Initial working commit
commit
cb75e8cf8c
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/target
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cargo-features = ["codegen-backend"]
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[package]
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name = "avoid-rs"
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version = "0.1.0"
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edition = "2021"
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|
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[dependencies]
|
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bevy = { version = "0.14", features = ["wav"] }
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fastrand = "*"
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|
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[profile.dev]
|
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codegen-backend = "cranelift"
|
||||
lto = false
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incremental = true
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|
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[profile.release]
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codegen-units = 1
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lto = true
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strip = true
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opt-level = 3
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[toolchain]
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channel = "nightly"
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unstable_features = true
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||||
reorder_imports = true
|
||||
hard_tabs = true
|
||||
control_brace_style = "ClosingNextLine"
|
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imports_granularity = "Crate"
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group_imports = "StdExternalCrate"
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edition = "2021"
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newline_style = "Unix"
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@ -0,0 +1,53 @@
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use bevy::prelude::*;
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|
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use super::velocity::Velocity;
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|
||||
pub struct AnimationPlugin;
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|
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impl Plugin for AnimationPlugin {
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fn build(&self, app: &mut App) {
|
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app.add_systems(FixedUpdate, animation_tick);
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}
|
||||
}
|
||||
|
||||
#[derive(Bundle, Default)]
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pub struct AnimationBundle {
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pub timer: AnimationTimer,
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|
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pub atlas: TextureAtlas,
|
||||
|
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pub indices: AnimationIndices,
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}
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct AnimationIndices {
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||||
pub first_index: usize,
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pub last_index: usize,
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}
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|
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#[derive(Component, Default, Deref, DerefMut)]
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pub struct AnimationTimer(pub Timer);
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||||
|
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fn animation_tick(
|
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time: Res<Time>,
|
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mut query: Query<(
|
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&mut AnimationTimer,
|
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&mut TextureAtlas,
|
||||
&AnimationIndices,
|
