64 Commits
wasm ... trunk

Author SHA1 Message Date
23e4ef3093 Release v0.7.0
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2025-12-26 10:35:45 -06:00
235d89ebb3 Automatically fill version info in index.html 2025-12-26 10:34:45 -06:00
12c303d0ab Pull in the check workflow from my Boids repo
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Which is, in turn, something Jonhoo put together. See the comments in
the file for more.

I mainly want the feature combination checking that this should do.
2025-12-25 23:39:25 -06:00
03b985ee57 Record MSRV in Cargo.toml (currently 1.88) 2025-12-25 23:39:11 -06:00
16b118f37d Update basic.yml workflow for Bevy 0.17
This thing has been broken since a48dfc1d65 (v0.5.0 + 1) when the game
was upgraded to Bevy 0.17. Install the libwayland-dev package to get the
CI runner building correctly again.

I also increased the artifact retention period to 7 days... I'm not sure
I actually want to keep any artifacts, but if I'm going to then I should
keep them long enough for me to go back and look at them.
2025-12-25 23:35:20 -06:00
172b528138 Mark v0.6.2 release: Removed debug noise
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I've removed a bit of the debug stuff from the program -- mainly the
egui-inspector UI, but also some debug prints that were still happening
in the physics module.
2025-12-22 10:41:52 -06:00
70de4bb67d Remove debug prints in physics.rs 2025-12-22 10:39:40 -06:00
ebee953955 Hide egui-inspector window behind feature flag
The World Inspector widget shouldn't be enabled by default. This hides
it behind the "debug_ui" feature flag, along with the bevy_rapier2d
debug drawings.

The bevy_rapier2d debug plugin is now added when in debug mode, which
was not previously the case.
2025-12-21 16:45:52 -06:00
d2cb75c3a1 Apply clippy fixes 2025-12-20 09:38:46 -06:00
099926d368 Hotfix for broken install target in Makefile
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I didn't check that it also *installs* all of it's components! That's
what I get for not having a list of package contents... although I'd
probably just end up missing something there instead.
2025-12-19 16:11:13 -06:00
76426094d3 Mark v0.6.0 release
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2025-12-19 13:47:49 -06:00
4b101633e7 Better colors for the "get ready" screen
The card itself is transparent, but it still has a size of 30% of the
viewport because the bar is based on the size of it's container.

The start bar and text can still be green and red, respectively, but the
light blue was completely out of place.
2025-12-19 13:45:22 -06:00
a5a6f32037 Add a sound warning and mute guide
Page visitors may be surprised by the sounds and not know how to turn
them off. The answer is "you don't", but practically the browser tab can
be muted instead.
2025-12-19 13:36:48 -06:00
4d899d3c97 Improved "load game" button, now with elem swap
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The canvas element no longer exists in the page source. Instead, there
is a div styled to look similar and contain a button. The button is
styled to match the ones in the Bevy app. When pressed, the button
creates the canvas element, replaces the fake canvas div, and loads the
WASM to do it's thing.
2025-12-19 13:27:42 -06:00
6d5afc2445 Add a basic "load game" button
This will ensure the user has interacted with the page before the game
starts, thus allowing the sound to play correctly.

It doesn't re-load the game if the user quits. I'd like to figure out
how to do that.

The need to push the button isn't immediately obvious. It should be over
top (or in place of) the canvas to best convey that the user must start
the game.
2025-12-19 11:46:18 -06:00
d34d0a31f2 Fix: Folder deps need to be order-only deps
I did the thing againnnnn. The Makefile thinks the sound assets are
constantly out-of-date because the folder that contains them technically
changes any time a file is added or removed from the folder.

1. "out/assets" is created, it is up-to-date
2. "out/assets/example.ogg" is created, it is up-to-date
3. Parent folder "out/assets" has it's mtime updated because it's
   contents have changed. It is newer than it was at step 1, and newer
   than the .ogg file in step 2.
4. run `make` again
5. "out/assets" is up-to-date, nothing changes
6. "out/assets/example.ogg" is OLDER than one of it's dependencies
   ("out/assets/"), and is rebuilt.
7. "out/assets" got new contents, so it's mtime was updated again.

The cycle isn't infinite, but it will always try to rebuild the sound
files. The fix is to consider the containing folder to only be an
ordering dependency rather than a substantive dependency. The former
only needs the dependency to be made first, where the latter considers
the dependency to be part of the target file. The containing folder is
not part of the sound files, so "rebuilding" the sound files when the
folder changes is complete nonsense.
2025-12-19 11:26:18 -06:00
72f062ea10 Teach the Makefile how to "build" the audio assets
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Makefiles are pretty strange things.

