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13 commits

16 changed files with 769 additions and 345 deletions

149
Cargo.lock generated
View file

@ -208,9 +208,9 @@ checksum = "904dfeac50f3cdaba28fc6f57fdcddb75f49ed61346676a78c4ffe55877802fd"
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View file

@ -6,12 +6,15 @@ license = "AGPL-3.0-only"
edition = "2021"
[dependencies]
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[target."cfg(not(target_arch = \"wasm32\"))".dependencies]
cpal = "0.14.0"

View file

@ -5,16 +5,19 @@
* **Move**: arrows
* **Switch character**: Tab
* **Level up**: Enter (when character is white)
* **Reset**: R
## TODO
* name
* color filters
* more filters
* despawn black characters
* despawn character when too far
* level design
* (?) can jump only from a surface (no mid-air jump)
* (?) multiplayer
* level reset
* 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.
## Build

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@ -0,0 +1,119 @@
{
"levels": [
{
"comment": "Movement tutorial",
"platforms": [
{"pos": [0, -256], "size": [800, 16]}
],
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{"pos": [0, -192], "color": [1,0,0,1]},
{"pos": [-128, -192], "color": [0,1,0,1]},
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"rotating_filters": [],
"texts": [
{
"pos": [0, 0],
"font_size": 32,
"text": "Combine the colors to synthetize a white light.\nUse arrows to move."
}
]
},
{
"comment": "Switch tutorial",
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{
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{"pos": [0, -128], "size": [800, 16]}
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{
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"platforms": [
{"pos": [0, -256], "size": [800, 16]}
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{
"pos": [0, 0],
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"text": "Let's rotate the hue!"
}
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},
{
"comment": "Game over",
"platforms": [
{"pos": [0, -256], "size": [800, 16]}
],
"characters": [
{"pos": [0, -64], "color": [1,0,0,1]}
],
"absorbing_filters": [],
"rotating_filters": [],
"texts": [
{
"pos": [0, 128],
"font_size": 48,
"text": "Thank you for playing!"
},
{
"pos": [0, 0],
"font_size": 32,
"text": "There is no more light to combine."
}
]
}
]
}

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@ -2,6 +2,7 @@
<html lang="en">
<head>
<meta charset="UTF-8"/>
<title>Bevyjam</title>
</head>
<body>
<script type="module">

View file

@ -33,9 +33,18 @@ pub fn setup(event_channel: Receiver<AudioMsg>) {
let color_mix_b_gain = color_mix.inp_param("gain3").unwrap();
let jump_ad = NodeId::Ad(0);
let jump_ad_trig = jump_ad.inp_param("trig").unwrap();
let switch_ad = NodeId::Ad(1);
let switch_ad_trig = switch_ad.inp_param("trig").unwrap();
let fusion_ad = NodeId::Ad(2);
let fusion_ad_trig = fusion_ad.inp_param("trig").unwrap();
let fusion_ad2 = NodeId::Ad(3);
let fusion_ad2_trig = fusion_ad2.inp_param("trig").unwrap();
for (_tick, _now) in Clock::framerate(10.0).iter() {
for (_tick, _now) in Clock::framerate(20.0).iter() {
matrix.set_param(jump_ad_trig, (0.0).into());
matrix.set_param(switch_ad_trig, (0.0).into());
matrix.set_param(fusion_ad_trig, (0.0).into());
matrix.set_param(fusion_ad2_trig, (0.0).into());
if let Ok(msg) = event_channel.try_recv() {
match msg {
@ -44,7 +53,12 @@ pub fn setup(event_channel: Receiver<AudioMsg>) {
matrix.set_param(color_mix_g_gain, g.into());
matrix.set_param(color_mix_b_gain, b.into());
}
AudioMsg::Fusion => {
matrix.set_param(fusion_ad_trig, (1.0).into());
matrix.set_param(fusion_ad2_trig, (1.0).into());
}
AudioMsg::Jump => matrix.set_param(jump_ad_trig, (1.0).into()),
AudioMsg::Switch => matrix.set_param(switch_ad_trig, (1.0).into()),
}
}
}

