Files
another-asteroids/src/machinery.rs
Robert Garrett 0967795d51
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Basic checks / Basic build-and-test supertask (push) Successful in 7m4s
Remove unnecessary mut on system parameter
2025-08-14 22:33:53 -05:00

138 lines
4.7 KiB
Rust

//! Systems, Components, and any other items for powering the game logic.
//!
//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
//! the *game* keeps its main logic here. Its for ambient behaviors, like
//! asteroid spawning, or eventually the flying saucer spawns.
use rand::{Rng, SeedableRng};
use std::time::Duration;
use bevy::prelude::*;
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
/// Asteroid spawning parameters and state.
///
/// This struct keeps track of the rng and timer for spawning asteroids. In the
/// future it may contain additional fields to allow for more control.
///
/// It's values are operated by the [`tick_asteroid_manager`] system.
#[derive(Resource)]
pub struct AsteroidSpawner {
rng: std::sync::Mutex<rand::rngs::StdRng>,
timer: Timer,
// TODO: Configurables?
// - interval
// - density
// - size distribution
}
impl AsteroidSpawner {
pub fn new() -> Self {
Self {
rng: std::sync::Mutex::new(rand::rngs::StdRng::from_seed(crate::config::RNG_SEED)),
timer: Timer::new(Duration::from_secs(3), TimerMode::Repeating),
}
}
}
/// 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 spawner: ResMut<AsteroidSpawner>,
time: Res<Time>,
play_area: Res<WorldSize>,
) {
spawner.timer.tick(time.delta());
if spawner.timer.just_finished() {
let mut rng = spawner
.rng
.lock()
.expect("Expected to acquire lock on the AsteroidSpawner's RNG field.");
// Use polar coordinate to decide where the asteroid will spawn
// Theta will be random between 0 to 2pi
let spawn_angle = rng.random_range(0.0..(std::f32::consts::PI * 2.0));
// Rho will be the radius of a circle bordering the viewport, multiplied by 1.2
// TODO: Use view diagonal to get a minimally sized circle around the play area
let spawn_distance = play_area.x.max(play_area.y) / 2.0;
// Convert polar to Cartesian, use as position
let pos = Vec2::new(
spawn_distance * spawn_angle.cos(),
spawn_distance * spawn_angle.sin(),
);
// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
// pos.x == -100, then vel.x = + <random>
// pos.x == 100, then vel.x = - <random>
// etc,
let mut vel = Vec2::new(rng.random_range(0.0..100.0), rng.random_range(0.0..100.0));
if pos.x > 0.0 {
vel.x *= -1.0;
}
if pos.y > 0.0 {
vel.y *= -1.0;
}
let size = match rng.random_range(0..=2) {
0 => AsteroidSize::Small,
1 => AsteroidSize::Medium,
2 => AsteroidSize::Large,
_ => unreachable!(),
};
events.write(SpawnAsteroid { pos, vel, size });
}
}
/// Sets a lifetime on an entity to automatically delete it after expiration.
#[derive(Component)]
pub struct Lifetime(pub Timer);
/// System to tick the [`Lifetime`] timers and despawn expired entities.
pub fn tick_lifetimes(
mut commands: Commands,
time: Res<Time>,
query: Query<(Entity, &mut Lifetime)>,
) {
for (e, mut life) in query {
life.0.tick(time.delta());
if life.0.just_finished() {
commands.entity(e).despawn();
}
}
}
/// 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,
};
}
}
}