There is a new wildcard target which will copy any .ogg file from
"assets/" into "out/assets". On it's own, it does nothing -- it only
knows how to create the output file by copying the input one.

To drive this, a list of output assets must be created and depended upon
by the main build target(s). I don't want to manually maintain an asset
manifest in a Makefile, so I've achived this by wildcard matching
anything in the "assets/" folder, then rewriting the prefix to be
"out/assets/". This list is in a variable, which is now part of the
dependency list for the main build target(s). All files will be
installed, but only when they are out-of-date. Excellent.
2025-12-19 10:55:57 -06:00
eecfbf5d7c Dev version bump to 0.6.0-dev3
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I'm moving on from asset stuff, so I'm considering this a "new version."

Next up: Fixing the Makefile to understand the sound files.
2025-12-19 10:41:08 -06:00
1e09e3ce3a Fix: Include the sound asset for the thruster!
I forgot to check-in the file the other day. Big brain here in this
head.
2025-12-19 10:40:28 -06:00
19ac032792 Add proper meshes & materials for game objects
The asteroid circles have been replaced with polylines. I was going to
do a regular triangle mesh, but I don't want to figure out GLTF
loading or manually chunking the points into convex hulls.

Asteroid materials are now all populated and their GameAsset getters are
indexed correctly. I'm not sold on the size based color selection.
Later, I think I'll either remove the extra colors or let each of them
randomly apply to any asteroid.

The bullet is now a short line segment. Apparently I already wired in
the rotation logic, so pointing it correctly out of the ship already
works.
2025-12-19 10:29:48 -06:00
de75e25ca6 Add ship thruster sound
The player's Ship now has an AudioPlayer component constantly looping a
thruster sound effect. It starts paused and is only resumed when the
player fires the thruster.

As noted in the TODO comment at the top of the input_ship_thruster(...)
system, I need to figure out if I want to start using the `Single<>`
query parameter instead of a `Query<>` and then doing my own
null-ability checks (like what it does now).
2025-12-17 17:18:18 -06:00
d7802bdbed Add asteroid destruction sound 2025-12-17 16:18:31 -06:00
ae093d2c9c Add bullet/laser sound
Firing the weapon now makes a sound. I've implemented this by spawning
the playback component on the bullet rather than the gun. This seemed
easier than figuring out how to reset a playback component that lives on
the ship entity -- although thats probably better for memory access
patterns.
2025-12-17 14:29:57 -06:00
3963b548b9 Fix: Make shipwreck sound entity despawn itself
I started to work on weapon fire sounds and realized I don't know if the
entity and/or component get removed after playback ends. It turns out
that they DO NOT!... unless told to do so, like this.
2025-12-17 14:23:57 -06:00
b1fd2e5f73 Add a readme
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There hasn't been a README this whole time... I guess there hasn't been
anything I need to immediately communicate to someone looking at the
source repository.

There is now a README so I have somewhere to record the extra licensing
information (for the Kenney asset).
2025-12-17 11:01:23 -06:00
09ff4dc6ca First sound! Added ship explosion sound effect
It's a simple one-shot sound clip that gets dispatched as one more part
of the ship impact routine.

The GameAssets struct has been updated to have an array of handles for
audio assets (just the one, for now).