99
src/filters.rs Normal file
View file

@ -0,0 +1,99 @@
use crate::game::Level;
use bevy::prelude::{shape::Quad, *};
use bevy_rapier2d::prelude::*;
#[derive(Component)]
pub enum PassThroughFilter {
/// Absorbs this color (ignoring alpha)
Absorbing(Color),
/// Rotates hue by this angle (in degrees)
Rotating(f32),
}
impl PassThroughFilter {
pub fn apply(&self, color: Color) -> Color {
match self {
PassThroughFilter::Absorbing(filter_color) => Vec4::from(color)
.mul_add(
-Vec4::from(*filter_color) * Vec4::from([1., 1., 1., 0.]),
Vec4::from(color),
)
.into(),
PassThroughFilter::Rotating(filter_angle) => {
let mut hsla = color.as_hsla_f32();
hsla[0] = (hsla[0] + filter_angle) % 360.;
Color::hsla(hsla[0], hsla[1], hsla[2], hsla[3])
}
}
}
}
#[derive(Bundle)]
pub struct AbsorbingFilter {
#[bundle]
pub mesh: ColorMesh2dBundle,
pub collider: Collider,
pub sensor: Sensor,
pub filter: PassThroughFilter,
}
pub fn spawn_absorbing_filter(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
transform: Transform,
size: Vec2,
color: Color,
) {
let mut material_color = color;
material_color.set_a(0.5);
commands
.spawn_bundle(AbsorbingFilter {
mesh: ColorMesh2dBundle {
mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
material: materials.add(material_color.into()),
transform,
..Default::default()
},
collider: Collider::cuboid(size.x / 2., size.y / 2.),
sensor: Sensor,
filter: PassThroughFilter::Absorbing(color),
})
.insert(Level);
}
#[derive(Bundle)]
pub struct RotatingFilter {
#[bundle]
pub sprite: SpriteBundle,
pub collider: Collider,
pub sensor: Sensor,
pub filter: PassThroughFilter,
pub velocity: Velocity,
pub rigid_body: RigidBody,
}
pub fn spawn_rotating_filter(
commands: &mut Commands,
asset_server: &Res<AssetServer>,
transform: Transform,
angle: f32,
) {
commands
.spawn_bundle(RotatingFilter {
sprite: SpriteBundle {
texture: asset_server.get_handle("bevy.png"),
transform,
..Default::default()
},
collider: Collider::ball(32.),
sensor: Sensor,
filter: PassThroughFilter::Rotating(angle),
velocity: Velocity::angular(1.),
rigid_body: RigidBody::KinematicVelocityBased,
})
.insert(Level);
}

