Merge branch 'master' of https://git.txmn.tk/tuxmain/bevyjam into nixon-main

This commit is contained in:
Nixon 2022-08-27 17:50:45 +08:00
commit 4fc53c04aa
6 changed files with 191 additions and 56 deletions

View file

@ -17,7 +17,9 @@
* (?) multiplayer
* more audio
* "jumpable" component to avoid jumping on sensors
* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected.
* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected. (also level 4)
* redshift warning
* itchio test
## Build

View file

@ -147,7 +147,7 @@
"characters": [
{
"pos": [
-128.0,
-160.0,
-192.0
],
"color": [
@ -159,7 +159,7 @@
},
{
"pos": [
128.0,
160.0,
-192.0
],
"color": [
@ -219,6 +219,14 @@
0.0
],
"font_size": 32.0,
"text": "This filter absorbs light."
},
{
"pos": [
0.0,
-64.0
],
"font_size": 32.0,
"text": "Press R to reset."
}
]
@ -297,6 +305,83 @@
}
]
},
{
"comment": "Melting platform tutorial",
"characters": [
{
"pos": [
-304.0,
-208.0
],
"color": [
0.7,
0.7,
0.7,
1.0
]
},
{
"pos": [
304.0,
-208.0
],
"color": [
0.3,
0.3,
0.3,
1.0
]
}
],
"platforms": [
{
"pos": [
-304.0,
-256.0
],
"size": [
192.0,
16.0
]
},
{
"pos": [
304.0,
-256.0
],
"size": [
192.0,
16.0
]
}
],
"absorbing_filters": [],
"rotating_filters": [],
"melty_platforms": [
{
"pos": [
0.0,
-256.0
],
"color": [
0.5,
0.5,
0.5,
1.0
]
}
],
"texts": [
{
"pos": [
0.0,
-64.0
],
"font_size": 32.0,
"text": "Too much light\ncause some platforms to melt."
}
]
},
{
"comment": "First puzzle",
"characters": [
@ -564,16 +649,7 @@
]
}
],
"texts": [
{
"pos": [
0.0,
-64.0
],
"font_size": 32.0,
"text": "Too much light\ncan cause some platforms to melt."
}
]
"texts": []
},
{
"comment": "Game over",

View file

@ -13,6 +13,7 @@ use bevy::{
};
use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
use std::collections::BTreeSet;
pub enum AudioMsg {
Color([f32; 3]),
@ -33,6 +34,7 @@ impl Plugin for GamePlugin {
app.add_event::<LevelStartupEvent>()
.init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None))
.init_resource::<CharacterList>()
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
.add_system_set(
@ -52,7 +54,8 @@ impl Plugin for GamePlugin {
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(move_camera)
.with_system(character_particle_effect_system),
.with_system(character_particle_effect_system)
.with_system(move_win_text_system),
)
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
}
@ -66,6 +69,9 @@ pub struct LevelStartupEvent;
pub struct CurrentLevel(pub Option<LevelId>);
#[derive(Default)]
pub struct CharacterList(pub BTreeSet<Entity>);
pub struct CharacterMeshes {
square: Mesh2dHandle,
}
@ -101,6 +107,9 @@ pub struct CollisionCount(usize);
#[derive(Component)]
pub struct Melty(pub Color);
#[derive(Component)]
pub struct WinText;
// Systems
fn setup(
@ -121,6 +130,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
characters: I,
) {
@ -133,6 +143,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
character_meshes,
materials,
audio,
character_list,
{
let mut new_transform: Transform = transform;
new_transform.translation.z = curr_z;
@ -150,6 +161,7 @@ pub fn spawn_character(
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
mut transform: Transform,
color: Color,
is_player: bool,
@ -189,6 +201,8 @@ pub fn spawn_character(
.insert(CollisionCount(0));
});
character_list.0.insert(entity_commands.id());
if is_player {
entity_commands.insert(Player);
audio
@ -277,6 +291,7 @@ fn collision_event_system(
mut collision_counter_query: Query<&mut CollisionCount>,
mut app_state: ResMut<State<AppState>>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut character_list: ResMut<CharacterList>,
) {
for collision_event in collision_events.iter() {
match collision_event {
@ -287,6 +302,8 @@ fn collision_event_system(
Ok((c2_color, c2_transform, _c2_material, c2_player)),
) = (character_query.get(*e1), character_query.get(*e2))
{
character_list.0.remove(e1);
character_list.0.remove(e2);
commands.entity(*e1).despawn_recursive();
commands.entity(*e2).despawn_recursive();
@ -294,8 +311,7 @@ fn collision_event_system(
.clamp(Vec4::ZERO, Vec4::ONE);
// If color approximately white
if app_state.current() == &AppState::Game
&& Vec4::from(new_color).min_element() >= 0.9
if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9
{
app_state.replace(AppState::Win).ok();
}
@ -306,6 +322,7 @@ fn collision_event_system(
&character_meshes,
&mut materials,
&audio,
&mut character_list,
if c1_player.is_some() {
*c1_transform
} else if c2_player.is_some() {
@ -409,41 +426,32 @@ fn change_character_system(
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: Res<CharacterList>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) {
return;
}
let mut player_idx: usize = 0;
let mut player_count: usize = 0;
// find player idx
for (_entity, _color, player) in characters.iter() {
if player.is_some() {
player_idx = player_count;
if let Some((player_entity, _color, _)) = characters
.iter()
.find(|(_entity, _color, player)| player.is_some())
.or_else(|| characters.iter().next())
{
commands.entity(player_entity).remove::<Player>();
if let Some(new_player_entity) = character_list
.0
.range(player_entity..)
.nth(1)
.or_else(|| character_list.0.iter().next())
{
commands.entity(*new_player_entity).insert(Player);
if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
audio
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
.ok();
audio.send(AudioMsg::Switch).ok();
}
}
player_count += 1;
}
// calculate next player index
let next_player_idx = (player_idx + 1) % player_count;
player_count = 0;
// exchange `Player` component from old `player_idx` to new `next_player_idx`
for (entity, color, _player) in characters.iter() {
if player_count == player_idx {
commands.entity(entity).remove::<Player>();
}
if player_count == next_player_idx {
commands.entity(entity).insert(Player);
audio
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
.ok();
audio.send(AudioMsg::Switch).ok();
}
player_count += 1;
}
}
@ -499,7 +507,8 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 3.),
..default()
})
.insert(Level);
.insert(Level)
.insert(WinText);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
@ -514,7 +523,8 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 4.),
..Default::default()
})
.insert(Level);
.insert(Level)
.insert(WinText);
}
fn move_camera(
@ -543,12 +553,24 @@ fn move_camera(
}
}
fn move_win_text_system(
camera_query: Query<&Transform, With<Camera>>,
mut win_text_query: Query<&mut Transform, (With<WinText>, Without<Camera>)>,
) {
let camera_pos = camera_query.single();
for mut pos in win_text_query.iter_mut() {
pos.translation.x = camera_pos.translation.x;
pos.translation.y = camera_pos.translation.y;
}
}
fn level_keyboard_system(
mut commands: Commands,
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
mut camera_query: Query<&mut Transform, With<Camera>>,
keyboard_input: Res<Input<KeyCode>>,
mut character_list: ResMut<CharacterList>,
level_query: Query<Entity, With<Level>>,
mut app_state: ResMut<State<AppState>>,
) {
@ -560,6 +582,7 @@ fn level_keyboard_system(
}
if keyboard_input.just_pressed(KeyCode::R) {
character_list.0.clear();
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}

View file

@ -16,7 +16,12 @@ pub fn setup_level(
level_startup_event.send(LevelStartupEvent);
}
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
pub fn despawn_level(
mut commands: Commands,
mut character_list: ResMut<CharacterList>,
level_query: Query<Entity, With<Level>>,
) {
character_list.0.clear();
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}
@ -32,6 +37,7 @@ pub fn post_setup_level(
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut character_list: ResMut<CharacterList>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
) {
@ -50,6 +56,7 @@ pub fn post_setup_level(
&mut materials,
&asset_server,
&audio,
&mut character_list,
stored_level,
);
}
@ -64,6 +71,7 @@ pub fn spawn_stored_level(
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
stored_level: &StoredLevel,
) {
@ -84,6 +92,7 @@ pub fn spawn_stored_level(
character_meshes,
materials,
audio,
character_list,
stored_level.characters.iter().map(|character| {
(
Transform::from_xyz(character.pos.x, character.pos.y, 0.),

View file

@ -20,6 +20,22 @@ impl Plugin for MenuPlugin {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
#[cfg(target_arch = "wasm32")]
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"Note:\nAudio is NOT available in the WASM build.",
TextStyle {
font: font.clone(),
font_size: 24.0,
color: Color::rgba(1., 0.4, 0.4, 1.),
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., -128.0, 0.),
..Default::default()
})
.insert(Menu);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(

View file

@ -1,5 +1,5 @@
use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::Rng;
use rand::{rngs::ThreadRng, Rng};
use rand_distr::{Distribution, UnitCircle};
#[cfg(not(target_arch = "wasm32"))]
@ -68,15 +68,20 @@ pub struct ParticleComponent {
}
impl ParticleComponent {
pub fn new() -> Self {
pub fn new(rng: &mut ThreadRng) -> Self {
let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(rng, MIN_VELOCITY, MAX_VELOCITY);
particle_component
}
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity..max_velocity);
pub fn randomize_velocity(
&mut self,
rng: &mut ThreadRng,
min_velocity: f32,
max_velocity: f32,
) {
let random_direction: [f32; 2] = UnitCircle.sample(rng);
let random_magnitude: f32 = rng.gen_range(min_velocity..max_velocity);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
}
}
@ -87,6 +92,8 @@ fn particle_effect_startup(
particle_mesh: Res<ParticleMesh>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut rng = rand::thread_rng();
for _p in 0..POOL_COUNT {
let color_mesh = ColorMesh2dBundle {
mesh: particle_mesh.square.clone(),
@ -96,7 +103,7 @@ fn particle_effect_startup(
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent::new());
.insert(ParticleComponent::new(&mut rng));
}
}
@ -110,6 +117,8 @@ fn particle_effect_system(
mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>,
) {
let mut rng = rand::thread_rng();
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
// let overall_velocity: Vec3 = delta_position / delta_seconds;
@ -124,7 +133,7 @@ fn particle_effect_system(
.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared {
transform.translation = particle_effect.translation;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(&mut rng, MIN_VELOCITY, MAX_VELOCITY);
}
if let Some(material) = materials.get_mut(color_material) {