This sound file, and the next several, are all from Kenney
(www.kenney.nl).
2025-12-17 10:46:51 -06:00
a48dfc1d65 Finish the engine upgrade
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Events have been replaced with Messages, import paths have been updated
for new engine module layout, and minor API changes have been matched.
2025-12-17 10:15:33 -06:00
6e425e8eb9 WIP on engine upgrade 2025-12-17 09:44:48 -06:00
7bd88c702f Replace event derives with message derives 2025-12-17 09:44:48 -06:00
cfe35c61ed Rename crate::events to crate::messages
Bevy 0.17 introduces this idea of "Messages" which mostly replace the
previous usage of "Events." The old events still exist, but are meant
more for targetted actions -- something happening and immediately
triggering a function call on an observer.
2025-12-17 09:44:48 -06:00
13643f73fb Upgrade to Bevy 0.17... minus fixes for API change
Bevy 0.17 is out and I'm going to get started on an upgrade. Upgrading
dependencies will be it's own commit, as will many of the fixes. This
way I can cherry-pick anything, if need be.
2025-12-17 09:41:44 -06:00
8fc9e682cc Release v0.5.0
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2025-11-15 15:18:54 -06:00
be83be1a7b Compress the WASM file for even more space savings 2025-11-15 15:16:37 -06:00
3639122e54 Fix: install "asteroids.html" not "boids.html"
Yay for copying code around!
2025-11-15 15:16:02 -06:00
97e0313c23 Impl a basic scoring system
Games have scores, so I need a score counter... I guess.
2025-11-09 11:14:27 -06:00
de79ca0258 Apply clippy lint fix 2025-11-09 10:57:36 -06:00
1edbd3e78c Name oldest viable dependency versions
Semver compatible resolution means I still get the newest, so I want to
name the oldest that still works to let Cargo do it's thing.
2025-11-08 22:17:05 -06:00
5af59863a1 Release v0.4.0, now includes lockfile
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The only real change was the addition of some CSS. I'm recording the
lockfile so that consumers can more reliably build the same binary each
time.
2025-11-08 12:31:29 -06:00
84d93d496a Remove Linux-specific deps from web build
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The Alsa and Udev system dependencies are only required on Linux. The
WASM/WASI build doesn't use them, so they don't need to exist in the
build container.
2025-11-08 12:10:42 -06:00
4a9d252691 Update Dockerfile, copy everything, use makefile
I have figured out the `.dockerignore` file so I don't have to do manual
context size management like before.

The Dockerfile now uses the Makefile to ensure image builds contain the
same thing non-image builds would.
2025-11-08 12:08:45 -06:00
3c9a9a7d9d Add some CSS 2025-11-08 12:07:30 -06:00
010cbd6d4b Add an install target 2025-11-06 14:18:13 -06:00
918992702f Add standalone & bundle-able build variants
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Now there are build targets for producing a version that can be served
as-is, and another that can be included as a page in a larger site.
2025-11-06 10:48:06 -06:00
c8c64e4d22 Place Makefile 'configurables' up top
Variables that a package consumer might want to adjust should be placed
at the top of the file so they are immediately visible. Any constants
shall live below those (just the SRC folder, really).
2025-11-06 10:26:35 -06:00
88a1b0e44b Release: v0.3.0, drop "+patches" note on webpate
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2025-10-30 13:55:48 -05:00
aaab0757de Add a license to the project (AGPLv3)
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2025-10-30 12:47:22 -05:00
5aa47687a5 Add a Dockerfile for container-ized web hosting 2025-10-30 12:36:10 -05:00
01cef2dd97 Add a Makefile to automate the web build proc
This is also copied from my Boids project, just like the HTML page was.
2025-10-30 12:07:12 -05:00
fb5209a5c2 Have Bevy find assigned canvas element
Bevy creates it's own canvas element by default, but the custom page
defines its own. This makes Bevy go find that one.

The window sizing still works -- it simply resizes the canvas upon
starting. I'm not sure if I'll change that or remove the size from the
HTML. That's a tomorrow problem.
2025-10-30 12:00:09 -05:00
fe4e946e83 Add a custom webpage for the WASM build
It's just a copy of the page I made for my Boids program, but with all
the relevant names swapped to "asteroids".
2025-10-30 11:56:24 -05:00
7c385b1557 Make dynamic linking feature a default
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Now I don't need to keep setting the option on the command line. I'll
take it out (or use `--no-default-features`) when making the release
build.
2025-08-29 13:35:50 -05:00
746de2bd80 Add "Game Over" text to the game over screen
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2025-08-15 15:26:11 -05:00
73ee5e554b Reorder ship-collision steps, rm frozen debris
When the player gets a game-over, the debris is spawned and then frozen
in place as the physics system gets turned off. I can make sure it never
appears by writing the state change and returning early from the
function.

This means the asteroid despawning needs to happen before that point,
otherwise the asteroids would be left on screen.
2025-08-15 15:02:28 -05:00
0967795d51 Remove unnecessary mut on system parameter
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2025-08-14 22:33:53 -05:00
20c71658c3 Implement a basic ship debris effect
I'm stealing the thruster mesh, which itself is actually the ship's
mesh, to draw the debris particles. I'll come back and make the scatter
a bit better at some point, but for now it's passable.
2025-08-14 22:33:42 -05:00
960861af79 Add a sparkler component to flash entities
I'll be using this to make a sparkling effect on the debris field left
behind from a destroyed ship.