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&Velocity,
|
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)>,
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) {
|
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for (mut timer, mut atlas, anim_indicies, velocity) in &mut query {
|
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if velocity.length() > 0.0 {
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timer.tick(time.delta());
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if timer.just_finished() {
|
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atlas.index = if atlas.index == anim_indicies.last_index {
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anim_indicies.first_index
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}
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else {
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atlas.index + 1
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
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pub mod animation;
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pub mod mouse;
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pub mod path_follow;
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pub mod velocity;
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@ -0,0 +1,39 @@
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|||
use bevy::prelude::*;
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||||
|
||||
pub struct MousePlugin;
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||||
|
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impl Plugin for MousePlugin {
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||||
fn build(&self, app: &mut App) {
|
||||
app.insert_resource(Mouse::default());
|
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app.add_systems(PreUpdate, mouse_position);
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||||
}
|
||||
}
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|
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#[derive(Resource, Default, Deref, DerefMut)]
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pub struct Mouse(pub Vec2);
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|
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fn mouse_position(
|
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mut mouse: ResMut<Mouse>,
|
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window: Query<&Window>,
|
||||
camera: Query<(&Camera, &GlobalTransform)>,
|
||||
) {
|
||||
let Ok(window) = window.get_single()
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||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
if let Some(position) = window.cursor_position() {
|
||||
let Ok((camera, camera_transform)) = camera.get_single()
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||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
let window_size = Vec2::new(window.width(), window.height());
|
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let ndc = ((position / window_size) * 2.0 - Vec2::ONE) * Vec2::new(1., -1.);
|
||||
let world_pos = camera
|
||||
.ndc_to_world(camera_transform, ndc.extend(-1.0))
|
||||
.unwrap_or_default();
|
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let world_pos: Vec2 = world_pos.truncate();
|
||||
mouse.0 = world_pos;
|
||||
}
|
||||
}
|
|
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|
|||
use bevy::prelude::*;
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||||
|
||||
pub struct PathFollow2DPlugin;
|
||||
|
||||
impl Plugin for PathFollow2DPlugin {
|
||||
fn build(&self, app: &mut App) {}
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||||
}
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct PathFollow2D {
|
||||
pub progress: f32,
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|
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pub points: Vec<Vec2>,
|
||||
|
||||
pub looping: bool,
|
||||
}
|
||||
|
||||
impl PathFollow2D {
|
||||
pub fn length(&self) -> f32 {
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||||
let mut len = 0f32;
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||||
let no = self.points.len();
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||||
for i in 0..no {
|
||||
if i < no - 1 {
|
||||
len += &self.points[i].distance(self.points[i + 1]);
|
||||
}
|
||||
else if self.looping && no > 2 {
|
