Files
another-asteroids/src/machinery.rs

95 lines
2.8 KiB
Rust

//! These are Systems that power the main game mechanics (and some misc items to support them)
use rand::{Rng, SeedableRng};
use std::time::Duration;
use bevy::prelude::*;
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
#[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 and spawn 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.width.max(play_area.height) / 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 });
}
}
#[derive(Component)]
pub struct Lifetime(pub Timer);
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();
}
}
}