It can also be used to do the temporary invincibility effect when
(re)spawning the player.
2025-08-14 21:57:47 -05:00
4b70be7048 Fix and improve ButtonMenuAction doc comment 2025-08-14 20:54:29 -05:00
8bf21e74f0 Remove Rapier debug plugin 2025-08-14 18:25:33 -05:00
c0cf6d7f30 Fix: reset "get-ready" timer upon showing widget
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Closes #25: Reset "get ready" timer upon entering the get-ready state.
2025-08-14 18:20:50 -05:00
cc23e9e08e Despawn the player when exiting the Playing state
Closes #21: Despawn player ship when exiting `GameState::Playing`

I've also moved the `fn despawn<T>` utility to the lib.rs module.
2025-08-14 14:50:12 -05:00
cf9825fcc3 Fix: Starting game from GUI runs "get ready" timer
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Closes #23: Main menu's start button doesn't run the get-ready timer

I made the start button go directly to `GameState::Playing`, which is
not actually the right state for beginning a new game. Swap the states
and everything works again.
2025-08-14 14:39:24 -05:00
708f514582 Implement a proper gun fire-rate mechanism
There is now a `Weapon` component which is just a timer for the gun's
fire rate. It is ticked every frame, clamping at the "ready" state (0
time remaining).

The ship spawns with this thing, and the `input_ship_shoot` system has
been updated to use it.
2025-08-14 14:34:22 -05:00
0a7ffcfa0a Add reflection & debug inspector stuff to Score 2025-08-14 13:14:32 -05:00
40ee042b53 Implement the HUD for real
Now it works!... but it runs every single frame, probably causing a
bunch of unnecessary text rendering and UI layout operations. I'll have
to come back and make it event-based at some point.
2025-08-14 13:07:25 -05:00
23 changed files with 8105 additions and 141 deletions

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@@ -18,7 +18,12 @@ jobs:
with:
components: rustfmt clippy
- name: Install system dependencies
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
run: >
sudo apt-get update &&
sudo apt-get install -y --no-install-recommends
libasound2-dev
libudev-dev
libwayland-dev
- name : cargo generate-lockfile
if: hashFiles('Cargo.lock') == ''
run: cargo generate-lockfile
@@ -41,6 +46,6 @@ jobs:
name: roberts-bad-asteroids-game
path: target/release/asteroids
if-no-files-found: 'error'
retention-days: 1
retention-days: 7
compression-level: 9
overwrite: true

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@@ -0,0 +1,94 @@
# This workflow runs whenever a PR is opened or updated, or a commit is pushed to main. It runs
# several checks:
# - fmt: checks that the code is formatted according to rustfmt
# - clippy: checks that the code does not contain any clippy warnings
# - doc: checks that the code can be documented without errors
# - hack: check combinations of feature flags
# - msrv: check that the msrv specified in the crate is correct
permissions:
contents: read
# This configuration allows maintainers of this repo to create a branch and pull request based on
# the new branch. Restricting the push trigger to the main branch ensures that the PR only gets
# built once.
on:
push:
branches: [trunk]
pull_request:
# If new code is pushed to a PR branch, then cancel in progress workflows for that PR. Ensures that
# we don't waste CI time, and returns results quicker https://github.com/jonhoo/rust-ci-conf/pull/5
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.run_id }}
cancel-in-progress: true
name: check
jobs:
fmt:
runs-on: ubuntu-latest
name: stable / fmt
steps:
- uses: actions/checkout@v4
with:
submodules: true
- name: Install stable
uses: dtolnay/rust-toolchain@stable
with:
components: rustfmt
- name: cargo fmt --check
run: cargo fmt --check
doc:
# run docs generation on nightly rather than stable. This enables features like
# https://doc.rust-lang.org/beta/unstable-book/language-features/doc-cfg.html which allows an
# API be documented as only available in some specific platforms.
runs-on: ubuntu-latest
name: nightly / doc
steps:
- uses: actions/checkout@v4
with:
submodules: true
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev libwayland-dev
- name: Install nightly
uses: dtolnay/rust-toolchain@nightly
- name: cargo doc
run: cargo doc --no-deps --all-features
env:
RUSTDOCFLAGS: --cfg docsrs
hack:
# cargo-hack checks combinations of feature flags to ensure that features are all additive
# which is required for feature unification
runs-on: ubuntu-latest
name: ubuntu / stable / features
steps:
- uses: actions/checkout@v4
with:
submodules: true
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev libwayland-dev cmake
- name: Install stable
uses: dtolnay/rust-toolchain@stable
- name: cargo install cargo-hack
uses: taiki-e/install-action@cargo-hack
# intentionally no target specifier; see https://github.com/jonhoo/rust-ci-conf/pull/4
# --feature-powerset runs for every combination of features
- name: cargo hack
run: cargo hack --feature-powerset check
msrv:
# check that we can build using the minimal rust version that is specified by this crate
runs-on: ubuntu-latest
# we use a matrix here just because env can't be used in job names
# https://docs.github.com/en/actions/learn-github-actions/contexts#context-availability
strategy:
matrix:
msrv: ["1.88.0"]
name: ubuntu / ${{ matrix.msrv }}
steps:
- uses: actions/checkout@v4
with:
submodules: true
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev libwayland-dev
- name: Install ${{ matrix.msrv }}
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ matrix.msrv }}
- name: cargo +${{ matrix.msrv }} check
run: cargo check