||||
len += &self.points[i].distance(self.points[0]);
|
||||
}
|
||||
}
|
||||
len
|
||||
}
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||||
|
||||
pub fn get_progress_ratio(&self) -> f32 {
|
||||
self.progress / self.length()
|
||||
}
|
||||
|
||||
pub fn set_progress(&mut self, progress: f32) {
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||||
self.progress = self.progress.clamp(0.0, self.length());
|
||||
}
|
||||
|
||||
pub fn get_pos(&self, dist: f32) -> (Vec2, Vec2) {
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||||
let dist = dist.clamp(0.0, 1.0);
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||||
let mut start_d = 0.0;
|
||||
|
||||
let mut no = self.points.len();
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if self.looping {
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no += 1;
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||||
}
|
||||
for i in 0..no {
|
||||
let end_d = (i + 1) as f32 / (no - 1) as f32;
|
||||
if dist < start_d || dist > end_d {
|
||||
start_d = end_d;
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||||
continue;
|
||||
}
|
||||
|
||||
let local_dist = (dist - start_d) / (end_d - start_d);
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||||
|
||||
let i1 = i;
|
||||
let mut i2 = 0;
|
||||
|
||||
if i < no - 1 {
|
||||
i2 = i + 1;
|
||||
}
|
||||
if self.looping && i2 >= no - 1 {
|
||||
i2 = 0;
|
||||
}
|
||||
|
||||
let v1 = &self.points[i1];
|
||||
let v2 = &self.points[i2];
|
||||
|
||||
let d = v1.distance(*v2);
|
||||
|
||||
let px = v1.x + (d * local_dist / d) * (v2.x - v1.x);
|
||||
let py = v1.y + (d * local_dist / d) * (v2.y - v1.y);
|
||||
let pos = Vec2::new(px, py);
|
||||
|
||||
let dir = *v2 - *v1;
|
||||
let dir = dir.normalize();
|
||||
|
||||
return (pos, dir);
|
||||
}
|
||||
(Vec2::default(), Vec2::default())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct PathFollow2DBundle {
|
||||
pub path: PathFollow2D,
|
||||
|
||||
pub transform: Transform,
|
||||
}
|
|
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|
|||
use bevy::prelude::*;
|
||||
|
||||
pub struct VelocityPlugin;
|
||||
|
||||
impl Plugin for VelocityPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(FixedUpdate, apply_velocity);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Default, Deref, DerefMut)]
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||||
pub struct Velocity(pub Vec2);
|
||||
|
||||
fn apply_velocity(time: Res<Time>, mut query: Query<(&mut Transform, &Velocity)>) {
|
||||
for (mut transform, velocity) in &mut query {
|
||||
transform.translation.x += velocity.x * time.delta_seconds();
|
||||
transform.translation.y += velocity.y * time.delta_seconds();
|
||||
}
|
||||
}
|
|
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|||
use bevy::{color::palettes::css::RED, prelude::*};
|
||||
|
||||
use crate::common::velocity::VelocityPlugin;
|
||||
|
||||
pub struct EnemyPlugin;
|
||||
|
||||
impl Plugin for EnemyPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// app.add_systems(Startup, setup);
|
||||
app.add_systems(Update, debug_direction);
|
||||
app.add_systems(FixedUpdate, outside_bounds);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Enemy;
|
||||
|
||||
fn debug_direction(query: Query<&Transform, With<Enemy>>, mut gizmos: Gizmos) {
|
||||
for enemy in &query {
|
||||
// let start = enemy.translation.truncate();
|
||||
// let end = enemy.rotation.xyz().truncate() - start;
|
||||
// gizmos.arrow_2d(start, end, RED);
|
||||
}
|
||||
}
|
||||
|
||||
fn outside_bounds(
|
||||
enemies: Query<(Entity, &Transform), With<Enemy>>,
|
||||
window: Query<&Window>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let window = window.single();
|
||||
let screen_size: Vec3 = window.physical_size().as_vec2().extend(1.0);
|
||||
|
||||
for (entity, transform) in &enemies {
|
||||
let pos = transform.translation.truncate();
|
||||
if pos.x < -60.0
|
||||
|| pos.y < -60.0
|
||||
|| pos.x > screen_size.x + 60.0
|
||||
|| pos.y > screen_size.y + 60.0
|
||||
{
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,180 @@
|
|||
use std::path::Path;
|
||||
|
||||
use bevy::{
|
||||
asset::{io::AssetSourceId, AssetPath},
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
use crate::{player::Player, score::Score, GameStartEvent, GameState, START_POSITION};
|
||||
|
||||
pub struct HUDPlugin;
|
||||
|
||||
