commands: Commands) {
|
||||
cmds.spawn((
|
||||
Text::new("Robert's Bad Asteroids Game"),
|
||||
TextFont::from_font_size(50.0),
|
||||
TextLayout::new_with_justify(JustifyText::Center),
|
||||
TextLayout::new_with_justify(Justify::Center),
|
||||
TextShadow::default(),
|
||||
));
|
||||
cmds.spawn((
|
||||
@@ -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((
|
||||
OnReadySetGo, // marker, so this can be de-spawned properly
|
||||
Node {
|
||||
@@ -201,6 +216,11 @@ fn spawn_gameover_ui(mut commands: Commands) {
|
||||
..default()
|
||||
},
|
||||
children![
|
||||
(
|
||||
Text::new("Game Over"),
|
||||
TextFont::from_font_size(35.0),
|
||||
TextShadow::default(),
|
||||
),
|
||||
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
||||
(button_bundle("Quit"), ButtonMenuAction::Quit),
|
||||
],
|
||||
@@ -227,7 +247,7 @@ fn animate_get_ready_widget(
|
||||
bar_segment.width = Val::Percent(100.0 * (1.0 - timer.fraction()));
|
||||
|
||||
// If the timer has expired, change state to playing.
|
||||
if timer.finished() {
|
||||
if timer.is_finished() {
|
||||
game_state.set(GameState::Playing);
|
||||
}
|
||||
}
|
||||
@@ -254,20 +274,20 @@ fn operate_buttons(
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
mut game_state: ResMut<NextState<GameState>>,
|
||||
mut app_exit_events: EventWriter<AppExit>,
|
||||
mut app_exit_events: MessageWriter<AppExit>,
|
||||
) {
|
||||
// TODO: Better colors. These are taken from the example and they're ugly.
|
||||
for (interaction, mut color, mut border_color, menu_action) in &mut interactions {
|
||||
match *interaction {
|
||||
Interaction::Pressed => {
|
||||
*color = UI_BUTTON_PRESSED.into();
|
||||
border_color.0 = DARK_GRAY.into();
|
||||
border_color.set_all(DARK_GRAY);
|
||||
match menu_action {
|
||||
ButtonMenuAction::ToMainMenu => {
|
||||
game_state.set(GameState::TitleScreen);
|
||||
}
|
||||
ButtonMenuAction::StartGame => {
|
||||
game_state.set(GameState::Playing);
|
||||
game_state.set(GameState::GetReady);
|
||||
}
|
||||
ButtonMenuAction::Quit => {
|
||||
app_exit_events.write(AppExit::Success);
|
||||
@@ -276,11 +296,11 @@ fn operate_buttons(
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
*color = UI_BUTTON_HOVERED.into();
|
||||
border_color.0 = WHITE.into();
|
||||
border_color.set_all(WHITE);
|
||||
}
|
||||
Interaction::None => {
|
||||
*color = UI_BUTTON_NORMAL.into();
|
||||
border_color.0 = BLACK.into();
|
||||
border_color.set_all(BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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>) {
|
||||
let score = score.0;
|
||||
let lives = lives.0;
|
||||
commands.spawn((
|
||||
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
||||
MarkerHUD,
|
||||
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}");
|
||||
}
|
||||
|
||||
113
www/index.html
Normal file
113
www/index.html
Normal file
@@ -0,0 +1,113 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<style>
|
||||
body {
|
||||
background-color: hsl(200, 3%, 65%);
|
||||
}
|
||||
h1 {
|
||||
color: hsl(200, 3%, 90%);
|
||||
background-color: hsl(195, 5%, 17%);
|
||||
text-align: center;
|
||||
margin: auto;
|
||||
padding: 0.5em;
|
||||
}
|
||||
canvas {
|
||||
margin-top: 1em;
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
display: block;
|
||||
outline-color: hsl(200, 7%, 50%);
|
||||
outline-style: outset;
|
||||
border-radius: 8px;
|
||||
background-color: rgb(40%, 40%, 40%);
|
||||
}
|
||||
main {
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
width: 70%;
|
||||
}
|
||||
table {
|
||||
margin-bottom: 10px;
|
||||
border-collapse: collapse;
|
||||
}
|
||||
th, td {
|
||||
border: 1px solid;
|
||||
padding: 0.1em 0.3em;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body style="margin: 0px;">
|
||||
<h1>
|
||||
Robert's Bad Asteroids Game
|
||||
</h1>
|
||||
<canvas id="game-canvas" width="1280" height="720"></canvas>
|
||||
<main>
|
||||
<article>
|
||||
<h2>Description</h2>
|
||||
<p>
|
||||
A (work in progress) version of the Asteroids arcade game.
|
||||
</p>
|
||||
</article>
|
||||
<article>
|
||||
<h3>Controls</h3>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th scope="col">Input</th>
|
||||
<th scope="col">Effect</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tr>
|
||||
<td>W</td>
|
||||
<td>Fire thruster</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>A</td>
|
||||
<td>Rotate Left</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>D</td>
|
||||
<td>Rotate Right</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Spacebar</td>
|
||||
<td>Shoot gun</td>
|
||||
</tr>
|
||||
</table>
|
||||
</article>
|
||||
<article>
|
||||
<h3>Misc</h3>
|
||||
<table>
|
||||
<tr>
|
||||
<td>Source code</td>
|
||||
<td><a href=https://github.com/DerVerrater/another-asteroids>https://github.com/DerVerrater/another-asteroids</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>License</td>
|
||||
<td><a href="https://www.gnu.org/licenses/agpl-3.0.txt">AGPL-3.0-only</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Program Version</td>
|
||||
<!-- This version text is completely unchecked. I'll need to do something about that. -->
|
||||
<td><code>v0.5.0</code></td>
|
||||
</tr>
|
||||
</table>
|
||||
</article>
|
||||
</main>
|
||||
<script type="module">
|
||||
import init from './asteroids.js'
|
||||
|
||||
let compressed = await fetch("./asteroids_bg.wasm.gz")
|
||||
let wasm_stream = compressed.body.pipeThrough(new DecompressionStream("gzip"))
|
||||
let blob = await new Response(wasm_stream).blob();
|
||||
|
||||
init(await blob.arrayBuffer()).catch((error) => {
|
||||
if (!error.message.startsWith("Using exceptions for control flow, don't mind me. This isn't actually an error!")) {
|
||||
throw error;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
Reference in New Issue
Block a user