1
.gitignore vendored
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@@ -1 +1,2 @@
/target
/out

6640
Cargo.lock generated Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,20 +1,23 @@
[package]
name = "asteroids"
version = "0.3.0"
version = "0.7.0"
edition = "2024"
license = "AGPL-3.0-only"
rust-version = "1.88.0"
[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
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@@ -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
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@@ -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
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modification follow.
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The Corresponding Source need not include anything that users
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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You may not propagate or modify a covered work except as expressly
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Each time you convey a covered work, the recipient automatically
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work thus licensed is called the contributor's "contributor version".
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In the following three paragraphs, a "patent license" is any express
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and the Corresponding Source of the work is not available for anyone
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then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
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in a country, would infringe one or more identifiable patents in that
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you grant is automatically extended to all recipients of the covered
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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
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parties who would receive the covered work from you, a discriminatory
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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.
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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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
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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/>.

89
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@@ -0,0 +1,89 @@
##
## This Makefile exists to produce WASM builds.
## Do not use it if that isn't your goal!
##
# # # Configuration Variables # # #
#
# 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
# # # Automatic Variables # # #
SRC_DIR = ./src
SRCS := $(wildcard $(SRC_DIR)/**)
ASSET_SOURCE := $(wildcard assets/**)
ASSETS := $(patsubst assets/%.ogg, out/assets/%.ogg, $(ASSET_SOURCE))
CRATE_VERSION != sed -nre 's/^version = "(.*)"/\1/p' Cargo.toml
.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 $(ASSETS)
# "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 $(ASSETS)
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 $(ASSETS)
tar -caf $@ $^
asteroids_web_root_standalone.tar: out/asteroids.js out/asteroids_bg.wasm.gz out/index.html $(ASSETS)
tar -caf $@ $^
target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm: $(SRCS) Cargo.lock Cargo.toml
cargo build --profile $(CARGO_PROFILE) --target $(CARGO_TARGET)
out:
mkdir $@
out/assets: | out
mkdir $@
out/assets/%.ogg: assets/%.ogg | out/assets
cp -ar assets/$*.ogg $@
# Both the JS and WASM files are generated by the wasm-bindgen call, so both
# get to be on the target half of this recipe.
out/asteroids.js out/asteroids_bg.wasm.gz &: target/$(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 $< $@
rm -f out/asteroids.html
sed -i -e "s/#CRATE_VERSION_PLACEHOLDER#/$(CRATE_VERSION)/" $@
# 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 -dm0755 $(DESTDIR)/assets
install -m0644 out/asteroids.js $(DESTDIR)/
install -m0644 out/asteroids_bg.wasm.gz $(DESTDIR)/
install -m0644 out/asteroids.html $(DESTDIR)/
install -m0644 $(ASSETS) $(DESTDIR)/assets/

14
README.md Normal file
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@@ -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].

Binary file not shown.