impl Plugin for HUDPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, setup);
|
||||
app.add_systems(Update, start_button_logic);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
// let asset_path: AssetPath = "embedded://avoid_rs/assets/Xolonium-Regular.ttf".into();
|
||||
let asset_path: AssetPath = "Xolonium-Regular.ttf".into();
|
||||
let font: Handle<_> = asset_server.load(asset_path);
|
||||
|
||||
// let path = Path::new("avoid-rs").join("assets/Xolonium-Regular.ttf");
|
||||
// let source = AssetSourceId::from("embedded");
|
||||
// let asset_path = AssetPath::from_path(&path).with_source(source);
|
||||
// let font: Handle<_> = asset_server.load(asset_path);
|
||||
|
||||
// score UI, top middle
|
||||
commands
|
||||
.spawn(NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
parent.spawn((
|
||||
TextBundle::from_section(
|
||||
"0",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 64.0,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_text_justify(JustifyText::Center)
|
||||
.with_style(Style {
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
}),
|
||||
ScoreText,
|
||||
));
|
||||
});
|
||||
|
||||
commands
|
||||
.spawn(NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
// game info, middle of the screen
|
||||
parent.spawn((
|
||||
TextBundle::from_section(
|
||||
"Dodge the creeps!",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 64.0,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_text_justify(JustifyText::Center)
|
||||
.with_style(Style {
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
}),
|
||||
IntroMessageText,
|
||||
StartMenuUI,
|
||||
));
|
||||
});
|
||||
|
||||
commands
|
||||
.spawn(NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(90.0),
|
||||
align_items: AlignItems::End,
|
||||
justify_content: JustifyContent::Center,
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
parent
|
||||
.spawn((
|
||||
ButtonBundle {
|
||||
style: Style {
|
||||
width: Val::Px(200.0),
|
||||
height: Val::Px(100.0),
|
||||
border: UiRect::all(Val::Px(5.0)),
|
||||
// horizontally center child text
|
||||
justify_content: JustifyContent::Center,
|
||||
// vertically center child text
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
border_color: BorderColor(Color::BLACK),
|
||||
border_radius: BorderRadius::all(Val::Px(10.0)),
|
||||
background_color: Color::srgb(0.15, 0.15, 0.15).into(),
|
||||
..default()
|
||||
},
|
||||
StartButton,
|
||||
StartMenuUI,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"Start",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 64.0,
|
||||
color: Color::srgb(0.9, 0.9, 0.9),
|
||||
},
|
||||
));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ScoreText;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct IntroMessageText;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct StartButton;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct StartMenuUI;
|
||||
|
||||
fn start_button_logic(
|
||||
mut state: ResMut<NextState<GameState>>,
|
||||
mut score: ResMut<Score>,
|
||||
mut button: Query<(&Interaction, &mut BorderColor), With<StartButton>>,
|
||||
mut player_query: Query<(&mut Transform, &mut Visibility), With<Player>>,
|
||||
mut ui_elems_query: Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
|
||||
mut score_text_query: Query<&mut Text, With<ScoreText>>,
|
||||
) {
|
||||
let (interaction, mut border_color) = button.single_mut();
|
||||
match *interaction {
|
||||
Interaction::Pressed => {
|
||||
let mut score_text = score_text_query.single_mut();
|
||||
score.0 = 0;
|
||||
score_text.sections[0].value = format!("{}", score.0);
|
||||
|
||||
state.set(GameState::Playing);
|
||||
|
||||
let (mut player_transform, mut player_visibility) = player_query.single_mut();
|
||||
|
||||
for mut elem in &mut ui_elems_query {
|
||||
*elem = Visibility::Hidden;
|
||||
}
|
||||
|
||||
*player_visibility = Visibility::Visible;
|
||||
player_transform.translation = START_POSITION;
|
||||
}
|
||||
Interaction::Hovered => border_color.0 = Color::WHITE,
|
||||
Interaction::None => border_color.0 = Color::BLACK,
|
||||
}
|
||||
}
|
|
@ -0,0 +1,231 @@
|
|||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::{
|
||||
color::palettes::css::{LIME, RED},
|
||||
math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
// use rand::Rng;
|
||||
use crate::{
|
||||
common::{
|
||||
