Compare commits

..

3 commits

32 changed files with 1235 additions and 2709 deletions

843
Cargo.lock generated

File diff suppressed because it is too large Load diff

View file

@ -1,33 +1,30 @@
[package]
name = "lux-synthese"
name = "bevyjam"
version = "0.1.0"
authors = ["tuxmain <tuxmain@zettascript.org>"]
license = "AGPL-3.0-only"
edition = "2021"
[dependencies]
bevy = { version = "0.8.1", default-features = false, features = ["bevy_asset", "bevy_audio", "bevy_gilrs", "bevy_winit", "render", "png", "vorbis", "x11"] }
bevy = "0.8.1"
bevy_common_assets = { version = "0.3.0", features = ["json"] }
bevy-inspector-egui = "0.12.1"
bevy_rapier2d = "0.16.2"
#crossbeam-channel = "0.5.6"
crossbeam-channel = "0.5.6"
rand = "0.8.5"
rand_distr = "0.4.3"
rapier2d = "0.14.0"
serde = { version = "1.0.144", features = ["derive"] }
ticktock = "0.8.0"
wasm-bindgen = "0.2"
[target."cfg(not(target_arch = \"wasm32\"))".dependencies]
#bevy-inspector-egui = "0.12.1"
bevy_mod_picking = "0.9.0"
# cpal = "0.14.0"
# hexodsp = { git = "https://github.com/WeirdConstructor/HexoDSP", default-features = false }
serde_json = "1.0.85"
#ticktock = "0.8.0"
hexodsp = { git = "https://git.txmn.tk/tuxmain/HexoDSP", default-features = false }
cpal = "0.14.0"
[target."cfg(target_arch = \"wasm32\")".dependencies]
#cpal = { version = "0.14.0", features = ["wasm-bindgen"] }
cpal = { version = "0.14.0", features = ["wasm-bindgen"] }
wasm_thread = { git = "https://github.com/chemicstry/wasm_thread" }
[profile.dev.package."*"]
opt-level = 3
[patch.crates-io]
wgpu = { git = "https://github.com/mockersf/wgpu/", branch = "unconditional-clear-workaround" }

View file

@ -1,14 +1,4 @@
# Lux synthesĕ
Combine colored lights to synthesize white light!
[Play in browser](https://txmn.tk/projects/lux-synthese/)
Download: [Linux x86_64](https://txmn.tk/projects/lux-synthese/linux-x86_64.zip), [Windows x86_64](https://txmn.tk/projects/lux-synthese/windows-x86_64.zip)
In latin, _lux synthesĕ_ means "light by the means of synthesis".
This game was developped for the [Bevy Jam #2](https://itch.io/jam/bevy-jam-2).
# Bevyjam
## Controls
@ -16,17 +6,18 @@ This game was developped for the [Bevy Jam #2](https://itch.io/jam/bevy-jam-2).
* **Switch character**: Tab
* **Level up**: Enter (when character is white)
* **Reset**: R
* **Fullscreen**: F11
* **Exit**: Escape
## TODO
* name
* more filters
* more levels
* despawn black characters
* despawn character when too far
* level design
* (?) multiplayer
* more audio
* bug: when reset after win, character colors are wrong
* redshift warning
* "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
@ -36,6 +27,8 @@ cargo build --release
### WASM
**Audio does not work in WASM!**
```bash
rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
@ -48,33 +41,14 @@ python3 -m http.server
## Audio
This game used [HexoDSP](https://github.com/WeirdConstructor/HexoDSP) for audio synthesis.
This game uses [HexoDSP](https://github.com/WeirdConstructor/HexoDSP) for audio synthesis.
The synthetizer matrix can be edited using [HexoSynth](https://github.com/WeirdConstructor/HexoSynth) visual editor.
However we could not get this working in WASM, hence we used simple playback audio instead for the jam. The concept of procedural audio is not abandonned but it will be for another time.
## Develop
Skip to level `N: u32` with the command `bevyjam <N>`.
Edit the level `N: u32` with the command `bevyjam <N> e`.
Editor is not available in the WASM build.
### Editor controls
* **Select**: left click to select, click in void to deselect, CTRL+click to select many, CTRL+A to select all
* **Move selection**: arrows to move one step, Shift+arrows to move continuously
* **Delete selection**: delete
* **Add objects**: P=platform, C=character, A=absorbing filter, R=rotating filter, M=melty platform
* **Move camera**: CTRL+arrows
* **Save**: CTRL+S
## License
GNU AGPL v3, CopyLeft 2022 Pascal Engélibert, Nixon Cheng
_Lux synthesĕ_ 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.
_Lux synthesĕ_ 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 _Lux synthesĕ_. If not, see https://www.gnu.org/licenses/.
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/.

Binary file not shown.

Binary file not shown.

File diff suppressed because it is too large Load diff

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View file

@ -1,15 +0,0 @@
# WASM
sh build-wasm.sh || exit 1
mkdir -p target/itchio/wasm/target
mkdir -p target/itchio/wasm/assets
cp -r assets/* target/itchio/wasm/assets/
cp index.html target/itchio/wasm/
cp target/lux-synthese.js target/itchio/wasm/target/
cp target/lux-synthese_bg.wasm target/itchio/wasm/target/
jq -c < assets/game.levels.json > target/itchio/wasm/assets/game.levels.json
cd target/itchio/wasm
zip -r ../wasm.zip .