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BIN
assets/laserSmall_001.ogg Normal file

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BIN
assets/thrusterFire_004.ogg Normal file

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@@ -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";

View File

@@ -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),
@@ -183,8 +217,10 @@ fn input_ship_shoot(
physics::Velocity(bullet_vel),
Mesh2d(game_assets.bullet().0),
MeshMaterial2d(game_assets.bullet().1),
ship_pos.clone(), // clone ship transform
*ship_pos, // 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
));
}
}

View File

@@ -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;
}
}

View File

@@ -1,19 +1,28 @@
use bevy::{prelude::*, window::WindowResolution};
use asteroids::{AsteroidPlugin, config::WINDOW_SIZE};
#[cfg(feature = "debug_ui")]
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
#[cfg(feature = "debug_ui")]
use bevy_rapier2d::render::RapierDebugRenderPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
let mut app = App::new();
app.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()
}))
.add_plugins(AsteroidPlugin)
.add_plugins(EguiPlugin::default())
.add_plugins(AsteroidPlugin);
#[cfg(feature = "debug_ui")]
app.add_plugins(EguiPlugin::default())
.add_plugins(WorldInspectorPlugin::new())
.run();
.add_plugins(RapierDebugRenderPlugin::default());
app.run();
}

View File

@@ -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);

View File

@@ -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 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.
));
}
}

View File

@@ -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>,
@@ -111,29 +111,21 @@ pub fn collision_listener(
if *one == *player {
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);
}
} else if *two == *player && rocks.contains(*one) {
ship_writer.write(messages::ShipDestroy);
}
// Option 2: Bullet & Asteroid
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));
}
} 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(*two));
bullet_writer.write(messages::BulletDestroy(*one));
}
} else if rocks.contains(*one) && bullets.contains(*two) {
asteroid_writer.write(messages::AsteroidDestroy(*one));
bullet_writer.write(messages::BulletDestroy(*two));
}
}
}

View File

@@ -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,
}
}
}

View File

@@ -1,11 +1,14 @@
use std::ops::DerefMut;
use crate::{
GameState,
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
despawn,
resources::{Lives, Score},
};
use bevy::{
color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
color::palettes::css::{BLACK, DARK_GRAY, GREEN, RED, WHITE},
prelude::*,
};
@@ -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 {
@@ -165,9 +180,9 @@ fn spawn_get_ready(mut commands: Commands) {
height: Val::Percent(30.),
..default()
},
BackgroundColor(LIGHT_BLUE.into()),
BackgroundColor(Color::NONE),
children![
(Text::new("Get Ready!"), TextColor(BLACK.into())),
(Text::new("Get Ready!"), TextColor(WHITE.into())),
(
CountdownBar,
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);
}
}
@@ -243,6 +263,7 @@ fn animate_get_ready_widget(
/// on the HUD, this system would quit the game. The same will happen for
/// returning to the title screen. This should be useful for making a pause
/// menu, too.
#[allow(clippy::type_complexity)]
fn operate_buttons(
mut interactions: Query<
(
@@ -254,20 +275,20 @@ 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 +297,11 @@ 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 +315,50 @@ 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}");
}

152
www/index.html Normal file
View File

@@ -0,0 +1,152 @@
<!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;
}
#prestart-controls,
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%);
}
#prestart-controls {
width: 800px;
height: 600px;
text-align: center;
align-content: center;
}
button {
font-size: 20px;
text-shadow: 0.2em 0.2em 0px rgba(0, 0, 0, 75%);
padding: 1em;
border-radius: 2em;
border-style: solid;
border-color: black;
color: rgb(90%, 90%, 90%);
background-color: rgb(15%, 15%, 15%);
}
button:hover {
background-color: rgb(25%, 25%, 25%);
border-color: rgb(90%, 90%, 90%);
}
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="800" height="600"></canvas> -->
<div id="prestart-controls">
<button id="gameload-button">Load Game</button>
</div>
<main>
<article>
<h2>Description</h2>
<p>
A (work in progress) version of the Asteroids arcade game.
</p>
<p>
<em>Sound Warning!</em> The game now has sound effects, but there are no controls on the page for changing the
volume (including to mute them). You can mute the browser tab by pressing <code>ctrl</code> + <code>m</code>.
Proper volume controls are coming soon.
</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>
<td><code>#CRATE_VERSION_PLACEHOLDER#</code></td>
</tr>
</table>
</article>
</main>
<script type="module">
import init from './asteroids.js'
let button = document.getElementById("gameload-button");
button.onclick = async function loadGame() {
console.log("Game Load button was pressed!");
let canvas = document.createElement("canvas");
// <canvas id="game-canvas" width="800" height="600"></canvas>
canvas.setAttribute("id", "game-canvas");
canvas.setAttribute("width", "800");
canvas.setAttribute("height", "600");
button.parentElement.replaceWith(canvas);
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>