View file

@ -1,20 +1,28 @@
#![allow(clippy::precedence)]
#![allow(clippy::too_many_arguments)]
pub use crate::filters::*;
use crate::AppState;
use bevy::{
ecs::system::EntityCommands,
input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *},
sprite::Mesh2dHandle, ecs::system::EntityCommands,
sprite::Mesh2dHandle,
};
use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
pub enum AudioMsg {
Color([f32; 3]),
Fusion,
Jump,
Switch,
}
pub struct FirstLevel(pub LevelId);
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
pub struct LevelId(pub u32);
@ -35,12 +43,14 @@ impl Plugin for GamePlugin {
.with_system(crate::levels::post_setup_level)
.with_system(change_character_system)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(move_camera)
.with_system(character_particle_effect_system),
)
.add_system_set(
SystemSet::on_update(AppState::Win)
)
.add_system_set(
SystemSet::on_update(AppState::Win)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(move_camera)
.with_system(character_particle_effect_system),
)
@ -50,7 +60,7 @@ impl Plugin for GamePlugin {
// Events
pub struct LevelStartupEvent(pub Entity);
pub struct LevelStartupEvent;
// Resources
@ -85,52 +95,41 @@ pub struct CharacterColor(pub Color);
#[derive(Component)]
pub struct Player;
#[derive(Component)]
pub struct CollisionCount(usize);
// Systems
fn setup(
mut commands: Commands,
first_level: Res<FirstLevel>,
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
let level_id = LevelId(current_level.0.map_or(0, |level_id| level_id.0 + 1));
crate::levels::setup_level(
&mut commands,
&mut current_level,
&mut level_startup_event,
&mut camera_query,
level_id,
);
if current_level.0.is_none() {
current_level.0 = Some(first_level.0);
}
crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
}
pub fn spawn_characters(
pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
transforms: &mut Vec<Transform>,
colors: &Vec<Color>,
characters: I,
) {
spawn_character(
commands,
character_meshes,
materials,
audio,
transforms[0],
colors[0],
true,
);
for c in 1 .. transforms.len() {
for (i, (transform, color)) in characters.into_iter().enumerate() {
spawn_character(
commands,
character_meshes,
materials,
audio,
transforms[c],
colors[c],
false,
transform,
color,
i == 0,
);
}
}
@ -160,7 +159,6 @@ pub fn spawn_character(
.insert(CharacterColor(color))
.insert(RigidBody::Dynamic)
.insert(Collider::cuboid(32., 32.))
.insert(ExternalForce::default())
.insert(Velocity::default())
.insert(GravityScale(10.0))
.insert(LockedAxes::ROTATION_LOCKED)
@ -169,8 +167,16 @@ pub fn spawn_character(
linear_damping: 0.5,
angular_damping: 0.5,
})
.insert(ExternalImpulse::default())
.insert(ActiveEvents::COLLISION_EVENTS);
.insert(ActiveEvents::COLLISION_EVENTS)
.with_children(|c| {
c.spawn_bundle(TransformBundle::from_transform(Transform::from_xyz(
0., -33., 0.,
)))
.insert(Sensor)
.insert(Collider::cuboid(30., 0.5))
.insert(ActiveEvents::COLLISION_EVENTS)
.insert(CollisionCount(0));
});
if is_player {
entity_commands.insert(Player);
@ -180,58 +186,157 @@ pub fn spawn_character(
}
}
pub fn spawn_platforms<I: IntoIterator<Item = (Transform, Vec2)>>(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
platforms: I,
) {
for (transform, size) in platforms.into_iter() {
spawn_platform(commands, meshes, materials, transform, size);
}
}
pub fn spawn_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
transform: Transform,
size: Vec2,
) {
commands
.spawn_bundle(ColorMesh2dBundle {
mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
material: materials.add(ColorMaterial::from(Color::GRAY)),
transform,
..default()
})
.insert(Collider::cuboid(size.x / 2., size.y / 2.))
.insert(Level);
}
fn collision_event_system(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>,
mut collision_events: EventReader<CollisionEvent>,
character_query: Query<(&CharacterColor, &Transform, Option<&Player>)>,
mut character_query: Query<(
&mut CharacterColor,
&Transform,
&mut Handle<ColorMaterial>,
Option<&Player>,
)>,
pass_through_filter_query: Query<&PassThroughFilter>,
mut collision_counter_query: Query<&mut CollisionCount>,
mut app_state: ResMut<State<AppState>>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
if flags.is_empty() {
if let (
Ok((c1_color, c1_transform, c1_player)),
Ok((c2_color, c2_transform, c2_player))) =
(character_query.get(*e1), character_query.get(*e2))
{
// TODO completely remove particles
commands.entity(*e1).despawn_recursive();
commands.entity(*e2).despawn_recursive();
let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0))
.clamp(Vec4::ZERO, Vec4::ONE);
// If color approximately white
if app_state.current() == &AppState::Game
&& 4. - new_color.length_squared() < 0.1
match collision_event {
CollisionEvent::Started(e1, e2, flags) => {
if flags.is_empty() {
if let (
Ok((c1_color, c1_transform, _c1_material, c1_player)),
Ok((c2_color, c2_transform, _c2_material, c2_player)),
) = (character_query.get(*e1), character_query.get(*e2))
{
app_state.replace(AppState::Win).ok();
}
commands.entity(*e1).despawn_recursive();
commands.entity(*e2).despawn_recursive();
// position character based on current player location
if let Some(_player) = c1_player {
let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0))
.clamp(Vec4::ZERO, Vec4::ONE);
// If color approximately white
if app_state.current() == &AppState::Game
&& 4. - new_color.length_squared() < 0.1
{
app_state.replace(AppState::Win).ok();
}
// position character based on current player location
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
*c1_transform,
if c1_player.is_some() {
*c1_transform
} else if c2_player.is_some() {
*c2_transform
} else {
Transform::identity().with_translation(
(c1_transform.translation + c2_transform.translation) / 2.,
)
},
new_color.into(),
true,
);
} else if let Some(_player) = c2_player {
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
*c2_transform,
new_color.into(),
true,
c1_player.is_some() || c2_player.is_some(),
);
audio.send(AudioMsg::Fusion).ok();
}
} else if *flags == CollisionEventFlags::SENSOR {
if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
character_query.get_mut(*e1),
pass_through_filter_query.get(*e2),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
if c_player.is_some() {
audio
.send(AudioMsg::Color([
c_color.0.r(),
c_color.0.g(),
c_color.0.b(),
]))
.ok();
}
} else if let (
Ok((mut c_color, _c_transform, mut c_material, c_player)),
Ok(filter),
) = (
character_query.get_mut(*e2),
pass_through_filter_query.get(*e1),
) {
c_color.0 = filter.apply(c_color.0);
*c_material = materials.add(ColorMaterial::from(c_color.0));
if c_player.is_some() {
audio
.send(AudioMsg::Color([
c_color.0.r(),
c_color.0.g(),
c_color.0.b(),
]))
.ok();
}
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e1),
character_query.get_mut(*e2),
) {
collision_count.0 += 1;
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e2),
character_query.get_mut(*e1),
) {
collision_count.0 += 1;
}
}
}
CollisionEvent::Stopped(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e1),
character_query.get_mut(*e2),
) {
collision_count.0 = collision_count.0.saturating_sub(1);
} else if let (Ok(mut collision_count), Err(_)) = (
collision_counter_query.get_mut(*e2),
character_query.get_mut(*e1),
) {
collision_count.0 = collision_count.0.saturating_sub(1);
}
}
}
@ -246,14 +351,16 @@ fn change_character_system(
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
if !keyboard_input.just_pressed(KeyCode::Tab) {
return;
}
let mut player_idx: usize = 0;
let mut player_count: usize = 0;
let mut player_idx: usize = 0;
let mut player_count: usize = 0;
// find player idx
for (_entity, _color, player) in characters.iter() {
if let Some(_player) = player {
if player.is_some() {
player_idx = player_count;
}
player_count += 1;
@ -274,7 +381,7 @@ fn change_character_system(
audio
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
.ok();
audio.send(AudioMsg::Jump).ok();
audio.send(AudioMsg::Switch).ok();
}
player_count += 1;
@ -283,53 +390,69 @@ fn change_character_system(
fn player_movement_system(
keyboard_input: Res<Input<KeyCode>>,
mut characters: Query<&mut Velocity, With<Player>>,
mut app_state: ResMut<State<AppState>>,
mut characters: Query<(&mut Velocity, &Children), With<Player>>,
collision_counter_query: Query<&CollisionCount>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
let right_pressed: bool =
keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
let left_pressed: bool =
keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
let right_pressed: bool =
keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
let left_pressed: bool =
keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
for (mut velocity, children) in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
for mut velocity in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
if keyboard_input.just_pressed(KeyCode::Space) {
audio.send(AudioMsg::Jump).ok();
velocity.linvel.y = 500.;
}
}
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
app_state.replace(AppState::Game).unwrap();
if keyboard_input.just_pressed(KeyCode::Space)
&& collision_counter_query.get(children[0]).unwrap().0 != 0
{
audio.send(AudioMsg::Jump).ok();
velocity.linvel.y = 700.;
}
}
}
fn character_particle_effect_system(
characters: Query<(&Transform, &CharacterColor), With<Player>>,
player_character: Query<(&Transform, &CharacterColor), With<Player>>,
mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
) {
for (transform, color) in characters.iter() {
if let Ok((transform, color)) = player_character.get_single() {
particle_effect.translation = transform.translation;
particle_effect.color = color.0;
}
}
fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
fn win_setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 512., y: 64. },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::rgba(0., 0., 0., 0.9))),
transform: Transform::from_xyz(0., 0., 3.),
..default()
})
.insert(Level);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"Press ENTER to level up",
TextStyle {
font,
font_size: 32.0,
font_size: 36.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 0., 4.),
..Default::default()
})
.insert(Level);
@ -344,18 +467,44 @@ fn move_camera(
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
for character_transform in characters.iter() {
let (camera, mut camera_transform) =
camera_query.single_mut();
let (camera, mut camera_transform) = camera_query.single_mut();
let size: Vec2 = camera.logical_viewport_size().unwrap();
let half_height: f32 = size.y * 0.5;
camera_transform.translation = camera_transform.translation.lerp(
character_transform.translation, time.delta_seconds() * FOLLOW_SPEED
character_transform.translation,
time.delta_seconds() * FOLLOW_SPEED,
);
// prevent camera from going too low
camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
camera_transform.translation.y = camera_transform.translation.y.max(half_height - MARGIN);
// always make sure that camera is away from the object in order to render them
camera_transform.translation.z = 999.0;
}
}
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>>,
level_query: Query<Entity, With<Level>>,
mut app_state: ResMut<State<AppState>>,
) {
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
current_level.0 = Some(LevelId(
current_level.0.map_or(0, |level_id| level_id.0 + 1),
));
app_state.replace(AppState::Game).unwrap();
}
if keyboard_input.just_pressed(KeyCode::R) {
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}
if app_state.replace(AppState::Game).is_err() {
crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
}
}
}

View file

@ -1,29 +1,17 @@
#![allow(clippy::too_many_arguments)]
mod game_over;
mod level0;
mod level1;
use crate::game::*;
use bevy::prelude::*;
use bevy::{prelude::*, reflect::TypeUuid};
use serde::{Deserialize, Serialize};
pub fn setup_level(
commands: &mut Commands,
current_level: &mut ResMut<CurrentLevel>,
level_startup_event: &mut EventWriter<LevelStartupEvent>,
camera_query: &mut Query<&mut Transform, With<Camera>>,
level_id: LevelId,
) {
let level_entity = commands
.spawn()
.insert(Level)
.id();
current_level.0 = Some(level_id);
camera_query.single_mut().translation = Default::default();
level_startup_event.send(LevelStartupEvent(level_entity));
level_startup_event.send(LevelStartupEvent);
}
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
@ -36,29 +24,158 @@ pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Lev
pub fn post_setup_level(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
current_level: Res<CurrentLevel>,
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
) {
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
for _ in level_startup_event.iter() {
if let Some(level_id) = current_level.0 {
match level_id.0 {
0 => level0::setup(
if let Some(stored_level) = stored_levels_assets
.get(&stored_levels_handle)
.unwrap()
.levels
.get(level_id.0 as usize)
{
spawn_stored_level(
&mut commands,
&character_meshes,
&mut meshes,
&mut materials,
&asset_server,
&audio,
),
1 => level1::setup(
&mut commands,
&character_meshes,
&mut materials,
&audio,
),
_ => game_over::setup(&mut commands, &asset_server),
stored_level,
);
}
}
}
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "1fbba930-644b-0d62-2514-4b302b945327"]
pub struct StoredLevels {
levels: Vec<StoredLevel>,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "a1464a30-1f57-a654-d56c-ded41032af0b"]
pub struct StoredLevel {
pub comment: String,
pub characters: Vec<StoredCharacter>,
pub platforms: Vec<StoredPlatform>,
pub absorbing_filters: Vec<StoredAbsorbingFilter>,
pub rotating_filters: Vec<StoredRotatingFilter>,
pub texts: Vec<StoredText>,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "1c798f8c-ef15-c528-693e-76becdef6b10"]
pub struct StoredCharacter {
pub pos: Vec2,
pub color: Vec4,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "31696095-59de-93be-b5e9-333c2afbc900"]
pub struct StoredPlatform {
pub pos: Vec2,
pub size: Vec2,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "bcad7fff-0605-c4e3-3cd4-42d5bbaad926"]
pub struct StoredAbsorbingFilter {
pub pos: Vec2,
pub size: Vec2,
pub color: Vec4,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "fa2843f2-6e34-601b-6c46-4827b0370b3f"]
pub struct StoredRotatingFilter {
pub pos: Vec2,
pub angle: f32,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "72f6321a-f01f-6eea-9b17-3159837a2fd3"]
pub struct StoredText {
pub pos: Vec2,
pub font_size: f32,
pub text: String,
}
pub fn spawn_stored_level(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
stored_level: &StoredLevel,
) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
spawn_platforms(
commands,
meshes,
materials,
stored_level.platforms.iter().map(|platform| {
(
Transform::from_xyz(platform.pos.x, platform.pos.y, 0.),
platform.size,
)
}),
);
spawn_characters(
commands,
character_meshes,
materials,
audio,
stored_level.characters.iter().map(|character| {
(
Transform::from_xyz(character.pos.x, character.pos.y, 0.),
character.color.into(),
)
}),
);
for absorbing_filter in stored_level.absorbing_filters.iter() {
spawn_absorbing_filter(
commands,
meshes,
materials,
Transform::from_xyz(absorbing_filter.pos.x, absorbing_filter.pos.y, 2.),
absorbing_filter.size,
absorbing_filter.color.into(),
);
}
for rotating_filter in stored_level.rotating_filters.iter() {
spawn_rotating_filter(
commands,
asset_server,
Transform::from_xyz(rotating_filter.pos.x, rotating_filter.pos.y, 2.),
rotating_filter.angle,
);
}
for text in stored_level.texts.iter() {
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
&text.text,
TextStyle {
font: font.clone(),
font_size: text.font_size,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(text.pos.x, text.pos.y, 0.),
..Default::default()
})
.insert(Level);
}
}

View file

@ -1,36 +0,0 @@
use crate::game::*;
use bevy::prelude::*;
pub fn setup(commands: &mut Commands, asset_server: &Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"GAME OVER",
TextStyle {
font: font.clone(),
font_size: 48.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 128.0, 0.),
..Default::default()
})
.insert(Level);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"There is no more light to combine.",
TextStyle {
font,
font_size: 32.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
..Default::default()
})
.insert(Level);
}

View file

@ -1,46 +0,0 @@
use crate::game::*;
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
pub fn setup(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
// selected_character_id: &mut Mut<SelectedCharacterId>,
// character_id_list: &mut Mut<CharacterIdList>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
) {
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.))
.insert(Level);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(-128., -64., 0.),
Color::RED,
true,
);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(0., -64., 0.),
Color::GREEN,
false,
);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(128., -64., 0.),
Color::BLUE,
false,
);
}

View file

@ -1,50 +0,0 @@
use crate::game::*;
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
pub fn setup(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
) {
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.))
.insert(Level);
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(
256.0, -128.0, 0.0,
)))
.insert(Collider::cuboid(200., 10.))
.insert(Level);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(128., 64., 0.),
Color::BLUE,
true,
);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(-128., -128., 0.),
Color::RED,
false,
);
spawn_character(
commands,
character_meshes,
materials,
audio,
Transform::from_xyz(0., -128., 0.),
Color::GREEN,
false,
);
}

View file

@ -1,11 +1,16 @@
#[cfg(not(target_arch = "wasm32"))]
mod audio;
mod filters;
mod game;
mod levels;
mod menu;
mod particle_effect;
use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*};
use bevy::{
prelude::*,
window::{WindowId, WindowMode},
};
use bevy_common_assets::json::JsonAssetPlugin;
use bevy_rapier2d::prelude::*;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
@ -22,35 +27,66 @@ fn main() {
#[cfg(not(target_arch = "wasm32"))]
std::thread::spawn(move || audio::setup(audio_event_receiver));
#[cfg(not(target_arch = "wasm32"))]
let first_level = game::LevelId(
std::env::args()
.nth(1)
.map_or(0, |s| s.parse().unwrap_or(0)),
);
#[cfg(target_arch = "wasm32")]
let first_level = game::LevelId(0);
App::new()
.insert_resource(Msaa { samples: 4 })
.insert_resource(audio_event_sender)
.add_state(AppState::Menu)
.insert_resource(game::FirstLevel(first_level))
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_plugin(JsonAssetPlugin::<levels::StoredLevels>::new(&[
"levels.json",
]))
.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
.add_plugin(RapierDebugRenderPlugin::default())
//.add_plugin(RapierDebugRenderPlugin::default())
.add_plugin(menu::MenuPlugin)
.add_plugin(game::GamePlugin)
.add_plugin(particle_effect::ParticleEffectPlugin)
.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
//.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_system(keyboard_util_system)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
#[cfg(not(target_arch = "wasm32"))]
let font: Handle<Font> = asset_server.load("UacariLegacy-Thin.ttf");
#[cfg(target_arch = "wasm32")]
let font: Handle<Font> = asset_server.load("UacariLegacy-Thin.ttf");
commands.insert_resource(font);
fn setup(mut commands: Commands, mut windows: ResMut<Windows>, asset_server: Res<AssetServer>) {
windows
.get_mut(WindowId::primary())
.unwrap()
.set_title(String::from("Bevyjam"));
commands.spawn_bundle(Camera2dBundle {
camera_2d: Camera2d {
clear_color: ClearColorConfig::Custom(Color::BLACK),
},
..Default::default()
});
commands.insert_resource(asset_server.load::<levels::StoredLevels, _>("game.levels.json"));
commands.insert_resource(asset_server.load::<Font, _>("UacariLegacy-Thin.ttf"));
commands.insert_resource(asset_server.load::<Image, _>("bevy.png"));
commands.spawn_bundle(Camera2dBundle::default());
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.6,
});
}
fn keyboard_util_system(keyboard_input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
#[cfg(not(target_arch = "wasm32"))]
{
if keyboard_input.just_released(KeyCode::Escape) {
std::process::exit(0);
}
if keyboard_input.just_pressed(KeyCode::F11) {
if let Some(window) = windows.get_primary_mut() {
window.set_mode(match window.mode() {
WindowMode::Windowed => WindowMode::Fullscreen,
_ => WindowMode::Windowed,
});
}
}
}
}

View file

@ -26,7 +26,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
"BEVYJAM",
TextStyle {
font: font.clone(),
font_size: 48.0,
font_size: 96.0,
color: Color::WHITE,
},
)