animation::{AnimationBundle, AnimationIndices, AnimationPlugin, AnimationTimer},
|
||||
path_follow::{PathFollow2D, PathFollow2DBundle, PathFollow2DPlugin},
|
||||
velocity::{Velocity, VelocityPlugin},
|
||||
},
|
||||
enemy::{Enemy, EnemyPlugin},
|
||||
hud::{HUDPlugin, ScoreText, StartMenuUI},
|
||||
player::{Player, PlayerPlugin},
|
||||
score::{Score, ScorePlugin},
|
||||
GameOverEvent, GameState,
|
||||
};
|
||||
|
||||
pub struct LevelPlugin;
|
||||
|
||||
impl Plugin for LevelPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(ScorePlugin);
|
||||
app.add_plugins(PlayerPlugin);
|
||||
app.add_plugins(EnemyPlugin);
|
||||
app.add_plugins(HUDPlugin);
|
||||
app.add_plugins(VelocityPlugin);
|
||||
app.add_plugins(AnimationPlugin);
|
||||
app.add_plugins(PathFollow2DPlugin);
|
||||
app.insert_resource(SpawnTimer(Timer::from_seconds(0.5, TimerMode::Repeating)));
|
||||
app.add_systems(Startup, setup);
|
||||
app.add_systems(Update, (debug_gizmos, debug_gizmos_config));
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
(spawn_enemy, check_for_collisions, game_over).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(PathFollow2DBundle {
|
||||
path: PathFollow2D {
|
||||
progress: 0.0,
|
||||
points: vec![
|
||||
Vec2::new(0.0, 720.0),
|
||||
Vec2::new(480.0, 720.0),
|
||||
Vec2::new(480.0, 0.0),
|
||||
Vec2::new(0.0, 0.0),
|
||||
],
|
||||
looping: true,
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Resource, Deref, DerefMut)]
|
||||
struct SpawnTimer(Timer);
|
||||
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct UnitBundle {
|
||||
pub sprite: SpriteBundle,
|
||||
|
||||
pub velocity: Velocity,
|
||||
|
||||
pub animator: AnimationBundle,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Collider;
|
||||
|
||||
#[derive(Event, Default)]
|
||||
pub struct CollisionEvent;
|
||||
|
||||
fn spawn_enemy(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
time: Res<Time>,
|
||||
mut timer: ResMut<SpawnTimer>,
|
||||
path: Query<&PathFollow2D>,
|
||||
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
||||
) {
|
||||
timer.tick(time.delta());
|
||||
if timer.finished() {
|
||||
let path = path.single();
|
||||
|
||||
let rng = fastrand::f32();
|
||||
|
||||
let (spawn_pos, path_dir) = path.get_pos(rng);
|
||||
|
||||
let path_dir = path_dir.to_angle() - PI / 2.0;
|
||||
|
||||
let random_angle = fastrand::f32() * 2.0 - 1.0;
|
||||
let random_angle = random_angle * (PI / 4.0);
|
||||
|
||||
let path_dir = path_dir + random_angle;
|
||||
let direction = Vec2::from_angle(path_dir);
|
||||
let velocity = direction.normalize() * fastrand::u32(150..350) as f32;
|
||||
let direction = Quat::from_rotation_z(direction.to_angle());
|
||||
|
||||
let (idx, grid) = match fastrand::u32(0..3) {
|
||||
0 => (1, UVec2::new(135, 96)),
|
||||
1 => (2, UVec2::new(132, 96)),
|
||||
2 => (3, UVec2::new(110, 190)),
|
||||
_ => (1, UVec2::new(135, 96)),
|
||||
};
|
||||
let idx = format!("enemy{idx}.png");
|
||||
|
||||
let layout = TextureAtlasLayout::from_grid(grid, 2, 1, None, None);
|
||||
let texture_atlas_layouts = texture_atlas_layouts.add(layout);
|
||||
|
||||
commands.spawn((
|
||||
Enemy,
|
||||
Collider,
|
||||
UnitBundle {
|
||||
sprite: SpriteBundle {
|
||||
transform: Transform {
|
||||
translation: spawn_pos.extend(1.0),
|
||||
rotation: direction,
|
||||
scale: Vec2::new(0.75, 0.75).extend(1.0),
|
||||
},
|
||||
texture: asset_server.load(idx),
|
||||
..Default::default()
|
||||
},
|
||||
animator: AnimationBundle {
|
||||
atlas: TextureAtlas {
|
||||
layout: texture_atlas_layouts,
|
||||
index: 0,
|
||||
},
|
||||
timer: AnimationTimer(Timer::from_seconds(0.3, TimerMode::Repeating)),
|
||||
indices: AnimationIndices {
|
||||
first_index: 0,
|
||||
last_index: 1,
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
velocity: Velocity(velocity),
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
fn check_for_collisions(
|
||||
mut commands: Commands,
|
||||
mut score: ResMut<Score>,
|
||||
mut player_query: Query<(&mut Velocity, &Transform), With<Player>>,
|
||||
collider_query: Query<(Entity, &Transform), (With<Collider>, With<Enemy>)>,
|
||||
mut game_over_events: EventWriter<GameOverEvent>,
|
||||
) {
|
||||
let (mut player_velocity, player_transform) = player_query.single_mut();
|
||||
|
||||
for (collider_entity, collider_transform) in &collider_query {
|
||||
let collision = player_collision(
|
||||
BoundingCircle::new(player_transform.translation.truncate(), 20.0),
|
||||
BoundingCircle::new(collider_transform.translation.truncate(), 30.0).aabb_2d(),
|
||||
);
|
||||
|
||||
// game over
|
||||
if collision {
|
||||
game_over_events.send_default();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn game_over(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut state: ResMut<NextState<GameState>>,
|
||||
mut player_query: Query<&mut Visibility, With<Player>>,
|
||||
enemies_query: Query<Entity, With<Enemy>>,
|
||||
mut ui_elems_query: Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
|
||||
mut game_over_events: EventReader<GameOverEvent>,
|
||||
) {
|
||||
if game_over_events.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
game_over_events.clear();
|
||||
state.set(GameState::Menu);
|
||||
|
||||
let mut player_visibility = player_query.single_mut();
|
||||
*player_visibility = Visibility::Hidden;
|
||||
|
||||
for mut elem in &mut ui_elems_query {
|
||||
*elem = Visibility::Visible;
|
||||
}
|
||||
|
||||
for enemy in &enemies_query {
|
||||
commands.entity(enemy).despawn();
|
||||
}
|
||||
|
||||
commands.spawn(AudioBundle {
|
||||
source: asset_server.load("gameover.wav"),
|
||||
// auto-despawn the entity when playback finishes
|
||||
settings: PlaybackSettings::DESPAWN,
|
||||
});
|
||||
}
|
||||
|
||||
fn player_collision(player: BoundingCircle, bounding_box: Aabb2d) -> bool {
|
||||
if !player.intersects(&bounding_box) {
|
||||
return false;
|
||||
}
|
||||
|
||||
true
|
||||
}
|
||||
|
||||
fn debug_gizmos(mut gizmos: Gizmos, query: Query<&PathFollow2D>) {
|
||||
for path in &query {
|
||||
// let x = path.points.len();
|
||||
// for i in 0..x {
|
||||
// if i < x - 1 {
|
||||
// gizmos.line_2d(path.points[i], path.points[i + 1], LIME);
|
||||
// }
|
||||
// else if path.looping && x > 2 {
|
||||
// gizmos.line_2d(path.points[i], path.points[0], LIME);
|
||||
// }
|
||||
// }
|
||||
|
||||
// let p = path.get_pos(0.125);
|
||||
// gizmos.circle_2d(p, 15.0, RED);
|
||||
}
|
||||
}
|
||||
|
||||
fn debug_gizmos_config(mut config_store: ResMut<GizmoConfigStore>) {
|
||||
let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
|
||||
// config.line_width = 15.0;
|
||||
}
|
|
@ -0,0 +1,111 @@
|
|||
use std::default;
|
||||
|
||||
use bevy::{
|
||||
asset::{embedded_asset, embedded_path},
|
||||
diagnostic::FrameTimeDiagnosticsPlugin,
|
||||
prelude::*,
|
||||
render::camera::Viewport,
|
||||
window::{WindowMode, WindowResolution},
|
||||
};
|
||||
use common::mouse::{Mouse, MousePlugin};
|
||||
use hud::HUDPlugin;
|
||||
use level::LevelPlugin;
|
||||
use player::PlayerPlugin;
|
||||
use score::ScorePlugin;
|
||||
|
||||
mod common;
|
||||
mod enemy;
|
||||
mod hud;
|
||||
mod level;
|
||||
mod player;
|
||||
mod score;
|
||||
|
||||
pub const SCREEN_WIDTH: u32 = 480;
|
||||
pub const SCREEN_HEIGHT: u32 = 720;
|
||||
pub const START_POSITION: Vec3 =
|
||||
Vec3::new((SCREEN_WIDTH / 2) as f32, (SCREEN_HEIGHT / 2) as f32, 0.0);
|
||||
|
||||
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
|
||||
pub enum GameState {
|
||||
#[default]
|
||||
Menu,
|
||||
Playing,
|
||||
GameOver,
|
||||
}
|
||||
|
||||
#[derive(Event, Default)]
|
||||
struct GameOverEvent;
|
||||
|
||||
#[derive(Event, Default)]
|
||||
struct GameStartEvent;
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle {
|
||||
camera: Camera {
|
||||
// viewport: Some(Viewport {
|
||||
// physical_position: UVec2::new(0, 0),
|
||||
// physical_size: UVec2::new(480, 720),
|
||||
// ..Default::default()
|
||||
// }),
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform {
|
||||
translation: Vec3 {
|
||||
x: (SCREEN_WIDTH / 2) as f32,
|
||||
y: (SCREEN_HEIGHT / 2) as f32,
|
||||
z: 1.0,
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
fn debug_mouse(mouse: Res<Mouse>) {
|
||||
// println!("x: {} y: {}", mouse.x, mouse.y);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins
|
||||
.build()
|
||||
.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
title: "Avoid".to_string(),
|
||||
name: Some("avoid.app".to_string()),
|
||||
// resizable: false,
|
||||
position: WindowPosition::Centered(MonitorSelection::Current),
|
||||
resolution: WindowResolution::new(
|
||||
SCREEN_WIDTH as f32,
|
||||
SCREEN_HEIGHT as f32,
|
||||
),
|
||||
..Default::default()
|
||||
}),
|
||||
..Default::default()
|
||||
})
|
||||
.set(ImagePlugin::default_nearest()),
|
||||
FrameTimeDiagnosticsPlugin,
|
||||
// EmbeddedAssetPlugin,
|
||||
LevelPlugin,
|
||||
MousePlugin,
|
||||
))
|
||||
.init_state::<GameState>()
|
||||
.add_event::<GameOverEvent>()
|
||||
.add_event::<GameStartEvent>()
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, debug_mouse)
|
||||
.run();
|
||||
}
|
||||
|
||||
struct EmbeddedAssetPlugin;
|
||||
|
||||
// impl Plugin for EmbeddedAssetPlugin {
|
||||
// fn build(&self, app: &mut App) {
|
||||
// let prefix = "avoid-rs/";
|
||||
//
|
||||
// // embedded_asset!(app, "../assets/player.png");
|
||||
// embedded_asset!(app, "../assets/Xolonium-Regular.ttf");
|
||||
// // embedded_asset!(app, "./assets/Xolonium-Regular.ttf");
|
||||
// }
|
||||
// }
|
|
@ -0,0 +1,97 @@
|
|||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::{prelude::*, render::view::VisibilityPlugin};
|
||||
|
||||
use crate::{
|
||||
common::{
|
||||
animation::{AnimationBundle, AnimationIndices, AnimationPlugin, AnimationTimer},
|
||||
velocity::Velocity,
|
||||
},
|
||||
level::{Collider, UnitBundle},
|
||||
GameState, SCREEN_HEIGHT, SCREEN_WIDTH, START_POSITION,
|
||||
};
|
||||
|
||||
pub struct PlayerPlugin;
|
||||
|
||||
impl Plugin for PlayerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, setup);
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
(move_player).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Player;
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
||||
) {
|
||||
let layout = TextureAtlasLayout::from_grid(UVec2::splat(135), 2, 1, None, None);
|
||||
let texture_atlas_layouts = texture_atlas_layouts.add(layout);
|
||||
|
||||
commands.spawn((
|
||||
Player,
|
||||
Collider,
|
||||
UnitBundle {
|
||||
sprite: SpriteBundle {
|
||||
transform: Transform {
|
||||
translation: START_POSITION,
|
||||
scale: Vec2::new(0.5, 0.5).extend(1.0),
|
||||
..Default::default()
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
texture: asset_server.load("player.png"),
|
||||
..Default::default()
|
||||
},
|
||||
animator: AnimationBundle {
|
||||
atlas: TextureAtlas {
|
||||
layout: texture_atlas_layouts,
|
||||
index: 0,
|
||||
},
|
||||
timer: AnimationTimer(Timer::from_seconds(0.3, TimerMode::Repeating)),
|
||||
indices: AnimationIndices {
|
||||
first_index: 0,
|
||||
last_index: 1,
|
||||
},
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn move_player(
|
||||
keys: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &mut Velocity), With<Player>>,
|
||||
window: Query<&Window>,
|
||||
) {
|
||||
let (mut transform, mut velocity) = query.single_mut();
|
||||
velocity.0 = Vec2::ZERO;
|
||||
if keys.pressed(KeyCode::ArrowRight) {
|
||||
velocity.x += 1.0;
|
||||
}
|
||||
if keys.pressed(KeyCode::ArrowLeft) {
|
||||
velocity.x -= 1.0;
|
||||
}
|
||||
if keys.pressed(KeyCode::ArrowUp) {
|
||||
velocity.y += 1.0;
|
||||
}
|
||||
if keys.pressed(KeyCode::ArrowDown) {
|
||||
velocity.y -= 1.0;
|
||||
}
|
||||
|
||||
if velocity.length() > 0.0 {
|
||||
velocity.0 = velocity.normalize() * 400.0;
|
||||
let angle = velocity.to_angle() - PI / 2.0;
|
||||
let angle = Quat::from_rotation_z(angle);
|
||||
transform.rotation = angle;
|
||||
}
|
||||
|
||||
let window = window.single();
|
||||
let screen_size: Vec3 = window.physical_size().as_vec2().extend(1.0);
|
||||
transform.translation = transform.translation.clamp(Vec3::ZERO, screen_size);
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::{hud::ScoreText, GameState};
|
||||
|
||||
pub struct ScorePlugin;
|
||||
|
||||
impl Plugin for ScorePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.insert_resource(Score(0));
|
||||
app.insert_resource(ScoreTimer(Timer::from_seconds(1.0, TimerMode::Repeating)));
|
||||
app.add_systems(Update, score_tick.run_if(in_state(GameState::Playing)));
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct Score(pub u32);
|
||||
|
||||
#[derive(Resource, Deref, DerefMut)]
|
||||
struct ScoreTimer(Timer);
|
||||
|
||||
fn score_tick(
|
||||
mut score: ResMut<Score>,
|
||||
time: Res<Time>,
|
||||
mut timer: ResMut<ScoreTimer>,
|
||||
mut score_text: Query<&mut Text, With<ScoreText>>,
|
||||
) {
|
||||
let mut score_text = score_text.single_mut();
|
||||
timer.tick(time.delta());
|
||||
if timer.just_finished() {
|
||||
score.0 += 1;
|
||||
score_text.sections[0].value = format!("{}", score.0);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue