Initial commit
This commit is contained in:
commit
d109225da6
12 changed files with 5189 additions and 0 deletions
341
src/game.rs
Normal file
341
src/game.rs
Normal file
|
|
@ -0,0 +1,341 @@
|
|||
use crate::AppState;
|
||||
|
||||
use bevy::{
|
||||
ecs::world::EntityMut,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::{shape::Quad, *},
|
||||
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
|
||||
};
|
||||
use bevy_fundsp::prelude::*;
|
||||
use bevy_hanabi::*;
|
||||
use bevy_rapier2d::prelude::*;
|
||||
use std::collections::BTreeSet;
|
||||
|
||||
pub struct GamePlugin;
|
||||
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_event::<LevelStartupEvent>()
|
||||
.init_resource::<CharacterMaterials>()
|
||||
.init_resource::<CharacterMeshes>()
|
||||
.insert_resource(CurrentLevel(None))
|
||||
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
|
||||
.add_system_set(
|
||||
SystemSet::on_update(AppState::Game)
|
||||
.with_system(post_setup_level)
|
||||
.with_system(keyboard_input_system),
|
||||
)
|
||||
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
|
||||
}
|
||||
}
|
||||
|
||||
// Events
|
||||
|
||||
struct LevelStartupEvent(Entity);
|
||||
|
||||
// Resources
|
||||
|
||||
struct CurrentLevel(Option<Entity>);
|
||||
|
||||
struct CharacterMaterials {
|
||||
red: Handle<ColorMaterial>,
|
||||
green: Handle<ColorMaterial>,
|
||||
blue: Handle<ColorMaterial>,
|
||||
yellow: Handle<ColorMaterial>,
|
||||
magenta: Handle<ColorMaterial>,
|
||||
cyan: Handle<ColorMaterial>,
|
||||
}
|
||||
|
||||
impl FromWorld for CharacterMaterials {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let mut materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
|
||||
Self {
|
||||
red: materials.add(ColorMaterial::from(Color::rgba(1.0, 0., 0., 1.))),
|
||||
green: materials.add(ColorMaterial::from(Color::rgba(0., 1.0, 0., 1.))),
|
||||
blue: materials.add(ColorMaterial::from(Color::rgba(0., 0., 1.0, 1.))),
|
||||
yellow: materials.add(ColorMaterial::from(Color::rgba(1.0, 1.0, 0., 1.))),
|
||||
magenta: materials.add(ColorMaterial::from(Color::rgba(1.0, 0., 1.0, 1.))),
|
||||
cyan: materials.add(ColorMaterial::from(Color::rgba(0., 1.0, 1.0, 1.))),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct CharacterMeshes {
|
||||
square: Mesh2dHandle,
|
||||
}
|
||||
|
||||
impl FromWorld for CharacterMeshes {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
|
||||
Self {
|
||||
square: meshes
|
||||
.add(Mesh::from(Quad {
|
||||
size: Vec2 { x: 64.0, y: 64.0 },
|
||||
flip: false,
|
||||
}))
|
||||
.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Components
|
||||
|
||||
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
|
||||
struct LevelId(u32);
|
||||
|
||||
#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
|
||||
struct CharacterId(u32);
|
||||
|
||||
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
|
||||
struct SelectedCharacterId(Option<CharacterId>);
|
||||
|
||||
#[derive(Component)]
|
||||
struct CharacterIdList(BTreeSet<CharacterId>);
|
||||
|
||||
// Systems
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut current_level: ResMut<CurrentLevel>,
|
||||
mut level_startup_event: EventWriter<LevelStartupEvent>,
|
||||
) {
|
||||
let level_entity = commands
|
||||
.spawn()
|
||||
.insert(LevelId(0))
|
||||
.insert(SelectedCharacterId(None))
|
||||
.insert(CharacterIdList(BTreeSet::new()))
|
||||
.id();
|
||||
current_level.0 = Some(level_entity);
|
||||
|
||||
commands
|
||||
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
|
||||
.insert(Collider::cuboid(400., 10.));
|
||||
|
||||
level_startup_event.send(LevelStartupEvent(level_entity));
|
||||
}
|
||||
|
||||
// This is a bad design, but it's the only way I found
|
||||
fn post_setup_level(
|
||||
mut commands: Commands,
|
||||
character_materials: Res<CharacterMaterials>,
|
||||
character_meshes: Res<CharacterMeshes>,
|
||||
mut effects: ResMut<Assets<EffectAsset>>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
|
||||
mut level_startup_event: EventReader<LevelStartupEvent>,
|
||||
) {
|
||||
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
|
||||
if let Ok((mut selected_character_id, mut character_id_list)) =
|
||||
level_query.get_mut(*level_entity)
|
||||
{
|
||||
spawn_character(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut effects,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
character_materials.red.clone(),
|
||||
Transform::from_xyz(-128., -64., 0.),
|
||||
);
|
||||
spawn_character(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut effects,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
character_materials.green.clone(),
|
||||
Transform::from_xyz(0., -64., 0.),
|
||||
);
|
||||
spawn_character(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut effects,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
character_materials.blue.clone(),
|
||||
Transform::from_xyz(128., -64., 0.),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_character(
|
||||
commands: &mut Commands,
|
||||
character_meshes: &Res<CharacterMeshes>,
|
||||
effects: &mut ResMut<Assets<EffectAsset>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
material: Handle<ColorMaterial>,
|
||||
transform: Transform,
|
||||
) {
|
||||
let character_id = CharacterId(
|
||||
character_id_list
|
||||
.0
|
||||
.iter()
|
||||
.last()
|
||||
.map_or(0, |last_character_id| last_character_id.0 + 1),
|
||||
);
|
||||
character_id_list.0.insert(character_id);
|
||||
|
||||
let mut gradient = Gradient::new();
|
||||
gradient.add_key(0.0, Vec4::new(1.0, 0.1, 0.1, 0.0));
|
||||
gradient.add_key(0.2, Vec4::new(1.0, 0.1, 0.1, 1.0));
|
||||
gradient.add_key(1.0, Vec4::new(1.0, 0.1, 0.1, 0.0));
|
||||
commands
|
||||
.spawn_bundle(MaterialMesh2dBundle {
|
||||
mesh: character_meshes.square.clone(),
|
||||
material,
|
||||
transform,
|
||||
..default()
|
||||
})
|
||||
.insert(character_id)
|
||||
.insert(RigidBody::Dynamic)
|
||||
.insert(Collider::cuboid(32., 32.))
|
||||
.insert(ExternalForce::default())
|
||||
.insert(Friction::new(1.0))
|
||||
.insert(Damping {
|
||||
linear_damping: 0.5,
|
||||
angular_damping: 0.5,
|
||||
})
|
||||
.insert(ExternalImpulse::default())
|
||||
.insert(ActiveEvents::COLLISION_EVENTS)
|
||||
.with_children(|c| {
|
||||
c.spawn_bundle(ParticleEffectBundle {
|
||||
effect: ParticleEffect::new(
|
||||
effects.add(
|
||||
EffectAsset {
|
||||
name: "Red particles".into(),
|
||||
capacity: 4096,
|
||||
spawner: Spawner::rate(30.0.into())
|
||||
.with_active(selected_character_id.0.is_none()),
|
||||
..Default::default()
|
||||
}
|
||||
.init(PositionCircleModifier {
|
||||
radius: 30.0,
|
||||
speed: 20.0.into(),
|
||||
dimension: ShapeDimension::Surface,
|
||||
..Default::default()
|
||||
})
|
||||
.init(ParticleLifetimeModifier { lifetime: 0.8 })
|
||||
.render(SizeOverLifetimeModifier {
|
||||
gradient: Gradient::constant(Vec2::splat(4.0)),
|
||||
})
|
||||
.render(ColorOverLifetimeModifier { gradient }),
|
||||
),
|
||||
),
|
||||
transform: Transform::from_xyz(0., 0., 0.1),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
|
||||
// If no character is selected, then select this one
|
||||
if selected_character_id.0.is_none() {
|
||||
selected_character_id.0 = Some(character_id);
|
||||
}
|
||||
}
|
||||
|
||||
fn collision_event_system(
|
||||
mut commands: Commands,
|
||||
current_level: Res<CurrentLevel>,
|
||||
mut collision_events: EventReader<CollisionEvent>,
|
||||
mut character_query: Query<&CharacterId>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
|
||||
) {
|
||||
if let Some(level_entity) = current_level.0 {
|
||||
for collision_event in collision_events.iter() {
|
||||
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
|
||||
if flags.is_empty() {
|
||||
if let (Ok(c1_id), Ok(c2_id)) =
|
||||
(character_query.get(*e1), character_query.get(*e2))
|
||||
{
|
||||
let (mut selected_character_id, mut character_id_list) =
|
||||
level_query.get_mut(level_entity).unwrap();
|
||||
character_id_list.0.remove(c2_id);
|
||||
if selected_character_id.0 == Some(*c2_id) {
|
||||
selected_character_id.0 = Some(*c1_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn keyboard_input_system(
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
current_level: Res<CurrentLevel>,
|
||||
mut characters: Query<(
|
||||
&CharacterId,
|
||||
&mut ExternalImpulse,
|
||||
&mut ExternalForce,
|
||||
&Children,
|
||||
)>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
|
||||
mut effect: Query<&mut ParticleEffect>,
|
||||
dsp_assets: Res<DspAssets>,
|
||||
audio: Res<Audio>,
|
||||
) {
|
||||
if let Some(level_entity) = current_level.0 {
|
||||
if let Ok((mut selected_character_id, character_id_list)) =
|
||||
level_query.get_mut(level_entity)
|
||||
{
|
||||
if keyboard_input.just_pressed(KeyCode::Tab) {
|
||||
audio.play(dsp_assets.graph(&sine_wave));
|
||||
|
||||
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
|
||||
if let Some((_character_id, _impulse, _force, children)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _impulse, _force, _children)| {
|
||||
*character_id == selected_character_id
|
||||
}) {
|
||||
effect
|
||||
.get_mut(children[0])
|
||||
.unwrap()
|
||||
.maybe_spawner()
|
||||
.unwrap()
|
||||
.set_active(false);
|
||||
}
|
||||
|
||||
*selected_character_id = *character_id_list
|
||||
.0
|
||||
.range(*selected_character_id..)
|
||||
.nth(1)
|
||||
.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
|
||||
*selected_character_id
|
||||
} else {
|
||||
selected_character_id.0 = Some(CharacterId(0));
|
||||
CharacterId(0)
|
||||
};
|
||||
if let Some((_character_id, _impulse, _force, children)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _impulse, _force, _children)| **character_id == selected)
|
||||
{
|
||||
effect
|
||||
.get_mut(children[0])
|
||||
.unwrap()
|
||||
.maybe_spawner()
|
||||
.unwrap()
|
||||
.set_active(true);
|
||||
}
|
||||
}
|
||||
if let Some(selected_character_id) = &selected_character_id.0 {
|
||||
if let Some((_character_id, mut impulse, mut force, _children)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _impulse, _force, _children)| {
|
||||
*character_id == selected_character_id
|
||||
}) {
|
||||
force.force.x = 200.
|
||||
* (keyboard_input.pressed(KeyCode::Right) as i8
|
||||
- keyboard_input.pressed(KeyCode::Left) as i8) as f32;
|
||||
impulse.impulse.y =
|
||||
keyboard_input.just_pressed(KeyCode::Space) as i8 as f32 * 100.;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sounds
|
||||
|
||||
pub fn sine_wave() -> impl AudioUnit32 {
|
||||
sine_hz(440.0) >> split::<U2>() * 0.2
|
||||
}
|
||||
62
src/main.rs
Normal file
62
src/main.rs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
mod game;
|
||||
mod menu;
|
||||
|
||||
use bevy::{
|
||||
core_pipeline::clear_color::ClearColorConfig,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::*,
|
||||
render::settings::{WgpuFeatures, WgpuSettings},
|
||||
sprite::MaterialMesh2dBundle,
|
||||
};
|
||||
use bevy_fundsp::prelude::*;
|
||||
use bevy_hanabi::*;
|
||||
use bevy_rapier2d::prelude::*;
|
||||
|
||||
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
|
||||
enum AppState {
|
||||
Setup,
|
||||
Menu,
|
||||
Game,
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let mut options = WgpuSettings::default();
|
||||
options
|
||||
.features
|
||||
.set(WgpuFeatures::VERTEX_WRITABLE_STORAGE, true);
|
||||
App::new()
|
||||
.insert_resource(options)
|
||||
.add_state(AppState::Menu)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(DspPlugin)
|
||||
.add_plugin(HanabiPlugin)
|
||||
.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
|
||||
.add_plugin(RapierDebugRenderPlugin::default())
|
||||
.add_plugin(menu::MenuPlugin)
|
||||
.add_plugin(game::GamePlugin)
|
||||
.add_startup_system(setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut dsp_manager: ResMut<DspManager>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut app_state: ResMut<State<AppState>>,
|
||||
) {
|
||||
let _font: Handle<Font> = asset_server.load("Cantarell-VF.otf");
|
||||
|
||||
commands.spawn_bundle(Camera2dBundle {
|
||||
camera_2d: Camera2d {
|
||||
clear_color: ClearColorConfig::Custom(Color::BLACK),
|
||||
},
|
||||
..Default::default()
|
||||
});
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: Color::WHITE,
|
||||
brightness: 0.6,
|
||||
});
|
||||
dsp_manager.add_graph(game::sine_wave, 1.0);
|
||||
|
||||
//app_state.replace(AppState::Menu).unwrap();
|
||||
}
|
||||
42
src/menu.rs
Normal file
42
src/menu.rs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
use crate::AppState;
|
||||
|
||||
use bevy::{
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::*,
|
||||
sprite::MaterialMesh2dBundle,
|
||||
};
|
||||
|
||||
pub struct MenuPlugin;
|
||||
|
||||
impl Plugin for MenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup))
|
||||
.add_system_set(
|
||||
SystemSet::on_update(AppState::Menu).with_system(keyboard_input_system),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn_bundle(Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"Press ENTER",
|
||||
TextStyle {
|
||||
font: asset_server.get_handle("Cantarell-VF.odt"),
|
||||
font_size: 64.0,
|
||||
color: Color::WHITE,
|
||||
},
|
||||
)
|
||||
.with_alignment(TextAlignment::CENTER),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
fn keyboard_input_system(
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
mut app_state: ResMut<State<AppState>>,
|
||||
) {
|
||||
if keyboard_input.just_pressed(KeyCode::Return) {
|
||||
app_state.replace(AppState::Game).unwrap()
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue