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It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU Affero General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU Affero General Public License for more details. + + You should have received a copy of the GNU Affero General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If your software can interact with users remotely through a computer +network, you should also make sure that it provides a way for users to +get its source. For example, if your program is a web application, its +interface could display a "Source" link that leads users to an archive +of the code. There are many ways you could offer source, and different +solutions will be better for different programs; see section 13 for the +specific requirements. + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU AGPL, see +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..a5fad97 --- /dev/null +++ b/README.md @@ -0,0 +1,29 @@ +# Bavyjam + +## Build + +```bash +cargo build --release +``` + +### WASM + +Currently `bevy_hanabi` does not compile for WASM, and audio does not work on WASM. + +```bash +rustup target add wasm32-unknown-unknown +cargo install wasm-bindgen-cli + +sh build-wasm.sh + +# Serve on 127.0.0.1:8000 +python3 -m http.server +``` + +## License + +GNU AGPL v3, CopyLeft 2022 Pascal Engélibert + +This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License. +This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. +You should have received a copy of the GNU Affero General Public License along with this program. If not, see https://www.gnu.org/licenses/. diff --git a/assets/Cantarell-VF.otf b/assets/Cantarell-VF.otf new file mode 100644 index 0000000..7306325 Binary files /dev/null and b/assets/Cantarell-VF.otf differ diff --git a/build-wasm.sh b/build-wasm.sh new file mode 100644 index 0000000..b9643dc --- /dev/null +++ b/build-wasm.sh @@ -0,0 +1,2 @@ +cargo build --release --target wasm32-unknown-unknown +wasm-bindgen --out-name bevyjam --out-dir target --target web target/wasm32-unknown-unknown/release/bevyjam.wasm diff --git a/index.html b/index.html new file mode 100644 index 0000000..30034f5 --- /dev/null +++ b/index.html @@ -0,0 +1,12 @@ + + + + + + + + + diff --git a/rustfmt.toml b/rustfmt.toml new file mode 100644 index 0000000..ade1f81 --- /dev/null +++ b/rustfmt.toml @@ -0,0 +1,8 @@ +hard_tabs = true +newline_style = "unix" + +unstable_features = true +format_code_in_doc_comments = true +format_macro_bodies = true +format_macro_matchers = true +format_strings = true diff --git a/src/game.rs b/src/game.rs new file mode 100644 index 0000000..4540285 --- /dev/null +++ b/src/game.rs @@ -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::() + .init_resource::() + .init_resource::() + .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); + +struct CharacterMaterials { + red: Handle, + green: Handle, + blue: Handle, + yellow: Handle, + magenta: Handle, + cyan: Handle, +} + +impl FromWorld for CharacterMaterials { + fn from_world(world: &mut World) -> Self { + let mut materials = world.get_resource_mut::>().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::>().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); + +#[derive(Component)] +struct CharacterIdList(BTreeSet); + +// Systems + +fn setup( + mut commands: Commands, + mut current_level: ResMut, + mut level_startup_event: EventWriter, +) { + 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, + character_meshes: Res, + mut effects: ResMut>, + mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>, + mut level_startup_event: EventReader, +) { + 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, + effects: &mut ResMut>, + selected_character_id: &mut Mut, + character_id_list: &mut Mut, + material: Handle, + 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, + mut collision_events: EventReader, + 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>, + current_level: Res, + mut characters: Query<( + &CharacterId, + &mut ExternalImpulse, + &mut ExternalForce, + &Children, + )>, + mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>, + mut effect: Query<&mut ParticleEffect>, + dsp_assets: Res, + audio: Res