View file

@ -1,3 +1,6 @@
cargo build --release --target wasm32-unknown-unknown || exit 1
echo "==> wasm-bindgen..."
wasm-bindgen --out-name lux-synthese --out-dir target --target web target/wasm32-unknown-unknown/release/lux-synthese.wasm || exit 1
cargo build --release --target wasm32-unknown-unknown
# wasm-bindgen --out-name bevyjam --out-dir target --target web target/wasm32-unknown-unknown/release/bevyjam.wasm
wasm-bindgen target/wasm32-unknown-unknown/release/bevyjam.wasm \
--out-name bevyjam \
--out-dir target \
--target no-modules

View file

@ -2,91 +2,16 @@
<html lang="en">
<head>
<meta charset="UTF-8"/>
<title>Lux synthesĕ</title>
<style type="text/css">
@font-face {
font-family: UacariLegacy;
font-weight: normal;
src: url("assets/UacariLegacy-Regular.ttf");
}
@font-face {
font-family: UacariLegacy;
font-weight: bold;
src: url("assets/UacariLegacy-Bold.ttf");
}
@font-face {
font-family: UacariLegacy-Thin;
src: url("assets/UacariLegacy-Thin.ttf");
}
html, body {
font-family: UacariLegacy;
margin: 0;
padding: 0;
background-color: #222;
}
body {
display: flex;
flex-flow: column;
color: white;
}
h1, h2 {
font-family: UacariLegacy-Thin;
font-weight: normal;
}
canvas {
order: 1;
max-width: 100vw;
max-height: 100vh;
margin: auto;
}
#readme {
order: 2;
width: 640px;
max-width: 100vw;
padding: 8px;
margin: auto;
}
a, a:visited {
color: #f80;
}
</style>
<title>Bevyjam</title>
</head>
<body>
<script type="module">
import init from './target/lux-synthese.js'
init()
<script src="./target/bevyjam.js"></script>
<script type="text/javascript">
wasm_bindgen("./target/bevyjam_bg.wasm").then((wasm) =>{
wasm.run();
});
// import init from './target/bevyjam.js'
// init()
</script>
<!-- workaround to be sure the browser will request permission to autoplay audio -->
<audio autoplay src="assets/silence.ogg"></audio>
<div id="readme">
<h1>Lux synthesĕ</h1>
<p>
<strong>If audio does not work, please allow media autoplay in browser, then refresh this page.</strong>
</p>
<h2>Controls</h2>
<ul>
<li><strong>Move</strong>: Arrows</li>
<li><strong>Switch</strong>: Tab</li>
<li><strong>Level up</strong>: Enter</li>
<li><strong>Reset</strong>: R</li>
</ul>
<h2>Download</h2>
Download an executable release:
<ul>
<li><a href="https://txmn.tk/projects/lux-synthese/linux-x86_64.zip">Linux x86_64</a></li>
<li><a href="https://txmn.tk/projects/lux-synthese/windows-x86_64.zip">Windows x86_64</a></li>
</ul>
<h2>Source</h2>
<p>
The source code of this free software is available in our <a href="https://git.txmn.tk/tuxmain/bevyjam/">Git repository</a>.
</p>
<p>
GNU AGPL v3: CopyLeft 2022 Pascal Engélibert, Nixon Cheng<br/>
Lux synthesĕ 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.<br/>
Lux synthesĕ 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.<br/>
You should have received a copy of the GNU Affero General Public License along with Lux synthesĕ. If not, see <a href="https://www.gnu.org/licenses/">https://www.gnu.org/licenses/</a>.
</p>
</div>
</body>
</html>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

Binary file not shown.

View file

@ -1,6 +1,5 @@
// https://github.com/WeirdConstructor/HexoDSP/blob/master/examples/cpal_demo_node_api.rs
// use bevy::{prelude::*, asset::HandleId};
use crate::game::AudioMsg;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};

View file

@ -1,48 +0,0 @@
use bevy::prelude::*;
pub struct AudioSystemPlugin;
impl Plugin for AudioSystemPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AudioAssets>()
.add_startup_system(load_audio);
}
}
#[derive(Default)]
pub struct AudioAssets {
pub notes: [Handle<AudioSource>; 3],
pub reverb_notes: [Handle<AudioSource>; 3],
pub warp_notes: [Handle<AudioSource>; 3],
}
pub fn play_audio(
audio_set: &[Handle<AudioSource>; 3],
audio: &Res<Audio>,
color: Vec4,
volume: f32,
) {
for i in 0..3 {
audio.play_with_settings(
audio_set[i].clone(),
PlaybackSettings::ONCE.with_volume(color[i] * volume),
);
}
}
fn load_audio(mut audio_assets: ResMut<AudioAssets>, asset_server: Res<AssetServer>) {
audio_assets.notes[0] = asset_server.load::<AudioSource, &str>("sound/notes/a5.ogg");
audio_assets.notes[1] = asset_server.load::<AudioSource, &str>("sound/notes/cs6.ogg");
audio_assets.notes[2] = asset_server.load::<AudioSource, &str>("sound/notes/e6.ogg");
audio_assets.reverb_notes[0] =
asset_server.load::<AudioSource, &str>("sound/reverb_notes/a5.ogg");
audio_assets.reverb_notes[1] =
asset_server.load::<AudioSource, &str>("sound/reverb_notes/cs6.ogg");
audio_assets.reverb_notes[2] =
asset_server.load::<AudioSource, &str>("sound/reverb_notes/e6.ogg");
audio_assets.warp_notes[0] = asset_server.load::<AudioSource, &str>("sound/warp_notes/a5.ogg");
audio_assets.warp_notes[1] = asset_server.load::<AudioSource, &str>("sound/warp_notes/cs6.ogg");
audio_assets.warp_notes[2] = asset_server.load::<AudioSource, &str>("sound/warp_notes/e6.ogg");
}

View file

@ -1,813 +0,0 @@
#![allow(clippy::type_complexity)]
use crate::{levels::stored::*, AppState};
use bevy::{
input::{keyboard::KeyCode, Input},
prelude::{
shape::{Circle, Quad},
*,
},
sprite::Mesh2dHandle,
};
use bevy_mod_picking::*;
pub struct EditorPlugin;
impl Plugin for EditorPlugin {
fn build(&self, app: &mut App) {
app.add_event::<DragEndEvent>()
.add_plugins(DefaultPickingPlugins)
.add_system_set(SystemSet::on_enter(AppState::Editor).with_system(setup))
.add_system_set(
SystemSet::on_update(AppState::Editor)
.with_system(move_system)
.with_system(input_control_system)
.with_system(follow_ends_system)
.with_system(remove_system)
.with_system(spawn_system),
);
}
}
// Events
struct DragEndEvent(Entity);
// Resources
struct CharacterList(Vec<Entity>);
// Components
#[derive(Component)]
struct Platform;
#[derive(Component)]
struct Ends(Entity, Entity);
#[derive(Component)]
struct Draggable;
#[derive(Component)]
struct End(Entity);
#[derive(Component)]
struct CharacterColor(Color);
#[derive(Component)]
struct Size(Vec2);
#[derive(Component)]
struct RotatingFilterAngle(f32);
#[derive(Component)]
struct AbsorbingFilterColor(Color);
#[derive(Component)]
struct MeltyPlatformColor(Color);
#[derive(Component)]
struct Removable;
// Bundles
#[derive(Bundle)]
struct PlatformBundle {
#[bundle]
mesh: ColorMesh2dBundle,
size: Size,
platform: Platform,
#[bundle]
pickable: PickableBundle,
removable: Removable,
}
#[derive(Bundle)]
struct EndBundle {
#[bundle]
mesh: ColorMesh2dBundle,
#[bundle]
pickable: PickableBundle,
draggable: Draggable,
end: End,
}
#[derive(Bundle)]
struct CharacterBundle {
#[bundle]
mesh: ColorMesh2dBundle,
color: CharacterColor,
#[bundle]
pickable: PickableBundle,
draggable: Draggable,
removable: Removable,
}
#[derive(Bundle)]
struct AbsorbingFilterBundle {
#[bundle]
mesh: ColorMesh2dBundle,
size: Size,
color: AbsorbingFilterColor,
#[bundle]
pickable: PickableBundle,
removable: Removable,
}
#[derive(Bundle)]
struct RotatingFilterBundle {
#[bundle]
mesh: ColorMesh2dBundle,
angle: RotatingFilterAngle,
#[bundle]
pickable: PickableBundle,
draggable: Draggable,
removable: Removable,
}
#[derive(Bundle)]
struct MeltyPlatformBundle {
#[bundle]
mesh: ColorMesh2dBundle,
color: MeltyPlatformColor,
#[bundle]
pickable: PickableBundle,
draggable: Draggable,
removable: Removable,
}
// Functions
fn spawn_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
transform: Transform,
size: Vec2,
) {
let platform = commands
.spawn_bundle(PlatformBundle {
mesh: ColorMesh2dBundle {
mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
material: materials.add(ColorMaterial::from(Color::GRAY)),
transform,
..default()
},
size: Size(size),
platform: Platform,
pickable: PickableBundle::default(),
removable: Removable,
})
.id();
let ends = Ends(
commands
.spawn_bundle(EndBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Circle {
radius: 8.,
vertices: 12,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::rgba(1., 1., 0., 0.7))),
transform: Transform::from_xyz(
transform.translation.x - size.x / 2.,
transform.translation.y - size.y / 2.,
0.5,
),
..default()
},
pickable: PickableBundle::default(),
draggable: Draggable,
end: End(platform),
})
.id(),
commands
.spawn_bundle(EndBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Circle {
radius: 8.,
vertices: 12,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::rgba(1., 1., 0., 0.7))),
transform: Transform::from_xyz(
transform.translation.x + size.x / 2.,
transform.translation.y + size.y / 2.,
0.5,
),
..default()
},
pickable: PickableBundle::default(),
draggable: Draggable,
end: End(platform),
})
.id(),
);
commands.entity(platform).insert(ends);
}
fn spawn_character(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
transform: Transform,
color: Color,
index: usize,
) -> Entity {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(CharacterBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 64., y: 64. },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
},
color: CharacterColor(color),
pickable: PickableBundle::default(),
draggable: Draggable,
removable: Removable,
})
.with_children(|c| {
c.spawn_bundle(Text2dBundle {
text: Text::from_section(
&index.to_string(),
TextStyle {
font: font.clone(),
font_size: 32.,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 0., 1.),
..Default::default()
});
})
.id()
}
fn spawn_absorbing_filter(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
transform: Transform,
size: Vec2,
color: Color,
) {
let absorbing_filter = commands
.spawn_bundle(AbsorbingFilterBundle {
mesh: ColorMesh2dBundle {
mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
},
size: Size(size),
color: AbsorbingFilterColor(color),
pickable: PickableBundle::default(),
removable: Removable,
})
.id();
let ends = Ends(
commands
.spawn_bundle(EndBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Circle {
radius: 8.,
vertices: 12,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::rgba(1., 1., 0., 0.7))),
transform: Transform::from_xyz(
transform.translation.x - size.x / 2.,
transform.translation.y - size.y / 2.,
0.5,
),
..default()
},
pickable: PickableBundle::default(),
draggable: Draggable,
end: End(absorbing_filter),
})
.id(),
commands
.spawn_bundle(EndBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Circle {
radius: 8.,
vertices: 12,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::rgba(1., 1., 0., 0.7))),
transform: Transform::from_xyz(
transform.translation.x + size.x / 2.,
transform.translation.y + size.y / 2.,
0.5,
),
..default()
},
pickable: PickableBundle::default(),
draggable: Draggable,
end: End(absorbing_filter),
})
.id(),
);
commands.entity(absorbing_filter).insert(ends);
}
fn spawn_rotating_filter(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
transform: Transform,
angle: f32,
) -> Entity {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(RotatingFilterBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Circle {
radius: 32.,
vertices: 36,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::WHITE)),
transform,
..default()
},
angle: RotatingFilterAngle(angle),
pickable: PickableBundle::default(),
draggable: Draggable,
removable: Removable,
})
.with_children(|c| {
c.spawn_bundle(Text2dBundle {
text: Text::from_section(
&angle.to_string(),
TextStyle {
font: font.clone(),
font_size: 32.,
color: Color::RED,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 0., 1.),
..Default::default()
});
})
.id()
}
fn spawn_melty_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
transform: Transform,
color: Color,
) -> Entity {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(MeltyPlatformBundle {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 96., y: 16. },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
},
color: MeltyPlatformColor(color),
pickable: PickableBundle::default(),
draggable: Draggable,
removable: Removable,
})
.with_children(|c| {
c.spawn_bundle(Text2dBundle {
text: Text::from_section(
"MELTY",
TextStyle {
font: font.clone(),
font_size: 16.,
color: Color::BLACK,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 0., 1.),
..Default::default()
});
})
.id()
}
fn spawn_stored_level(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
stored_level: &StoredLevel,
) {
for platform in stored_level.platforms.iter() {
spawn_platform(
commands,
meshes,
materials,
Transform::from_xyz(platform.pos.x, platform.pos.y, 0.),
platform.size,
);
}
let mut character_list = Vec::new();
for (i, character) in stored_level.characters.iter().enumerate() {
character_list.push(spawn_character(
commands,
meshes,
materials,
asset_server,
Transform::from_xyz(character.pos.x, character.pos.y, 0.),
character.color.into(),
i,
));
}
commands.insert_resource(CharacterList(character_list));
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, 0.),
absorbing_filter.size,
absorbing_filter.color.into(),
);
}
for rotating_filter in stored_level.rotating_filters.iter() {
spawn_rotating_filter(
commands,
meshes,
materials,
asset_server,
Transform::from_xyz(rotating_filter.pos.x, rotating_filter.pos.y, 0.),
rotating_filter.angle,
);
}
for melty_platform in stored_level.melty_platforms.iter() {
spawn_melty_platform(
commands,
meshes,
materials,
asset_server,
Transform::from_xyz(melty_platform.pos.x, melty_platform.pos.y, 0.),
melty_platform.color.into(),
);
}
}
fn save_level(
level_id: &Res<crate::game::FirstLevel>,
stored_levels_assets: &mut ResMut<Assets<StoredLevels>>,
stored_levels_handle: &Res<Handle<StoredLevels>>,
character_list: &Res<CharacterList>,
character_query: &Query<(&Transform, &CharacterColor), Without<Platform>>,
platform_query: &Query<(&Transform, &Size), With<Platform>>,
absorbing_filter_query: &Query<(&Transform, &Size, &AbsorbingFilterColor), Without<Platform>>,
rotating_filter_query: &Query<
(&Transform, &RotatingFilterAngle),
(Without<Platform>, Without<CharacterColor>),
>,
melty_platform_query: &Query<
(&Transform, &MeltyPlatformColor),
(Without<Platform>, Without<CharacterColor>),
>,
) {
let stored_levels = stored_levels_assets.get_mut(stored_levels_handle).unwrap();
if let Some(stored_level) = stored_levels.levels.get_mut(level_id.0 .0 as usize) {
stored_level.platforms.clear();
for (transform, size) in platform_query.iter() {
stored_level.platforms.push(StoredPlatform {
pos: Vec2 {
x: transform.translation.x,
y: transform.translation.y,
},
size: size.0,
})
}
stored_level.characters.clear();
for entity in character_list.0.iter() {
if let Ok((transform, color)) = character_query.get(*entity) {
stored_level.characters.push(StoredCharacter {
pos: Vec2 {
x: transform.translation.x,
y: transform.translation.y,
},
color: color.0.into(),
})
}
}
stored_level.absorbing_filters.clear();
for (transform, size, color) in absorbing_filter_query.iter() {
stored_level.absorbing_filters.push(StoredAbsorbingFilter {
pos: Vec2 {
x: transform.translation.x,
y: transform.translation.y,
},
size: size.0,
color: color.0.into(),
})
}
stored_level.rotating_filters.clear();
for (transform, angle) in rotating_filter_query.iter() {
stored_level.rotating_filters.push(StoredRotatingFilter {
pos: Vec2 {
x: transform.translation.x,
y: transform.translation.y,
},
angle: angle.0,
})
}
stored_level.melty_platforms.clear();
for (transform, color) in melty_platform_query.iter() {
stored_level.melty_platforms.push(StoredMeltyPlatform {
pos: Vec2 {
x: transform.translation.x,
y: transform.translation.y,
},
color: color.0.into(),
})
}
} else {
return;
}
match std::fs::OpenOptions::new()
.write(true)
.truncate(true)
.open("assets/game.levels.json")
{
Ok(mut file) => {
serde_json::to_writer_pretty(&mut file, stored_levels).unwrap();
println!("Saved!");
}
Err(e) => eprintln!("Error writing levels file: {:?}", e),
}
}
// Systems
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
camera_query: Query<Entity, With<Camera>>,
level_id: Res<crate::game::FirstLevel>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
asset_server: Res<AssetServer>,
) {
commands
.entity(camera_query.single())
.insert_bundle(PickingCameraBundle::default());
if let Some(stored_level) = stored_levels_assets
.get(&stored_levels_handle)
.unwrap()
.levels
.get(level_id.0 .0 as usize)
{
spawn_stored_level(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
stored_level,
);
}
}
fn input_control_system(
keyboard_input: Res<Input<KeyCode>>,
level_id: Res<crate::game::FirstLevel>,
mut stored_levels_assets: ResMut<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
character_list: Res<CharacterList>,
character_query: Query<(&Transform, &CharacterColor), Without<Platform>>,
platform_query: Query<(&Transform, &Size), With<Platform>>,
absorbing_filter_query: Query<(&Transform, &Size, &AbsorbingFilterColor), Without<Platform>>,
rotating_filter_query: Query<
(&Transform, &RotatingFilterAngle),
(Without<Platform>, Without<CharacterColor>),
>,
melty_platform_query: Query<
(&Transform, &MeltyPlatformColor),
(Without<Platform>, Without<CharacterColor>),
>,
) {
if keyboard_input.just_pressed(KeyCode::S)
&& (keyboard_input.pressed(KeyCode::LControl) || keyboard_input.pressed(KeyCode::RControl))
{
save_level(
&level_id,
&mut stored_levels_assets,
&stored_levels_handle,
&character_list,
&character_query,
&platform_query,
&absorbing_filter_query,
&rotating_filter_query,
&melty_platform_query,
);
}
}
fn move_system(
keyboard_input: Res<Input<KeyCode>>,
mut camera_query: Query<&mut Transform, (With<Camera>, Without<Draggable>)>,
mut drag_query: Query<(&mut Transform, &Selection, Option<&End>), With<Draggable>>,
mut drag_end_event: EventWriter<DragEndEvent>,
) {
if keyboard_input.pressed(KeyCode::LControl) || keyboard_input.pressed(KeyCode::RControl) {
let mut transform = camera_query.single_mut();
let drag = Vec3 {
x: (keyboard_input.pressed(KeyCode::Right) as i8
- keyboard_input.pressed(KeyCode::Left) as i8) as _,
y: (keyboard_input.pressed(KeyCode::Up) as i8
- keyboard_input.pressed(KeyCode::Down) as i8) as _,
z: 0.,
} * 8.;
transform.translation += drag;
return;
}
let drag = if keyboard_input.pressed(KeyCode::LShift) || keyboard_input.pressed(KeyCode::RShift)
{
Vec3 {
x: (keyboard_input.pressed(KeyCode::Right) as i8
- keyboard_input.pressed(KeyCode::Left) as i8) as _,
y: (keyboard_input.pressed(KeyCode::Up) as i8
- keyboard_input.pressed(KeyCode::Down) as i8) as _,
z: 0.,
}
} else {
Vec3 {
x: (keyboard_input.just_pressed(KeyCode::Right) as i8
- keyboard_input.just_pressed(KeyCode::Left) as i8) as _,
y: (keyboard_input.just_pressed(KeyCode::Up) as i8
- keyboard_input.just_pressed(KeyCode::Down) as i8) as _,
z: 0.,
}
} * 8.;
if drag != Vec3::ZERO {
for (mut transform, selection, end) in drag_query.iter_mut() {
if selection.selected() {
transform.translation += drag;
if let Some(End(entity)) = end {
drag_end_event.send(DragEndEvent(*entity));
}
}
}
}
}
fn remove_system(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
mut removable_query: Query<(Entity, &Selection, Option<&Ends>), With<Removable>>,
) {
if keyboard_input.just_released(KeyCode::Delete) {
for (entity, selection, ends) in removable_query.iter_mut() {
if selection.selected() {
commands.entity(entity).despawn_recursive();
if let Some(ends) = ends {
commands.entity(ends.0).despawn_recursive();
commands.entity(ends.1).despawn_recursive();
}
}
}
}
}
fn spawn_system(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
camera_query: Query<&Transform, With<Camera>>,
keyboard_input: Res<Input<KeyCode>>,
mut character_list: ResMut<CharacterList>,
) {
if keyboard_input.pressed(KeyCode::LControl)
|| keyboard_input.pressed(KeyCode::RControl)
|| keyboard_input.pressed(KeyCode::LAlt)
|| keyboard_input.pressed(KeyCode::RAlt)
{
return;
}
let camera_pos = camera_query.single().translation;
if keyboard_input.just_released(KeyCode::P) {
spawn_platform(
&mut commands,
&mut meshes,
&mut materials,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Vec2 { x: 96., y: 16. },
);
}
if keyboard_input.just_released(KeyCode::C) {
let index = character_list.0.len();
character_list.0.push(spawn_character(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Color::RED,
index,
));
}
if keyboard_input.just_released(KeyCode::A) {
spawn_absorbing_filter(
&mut commands,
&mut meshes,
&mut materials,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Vec2 { x: 16., y: 96. },
Color::RED,
);
}
if keyboard_input.just_released(KeyCode::R) {
spawn_rotating_filter(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
90.,
);
}
if keyboard_input.just_released(KeyCode::M) {
spawn_melty_platform(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Color::RED,
);
}
}
fn follow_ends_system(
mut meshes: ResMut<Assets<Mesh>>,
mut follower_query: Query<(&mut Transform, &mut Mesh2dHandle, &mut Size, &Ends)>,
end_query: Query<&Transform, Without<Ends>>,
mut drag_end_event: EventReader<DragEndEvent>,
) {
for DragEndEvent(entity) in drag_end_event.iter() {
if let Ok((mut transform, mut mesh, mut size, Ends(end1, end2))) =
follower_query.get_mut(*entity)
{
if let (Ok(end1), Ok(end2)) = (end_query.get(*end1), end_query.get(*end2)) {
transform.translation.x = (end1.translation.x + end2.translation.x) / 2.;
transform.translation.y = (end1.translation.y + end2.translation.y) / 2.;
size.0 = Vec2 {
x: (end2.translation.x - end1.translation.x).abs(),
y: (end2.translation.y - end1.translation.y).abs(),
};
*mesh = meshes
.add(Mesh::from(Quad {
size: size.0,
flip: false,
}))
.into();
}
}
}
}

View file

@ -23,10 +23,6 @@ impl PassThroughFilter {
PassThroughFilter::Rotating(filter_angle) => {
let mut hsla = color.as_hsla_f32();
hsla[0] = (hsla[0] + filter_angle) % 360.;
// floating rem is not modulo!
if hsla[0] < 0. {
hsla[0] += 360.;
}
Color::hsla(hsla[0], hsla[1], hsla[2], hsla[3])
}
}

View file

@ -2,8 +2,8 @@
#![allow(clippy::too_many_arguments)]
pub use crate::filters::*;
use crate::levels;
use crate::{audio_system, AppState};
use crate::AppState;
use bevy::{
ecs::system::EntityCommands,
@ -13,7 +13,13 @@ use bevy::{
};
use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
use std::collections::BTreeSet;
pub enum AudioMsg {
Color([f32; 3]),
Fusion,
Jump,
Switch,
}
pub struct FirstLevel(pub LevelId);
@ -25,11 +31,8 @@ pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_event::<LevelStartupEvent>()
.add_event::<ChangeCharacterEvent>()
.init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None))
.init_resource::<CharacterList>()
.init_resource::<levels::ZoomTimer>()
.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(
@ -41,25 +44,17 @@ impl Plugin for GamePlugin {
.with_system(change_character_system)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(kill_character_system),
.with_system(move_camera)
.with_system(character_particle_effect_system),
)
.add_system_set(
SystemSet::on_update(AppState::Win)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(move_win_text_system),
.with_system(move_camera)
.with_system(character_particle_effect_system),
)
.add_system_to_stage(CoreStage::PostUpdate, char_char_collision_event_system)
.add_system_to_stage(CoreStage::PostUpdate, char_platform_collision_event_system)
// collision event system might remove items, therefore, we should detect platforms first before removing them
.add_system_to_stage(
CoreStage::PostUpdate,
collision_event_system.after(char_platform_collision_event_system),
);
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
}
}
@ -67,15 +62,10 @@ impl Plugin for GamePlugin {
pub struct LevelStartupEvent;
pub struct ChangeCharacterEvent;
// Resources
pub struct CurrentLevel(pub Option<LevelId>);
#[derive(Default)]
pub struct CharacterList(pub BTreeSet<Entity>);
pub struct CharacterMeshes {
square: Mesh2dHandle,
}
@ -106,34 +96,7 @@ pub struct CharacterColor(pub Color);
pub struct Player;
#[derive(Component)]
pub struct Platform;
#[derive(Component)]
pub struct PlatformCount(usize);
impl PlatformCount {
fn increment(&mut self) {
self.0 += 1;
}
fn decrement(&mut self) {
self.0 = self.0.saturating_sub(1);
}
fn reset(&mut self) {
self.0 = 0;
}
fn is_landed(&self) -> bool {
self.0 != 0
}
}
#[derive(Component)]
pub struct Melty(pub Color);
#[derive(Component)]
pub struct WinText;
pub struct CollisionCount(usize);
// Systems
@ -142,20 +105,19 @@ fn setup(
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
mut camera_query: Query<&mut Transform, With<Camera>>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
if current_level.0.is_none() {
current_level.0 = Some(first_level.0);
}
crate::levels::setup_level(&mut level_startup_event, &mut camera_query, &mut zoom_timer);
crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
}
pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
character_list: &mut ResMut<CharacterList>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
characters: I,
) {
@ -164,7 +126,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands,
character_meshes,
materials,
character_list,
audio,
transform,
color,
i == 0,
@ -176,7 +138,7 @@ pub fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
character_list: &mut ResMut<CharacterList>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
mut transform: Transform,
color: Color,
is_player: bool,
@ -213,13 +175,14 @@ pub fn spawn_character(
.insert(Sensor)
.insert(Collider::cuboid(30., 0.5))
.insert(ActiveEvents::COLLISION_EVENTS)
.insert(PlatformCount(0));
.insert(CollisionCount(0));
});
character_list.0.insert(entity_commands.id());
if is_player {
entity_commands.insert(Player);
audio
.send(AudioMsg::Color([color.r(), color.g(), color.b()]))
.ok();
}
}
@ -251,143 +214,12 @@ pub fn spawn_platform(
..default()
})
.insert(Collider::cuboid(size.x / 2., size.y / 2.))
.insert(Level)
.insert(Platform);
}
pub fn spawn_melty_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
transform: Transform,
color: Color,
) {
commands
.spawn_bundle(ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 96., y: 16. },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
})
.insert(Collider::cuboid(48., 8.))
.insert(Melty(color))
.insert(Level)
.insert(Platform)
.with_children(|c| {
c.spawn_bundle(SpriteBundle {
texture: asset_server.get_handle("melty.png"),
transform: Transform::from_xyz(0., 0., 0.5),
..default()
});
});
}
fn char_char_collision_event_system(
mut commands: Commands,
mut collision_events: EventReader<CollisionEvent>,
character_query: Query<(&CharacterColor, &Transform, Option<&Player>)>,
mut character_list: ResMut<CharacterList>,
mut app_state: ResMut<State<AppState>>,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, _flags) = collision_event {
if let (
Ok((c1_color, c1_transform, c1_player)),
Ok((c2_color, c2_transform, 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();
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 && new_color.min_element() >= 0.9 {
app_state.replace(AppState::Win).ok();
}
// position character based on current player location
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&mut character_list,
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) * 0.5,
)
},
new_color.into(),
c1_player.is_some() || c2_player.is_some(),
);
audio_system::play_audio(&audio_assets.warp_notes, &audio, new_color, 1.0);
}
}
}
}
fn char_platform_collision_event_system(
mut collision_events: EventReader<CollisionEvent>,
mut platform_count_query: Query<&mut PlatformCount>,
platform_query: Query<&Platform>,
) {
// detect platform + player collisions only
for collision_event in collision_events.iter() {
match collision_event {
CollisionEvent::Started(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e1), platform_query.get(*e2))
{
platform_count.increment();
} else if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e2), platform_query.get(*e1))
{
platform_count.increment();
}
}
}
CollisionEvent::Stopped(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e1), platform_query.get(*e2))
{
platform_count.decrement();
} else if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e2), platform_query.get(*e1))
{
platform_count.decrement();
}
}
}
}
}
.insert(Level);
}
fn collision_event_system(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>,
mut collision_events: EventReader<CollisionEvent>,
mut character_query: Query<(
@ -397,25 +229,52 @@ fn collision_event_system(
Option<&Player>,
)>,
pass_through_filter_query: Query<&PassThroughFilter>,
melty_query: Query<&Melty>,
mut character_list: ResMut<CharacterList>,
mut change_character_event: EventWriter<ChangeCharacterEvent>,
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 {
match collision_event {
CollisionEvent::Started(e1, e2, flags) => {
if flags.is_empty() {
if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e1), melty_query.get(*e2))
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))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e2).despawn_recursive();
}
} else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e2), melty_query.get(*e1))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
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
{
app_state.replace(AppState::Win).ok();
}
// position character based on current player location
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
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(),
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)) = (
@ -423,14 +282,17 @@ fn collision_event_system(
pass_through_filter_query.get(*e2),
) {
c_color.0 = filter.apply(c_color.0);
if c_color.0.as_hsla_f32()[2] < 0.1 {
commands.entity(*e1).despawn_recursive();
character_list.0.remove(e1);
if c_player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
}
*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),
@ -439,14 +301,43 @@ fn collision_event_system(
pass_through_filter_query.get(*e1),
) {
c_color.0 = filter.apply(c_color.0);
if c_color.0.as_hsla_f32()[2] < 0.1 {
commands.entity(*e2).despawn_recursive();
character_list.0.remove(e2);
if c_player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
}
*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);
}
}
}
}
@ -455,58 +346,67 @@ fn collision_event_system(
fn change_character_system(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
character_list: Res<CharacterList>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
change_character_event: EventReader<ChangeCharacterEvent>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) && change_character_event.is_empty() {
if !keyboard_input.just_pressed(KeyCode::Tab) {
return;
}
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_system::play_audio(&audio_assets.reverb_notes, &audio, color.0.into(), 1.0);
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;
}
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;
}
}
fn player_movement_system(
keyboard_input: Res<Input<KeyCode>>,
mut characters: Query<(&mut Velocity, &Children, &CharacterColor), With<Player>>,
mut platform_count_query: Query<&mut PlatformCount>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
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);
for (mut velocity, children, color) in characters.iter_mut() {
for (mut velocity, children) in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
let mut platform_count: Mut<PlatformCount> =
platform_count_query.get_mut(children[0]).unwrap();
if keyboard_input.just_pressed(KeyCode::Space) && platform_count.is_landed() {
audio_system::play_audio(&audio_assets.notes, &audio, color.0.into(), 0.5);
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.;
platform_count.reset();
}
}
}
@ -540,8 +440,7 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 3.),
..default()
})
.insert(Level)
.insert(WinText);
.insert(Level);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
@ -556,26 +455,19 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 4.),
..Default::default()
})
.insert(Level)
.insert(WinText);
.insert(Level);
}
fn camera_system(
mut camera_query: Query<(&Camera, &mut OrthographicProjection, &mut Transform)>,
fn move_camera(
mut camera_query: Query<(&Camera, &mut Transform)>,
characters: Query<&Transform, (Without<Camera>, With<Player>)>,
time: Res<Time>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
fn lerp(x: f32, y: f32, t: f32) -> f32 {
((y - x) * t) + x
}
const MARGIN: f32 = 300.0;
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
const ZOOM_SPEED: f32 = std::f32::consts::E;
for character_transform in characters.iter() {
let (camera, mut projection, 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;
@ -583,44 +475,24 @@ fn camera_system(
// prevent camera from going too low
target_translation.y = target_translation.y.max(half_height - MARGIN);
camera_transform.translation = camera_transform
.translation
.lerp(target_translation, time.delta_seconds() * FOLLOW_SPEED);
if zoom_timer.0.finished() {
projection.scale = lerp(projection.scale, 1.0, time.delta_seconds() * ZOOM_SPEED);
} else {
projection.scale = 3.0;
camera_transform.translation = Vec3::ZERO;
zoom_timer.0.tick(time.delta());
}
camera_transform.translation = camera_transform.translation.lerp(
target_translation,
time.delta_seconds() * FOLLOW_SPEED,
);
// always make sure that camera is away from the object in order to render them
camera_transform.translation.z = 999.0;
}
}
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>>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
current_level.0 = Some(LevelId(
@ -630,33 +502,11 @@ 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();
}
if app_state.replace(AppState::Game).is_err() {
crate::levels::setup_level(
&mut level_startup_event,
&mut camera_query,
&mut zoom_timer,
);
}
}
}
fn kill_character_system(
mut commands: Commands,
character_query: Query<(Entity, &Transform, Option<&Player>), With<CharacterColor>>,
mut character_list: ResMut<CharacterList>,
mut change_character_event: EventWriter<ChangeCharacterEvent>,
) {
for (entity, transform, player) in character_query.iter() {
if transform.translation.y < -512. {
commands.entity(entity).despawn_recursive();
character_list.0.remove(&entity);
if player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
}
}
}

View file

@ -1,42 +1,20 @@
#![allow(clippy::too_many_arguments)]
use std::time::Duration;
pub use stored::*;
use crate::game::*;
use bevy::{prelude::*, reflect::TypeUuid};
use serde::{Deserialize, Serialize};
#[derive(Component)]
pub struct ZoomTimer(pub Timer);
impl Default for ZoomTimer {
fn default() -> Self {
Self(Timer::new(Duration::new(2, 0), false))
}
}
pub fn setup_level(
level_startup_event: &mut EventWriter<LevelStartupEvent>,
camera_query: &mut Query<&mut Transform, With<Camera>>,
zoom_timer: &mut ResMut<ZoomTimer>,
) {
let mut transform = camera_query.single_mut();
transform.translation = Default::default();
zoom_timer.0.reset();
camera_query.single_mut().translation = Default::default();
level_startup_event.send(LevelStartupEvent);
}
pub fn despawn_level(
mut commands: Commands,
mut character_list: ResMut<CharacterList>,
level_query: Query<Entity, With<Level>>,
) {
character_list.0.clear();
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}
@ -51,7 +29,7 @@ pub fn post_setup_level(
current_level: Res<CurrentLevel>,
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
mut character_list: ResMut<CharacterList>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
) {
@ -69,7 +47,7 @@ pub fn post_setup_level(
&mut meshes,
&mut materials,
&asset_server,
&mut character_list,
&audio,
stored_level,
);
}
@ -77,94 +55,10 @@ pub fn post_setup_level(
}
}
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>,
character_list: &mut ResMut<CharacterList>,
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,
character_list,
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 melty_platform in stored_level.melty_platforms.iter() {
spawn_melty_platform(
commands,
meshes,
materials,
asset_server,
Transform::from_xyz(melty_platform.pos.x, melty_platform.pos.y, 2.),
melty_platform.color.into(),
);
}
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);
}
}
pub mod stored {
use super::*;
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "1fbba930-644b-0d62-2514-4b302b945327"]
pub struct StoredLevels {
pub levels: Vec<StoredLevel>,
levels: Vec<StoredLevel>,
}
#[derive(Deserialize, Serialize, TypeUuid)]
@ -175,7 +69,6 @@ pub mod stored {
pub platforms: Vec<StoredPlatform>,
pub absorbing_filters: Vec<StoredAbsorbingFilter>,
pub rotating_filters: Vec<StoredRotatingFilter>,
pub melty_platforms: Vec<StoredMeltyPlatform>,
pub texts: Vec<StoredText>,
}
@ -208,13 +101,6 @@ pub mod stored {
pub angle: f32,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "cb0773ef-eca6-9b96-dcba-f4240ebdcf40"]
pub struct StoredMeltyPlatform {
pub pos: Vec2,
pub color: Vec4,
}
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "72f6321a-f01f-6eea-9b17-3159837a2fd3"]
pub struct StoredText {
@ -222,4 +108,74 @@ pub mod stored {
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

@ -1,9 +1,5 @@
#![allow(clippy::too_many_arguments)]
#[cfg(not(target_arch = "wasm32"))]
mod editor;
mod audio_system;
mod audio;
mod filters;
mod game;
mod levels;
@ -11,101 +7,81 @@ mod menu;
mod particle_effect;
use bevy::{
asset::{Asset, HandleId, LoadState},
prelude::*,
window::{WindowMode, WindowResizeConstraints},
window::{WindowId, WindowMode},
};
use bevy_common_assets::json::JsonAssetPlugin;
use bevy_rapier2d::prelude::*;
#[cfg(not(target_arch = "wasm32"))]
use std::thread;
#[cfg(target_arch = "wasm32")]
use wasm_thread as thread;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
enum AppState {
Loading,
Menu,
Game,
Win,
Editor,
}
struct UseEditor(bool);
use wasm_bindgen::prelude::*;
struct LoadingAssets(Vec<HandleId>);
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)] pub fn dummy_main() {}
impl LoadingAssets {
fn add<T: Asset>(&mut self, handle: Handle<T>) -> Handle<T> {
self.0.push(handle.id);
handle
}
#[wasm_bindgen]
pub fn run() {
main();
}
fn main() {
#[cfg(not(target_arch = "wasm32"))]
let (first_level, use_editor) = {
let mut args = std::env::args().skip(1);
(
game::LevelId(args.next().map_or(0, |s| s.parse().unwrap_or(0))),
args.next().map_or(false, |s| s == "e"),
)
};
#[cfg(target_arch = "wasm32")]
let (first_level, use_editor) = (game::LevelId(0), false);
let (audio_event_sender, audio_event_receiver) =
crossbeam_channel::bounded::<game::AudioMsg>(512);
let mut app = App::new();
app.insert_resource(Msaa { samples: 4 })
.insert_resource(WindowDescriptor {
width: 640.0,
height: 480.0,
resize_constraints: WindowResizeConstraints {
min_width: 256.,
min_height: 256.,
max_width: f32::INFINITY,
max_height: f32::INFINITY,
},
resizable: true,
title: "Lux synthesĕ".into(),
..Default::default()
})
.insert_resource(UseEditor(use_editor))
.add_state(AppState::Loading)
#[cfg(not(target_arch = "wasm32"))]
thread::spawn(move || audio::setup(audio_event_receiver));
thread::spawn(|| {/* ... */});
#[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(audio_system::AudioSystemPlugin)
//.add_plugin(RapierDebugRenderPlugin::default())
// .add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_plugin(JsonAssetPlugin::<levels::StoredLevels>::new(&[
"levels.json",
]));
if !use_editor {
app.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
]))
.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
//.add_plugin(RapierDebugRenderPlugin::default())
.add_plugin(menu::MenuPlugin)
.add_plugin(game::GamePlugin)
.add_plugin(particle_effect::ParticleEffectPlugin);
}
#[cfg(not(target_arch = "wasm32"))]
if use_editor {
app.add_plugin(editor::EditorPlugin);
}
app.add_system(keyboard_util_system)
.add_plugin(particle_effect::ParticleEffectPlugin)
//.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_system(keyboard_util_system)
.add_startup_system(setup)
.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading_system))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let mut assets = LoadingAssets(Vec::new());
commands.insert_resource(
assets.add(asset_server.load::<levels::StoredLevels, _>("game.levels.json")),
);
commands.insert_resource(assets.add(asset_server.load::<Font, _>("UacariLegacy-Thin.ttf")));
commands.insert_resource([
assets.add(asset_server.load::<Image, _>("bevy.png")),
assets.add(asset_server.load("melty.png")),
]);
commands.insert_resource(assets);
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.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 {
@ -114,23 +90,6 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
});
}
fn loading_system(
asset_server: Res<AssetServer>,
use_editor: Res<UseEditor>,
assets: Res<LoadingAssets>,
mut app_state: ResMut<State<AppState>>,
) {
if asset_server.get_group_load_state(assets.0.iter().copied()) == LoadState::Loaded {
app_state
.replace(if use_editor.0 {
AppState::Editor
} else {
AppState::Menu
})
.ok();
}
}
fn keyboard_util_system(keyboard_input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
#[cfg(not(target_arch = "wasm32"))]
{

View file

@ -23,7 +23,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"Lux synthesĕ",
"BEVYJAM",
TextStyle {
font: font.clone(),
font_size: 96.0,

View file

@ -1,5 +1,5 @@
use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::{rngs::ThreadRng, Rng};
use rand::Rng;
use rand_distr::{Distribution, UnitCircle};
#[cfg(not(target_arch = "wasm32"))]
@ -44,6 +44,7 @@ impl FromWorld for ParticleMesh {
}
}
#[derive(bevy_inspector_egui::Inspectable)]
pub struct ParticleEffectResource {
pub translation: Vec3,
pub prev_translation: Vec3,
@ -68,20 +69,15 @@ pub struct ParticleComponent {
}
impl ParticleComponent {
pub fn new(rng: &mut ThreadRng) -> Self {
pub fn new() -> Self {
let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(rng, MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component
}
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);
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);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
}
}
@ -92,8 +88,6 @@ 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(),
@ -103,7 +97,7 @@ fn particle_effect_startup(
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent::new(&mut rng));
.insert(ParticleComponent::new());
}
}
@ -117,8 +111,6 @@ 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;
@ -133,7 +125,7 @@ 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(&mut rng, MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
}
if let Some(material) = materials.get_mut(color_material) {
@ -143,6 +135,5 @@ fn particle_effect_system(
/ particle_effect.radius_squared,
);
}
transform.translation.z = 0.005;
}
}