Files
another-asteroids/src/lib.rs

196 lines
6.5 KiB
Rust

pub mod config;
mod events;
mod machinery;
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, WINDOW_SIZE,
};
use crate::machinery::AsteroidSpawner;
use crate::objects::{Bullet, Ship};
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};
pub struct AsteroidPlugin;
impl Plugin for AsteroidPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
widgets::GameMenuPlugin,
widgets::preparation_widget_plugin,
RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
RapierDebugRenderPlugin::default(),
))
.insert_resource(ClearColor(BACKGROUND_COLOR))
.insert_resource(WorldSize {
width: WINDOW_SIZE.x,
height: WINDOW_SIZE.y,
})
.insert_resource(Lives(3))
.register_type::<Lives>()
.insert_resource(Score(0))
.insert_resource(AsteroidSpawner::new())
.init_resource::<GameAssets>()
.add_systems(Startup, spawn_camera)
.add_systems(
OnEnter(GameState::Playing),
(objects::spawn_player, spawn_ui),
)
.add_systems(
FixedUpdate,
(
input_ship_thruster,
input_ship_rotation,
input_ship_shoot,
physics::wrap_entities,
machinery::tick_asteroid_manager,
objects::spawn_asteroid.after(machinery::tick_asteroid_manager),
objects::split_asteroids,
objects::bullet_impact_listener,
objects::ship_impact_listener,
physics::collision_listener,
// TODO: Remove debug printing
debug_collision_event_printer,
machinery::tick_lifetimes,
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(
FixedPostUpdate,
(
physics::integrate_velocity,
physics::integrate_angular_velocity,
)
.run_if(in_state(GameState::Playing)),
)
.add_event::<events::SpawnAsteroid>()
.add_event::<events::AsteroidDestroy>()
.add_event::<events::ShipDestroy>()
.add_event::<events::BulletDestroy>();
app.insert_state(GameState::Playing);
}
}
fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEvent>) {
for event in collision_events.read() {
dbg!(event);
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
pub enum GameState {
TitleScreen, // Program is started. Present title screen and await user start
GetReady, // Short timer to let the player get ready after pressing start
Playing, // Player has started the game. Run the main loop
GameOver, // Game has ended. Present game over dialogue and await user restart
}
fn spawn_camera(mut commands: Commands) {
commands.spawn(Camera2d);
}
/*
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 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 {
let count = query.iter().count();
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
};
let thrusters = children
.first()
.expect("Couldn't find first child, which should be the thruster");
if keyboard_input.pressed(KeyCode::KeyW) {
velocity.0 += (transform.rotation * Vec3::X).xy() * SHIP_THRUST;
commands
.entity(*thrusters)
.insert(MeshMaterial2d(game_assets.thruster_mat_active()));
} else {
commands
.entity(*thrusters)
.insert(MeshMaterial2d(game_assets.thruster_mat_inactive()));
}
}
/*
Checks if "A" or "D" is pressed and updates the player's Rotation component accordingly
Does *not* rotate the graphical widget! (that's done by the `apply_rotation_to_mesh` system)
*/
fn input_ship_rotation(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut AngularVelocity, With<Ship>>,
) {
let Ok(mut angular_vel) = query.single_mut() else {
let count = query.iter().count();
panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
};
if keyboard_input.pressed(KeyCode::KeyA) {
angular_vel.0 = SHIP_ROTATION;
} else if keyboard_input.pressed(KeyCode::KeyD) {
angular_vel.0 = -SHIP_ROTATION;
} else {
angular_vel.0 = 0.0;
}
}
fn input_ship_shoot(
keyboard_input: Res<ButtonInput<KeyCode>>,
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
game_assets: Res<GameAssets>,
mut commands: Commands,
) {
let (ship_pos, ship_vel) = *ship;
// 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),
Sensor,
ActiveEvents::COLLISION_EVENTS,
ActiveCollisionTypes::STATIC_STATIC,
physics::Velocity(bullet_vel),
Mesh2d(game_assets.bullet().0),
MeshMaterial2d(game_assets.bullet().1),
ship_pos.clone(), // clone ship transform
Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
));
}
}
fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
commands.spawn((
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
TextFont::from_font_size(25.0),
));
}