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37 commits

Author SHA1 Message Date
Pascal Engélibert c203be7b2a
Update readme 2022-08-29 14:57:15 +02:00
Pascal Engélibert e8bd4a9c81
New puzzle level 2022-08-29 13:14:01 +02:00
Pascal Engélibert 14eb48dcf8
Despawn black characters 2022-08-29 13:12:33 +02:00
Pascal Engélibert 160e881ba7
fix: allow negative values for rotating filter 2022-08-29 09:54:36 +02:00
Pascal Engélibert da1a8351ff
Remove lost characters 2022-08-29 09:53:50 +02:00
Pascal Engélibert d03308136e
release script: linux build 2022-08-28 22:14:59 +02:00
Pascal Engélibert 53bf4b1aef
fix(wasm): request permission for media autoplay if needed 2022-08-28 19:52:02 +02:00
Nixon 32c67d46d5 center camera while zoomed out 2022-08-28 19:40:36 +02:00
Nixon 492c4238cb added initial zoom out timer
- to view the overall level
2022-08-28 19:40:36 +02:00
Nixon 5b22e84952 game is now independent of hexodsp/cpal 2022-08-28 19:40:35 +02:00
Nixon 7d28ccfb88 only platform jumpable! 2022-08-28 19:39:18 +02:00
Nixon dd34c412dd uses target translation for camera movement (prevent hard hit when moving beyond lower margin) 2022-08-28 19:34:56 +02:00
Pascal Engélibert 0ee61d808e
Web build script 2022-08-28 00:10:41 +02:00
Pascal Engélibert b70396ab72
fix: fmt, clippy 2022-08-27 19:24:31 +02:00
Nixon 0627722906 move collision_event_system to after platform_collision_event_system 2022-08-27 19:10:57 +02:00
Nixon c597a9c6a9 only platform jumpable! 2022-08-27 19:10:57 +02:00
Nixon 5484f0c960 added Platform component to Melty platform 2022-08-27 19:10:57 +02:00
Nixon d5f8ca3844 character can now only jump on platforms 2022-08-27 19:10:57 +02:00
Nixon 855b7e6add ensure particle are always behind characters 2022-08-27 19:10:56 +02:00
Nixon f607a52826 uses target translation for camera movement (prevent hard hit when moving beyond lower margin) 2022-08-27 18:58:53 +02:00
Pascal Engélibert 1a30718c9d
build itchio wasm script 2022-08-27 18:56:54 +02:00
Pascal Engélibert eabc979fe9
Level: melty platform tutorial 2022-08-27 10:57:22 +02:00
Pascal Engélibert 84ba344597
fix: character ordering 2022-08-27 10:17:49 +02:00
Pascal Engélibert 9f04ec861e
opti(particles): fetch ThreadRng only once in a system 2022-08-27 09:35:01 +02:00
Pascal Engélibert f3f74f668a
Warn wasm users about audio not working 2022-08-27 09:34:21 +02:00
Pascal Engélibert e5b041c2c9
Win text follows camera 2022-08-27 09:08:14 +02:00
Pascal Engélibert a859d72da3
melting platform, level 4 2022-08-26 23:54:49 +02:00
Pascal Engélibert 585b74bf72
editor: add objects 2022-08-26 16:43:10 +02:00
Pascal Engélibert 139e75786b
editor: delete 2022-08-26 15:57:32 +02:00
Pascal Engélibert 9908406623
editor: filters 2022-08-26 15:38:13 +02:00
Nixon 1e2ecd76c7 directly host server after building with run-wasm.sh script 2022-08-26 15:01:40 +02:00
Nixon f20979f86d uses target translation for camera movement (prevent hard hit when moving beyond lower margin) 2022-08-26 15:01:40 +02:00
Pascal Engélibert 7d2c68a055
editor: save 2022-08-26 14:57:53 +02:00
Pascal Engélibert da5f9b0820
editor: characters 2022-08-26 12:00:36 +02:00
Pascal Engélibert 5d2289d1c0
editor: move camera 2022-08-26 10:16:40 +02:00
Pascal Engélibert 02b29bd093
editor: move platforms 2022-08-26 10:05:32 +02:00
Pascal Engélibert 09138229ca
Editor: first steps 2022-08-26 00:33:44 +02:00
33 changed files with 2712 additions and 1109 deletions

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@ -1,27 +1,33 @@
[package]
name = "bevyjam"
name = "lux-synthese"
version = "0.1.0"
authors = ["tuxmain <tuxmain@zettascript.org>"]
license = "AGPL-3.0-only"
edition = "2021"
[dependencies]
bevy = "0.8.1"
bevy = { version = "0.8.1", default-features = false, features = ["bevy_asset", "bevy_audio", "bevy_gilrs", "bevy_winit", "render", "png", "vorbis", "x11"] }
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"] }
[target."cfg(not(target_arch = \"wasm32\"))".dependencies]
cpal = "0.14.0"
hexodsp = { git = "https://github.com/WeirdConstructor/HexoDSP", default-features = false }
ticktock = "0.8.0"
#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"
[target."cfg(target_arch = \"wasm32\")".dependencies]
#cpal = { version = "0.14.0", features = ["wasm-bindgen"] }
[profile.dev.package."*"]
opt-level = 3
[patch.crates-io]
wgpu = { git = "https://github.com/mockersf/wgpu/", branch = "unconditional-clear-workaround" }

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@ -1,4 +1,14 @@
# Bevyjam
# 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).
## Controls
@ -6,18 +16,17 @@
* **Switch character**: Tab
* **Level up**: Enter (when character is white)
* **Reset**: R
* **Fullscreen**: F11
* **Exit**: Escape
## TODO
* name
* more filters
* despawn black characters
* despawn character when too far
* level design
* more levels
* (?) multiplayer
* more audio
* "jumpable" component to avoid jumping on sensors
* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected.
* bug: when reset after win, character colors are wrong
* redshift warning
## Build
@ -27,8 +36,6 @@ cargo build --release
### WASM
**Audio does not work in WASM!**
```bash
rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
@ -41,14 +48,33 @@ python3 -m http.server
## Audio
This game uses [HexoDSP](https://github.com/WeirdConstructor/HexoDSP) for audio synthesis.
This game used [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
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/.
_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/.

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# 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 .

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@ -1,2 +1,3 @@
cargo build --release --target wasm32-unknown-unknown
wasm-bindgen --out-name bevyjam --out-dir target --target web target/wasm32-unknown-unknown/release/bevyjam.wasm
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

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@ -2,12 +2,91 @@
<html lang="en">
<head>
<meta charset="UTF-8"/>
<title>Bevyjam</title>
<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>
</head>
<body>
<script type="module">
import init from './target/bevyjam.js'
import init from './target/lux-synthese.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>

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source build-wasm.sh
python -m http.server

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@ -1,5 +1,6 @@
// 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};
@ -163,4 +164,4 @@ fn start_backend<F: FnMut()>(node_exec: NodeExecutor, frontend_loop: F) {
cpal::SampleFormat::I16 => run::<i16, F>(&device, &config.into(), node_exec, frontend_loop),
cpal::SampleFormat::U16 => run::<u16, F>(&device, &config.into(), node_exec, frontend_loop),
};
}
}

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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");
}

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#![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

@ -23,6 +23,10 @@ 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::AppState;
use crate::levels;
use crate::{audio_system, AppState};
use bevy::{
ecs::system::EntityCommands,
@ -13,13 +13,7 @@ use bevy::{
};
use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
pub enum AudioMsg {
Color([f32; 3]),
Fusion,
Jump,
Switch,
}
use std::collections::BTreeSet;
pub struct FirstLevel(pub LevelId);
@ -31,8 +25,11 @@ 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(
@ -44,17 +41,25 @@ impl Plugin for GamePlugin {
.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),
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(kill_character_system),
)
.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),
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(move_win_text_system),
)
.add_system_to_stage(CoreStage::PostUpdate, collision_event_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),
);
}
}
@ -62,10 +67,15 @@ 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,
}
@ -96,7 +106,34 @@ pub struct CharacterColor(pub Color);
pub struct Player;
#[derive(Component)]
pub struct CollisionCount(usize);
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;
// Systems
@ -105,19 +142,20 @@ 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);
crate::levels::setup_level(&mut level_startup_event, &mut camera_query, &mut zoom_timer);
}
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>>,
character_list: &mut ResMut<CharacterList>,
characters: I,
) {
@ -126,7 +164,7 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands,
character_meshes,
materials,
audio,
character_list,
transform,
color,
i == 0,
@ -138,7 +176,7 @@ pub fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
mut transform: Transform,
color: Color,
is_player: bool,
@ -175,14 +213,13 @@ pub fn spawn_character(
.insert(Sensor)
.insert(Collider::cuboid(30., 0.5))
.insert(ActiveEvents::COLLISION_EVENTS)
.insert(CollisionCount(0));
.insert(PlatformCount(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();
}
}
@ -214,12 +251,143 @@ pub fn spawn_platform(
..default()
})
.insert(Collider::cuboid(size.x / 2., size.y / 2.))
.insert(Level);
.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();
}
}
}
}
}
}
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<(
@ -229,115 +397,56 @@ fn collision_event_system(
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>>,
melty_query: Query<&Melty>,
mut character_list: ResMut<CharacterList>,
mut change_character_event: EventWriter<ChangeCharacterEvent>,
) {
for collision_event in collision_events.iter() {
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))
{
commands.entity(*e1).despawn_recursive();
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
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 (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
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)) = (
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;
} 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();
}
}
}
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);
} 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);
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));
} 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);
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));
}
}
}
@ -346,67 +455,58 @@ fn collision_event_system(
fn change_character_system(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: Res<CharacterList>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
change_character_event: EventReader<ChangeCharacterEvent>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) {
if !keyboard_input.just_pressed(KeyCode::Tab) && change_character_event.is_empty() {
return;
}
let mut player_idx: usize = 0;
let mut player_count: usize = 0;
// find player idx
for (_entity, _color, player) in characters.iter() {
if player.is_some() {
player_idx = player_count;
if let Some((player_entity, _color, _)) = characters
.iter()
.find(|(_entity, _color, player)| player.is_some())
.or_else(|| characters.iter().next())
{
commands.entity(player_entity).remove::<Player>();
if let Some(new_player_entity) = character_list
.0
.range(player_entity..)
.nth(1)
.or_else(|| character_list.0.iter().next())
{
commands.entity(*new_player_entity).insert(Player);
if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
audio_system::play_audio(&audio_assets.reverb_notes, &audio, color.0.into(), 1.0);
}
}
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), With<Player>>,
collision_counter_query: Query<&CollisionCount>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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>,
) {
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() {
for (mut velocity, children, color) 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)
&& collision_counter_query.get(children[0]).unwrap().0 != 0
{
audio.send(AudioMsg::Jump).ok();
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);
velocity.linvel.y = 700.;
platform_count.reset();
}
}
}
@ -440,7 +540,8 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 3.),
..default()
})
.insert(Level);
.insert(Level)
.insert(WinText);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
@ -455,42 +556,71 @@ fn win_setup(
transform: Transform::from_xyz(0., 0., 4.),
..Default::default()
})
.insert(Level);
.insert(Level)
.insert(WinText);
}
fn move_camera(
mut camera_query: Query<(&Camera, &mut Transform)>,
fn camera_system(
mut camera_query: Query<(&Camera, &mut OrthographicProjection, &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 camera_transform) = camera_query.single_mut();
let (camera, mut projection, 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,
);
let mut target_translation = character_transform.translation;
// prevent camera from going too low
camera_transform.translation.y = camera_transform.translation.y.max(half_height - MARGIN);
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());
}
// 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(
@ -500,11 +630,33 @@ 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);
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);
}
}
}
}

View file

@ -1,20 +1,42 @@
#![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>,
) {
camera_query.single_mut().translation = Default::default();
let mut transform = camera_query.single_mut();
transform.translation = Default::default();
zoom_timer.0.reset();
level_startup_event.send(LevelStartupEvent);
}
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
pub fn despawn_level(
mut commands: Commands,
mut character_list: ResMut<CharacterList>,
level_query: Query<Entity, With<Level>>,
) {
character_list.0.clear();
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}
@ -29,7 +51,7 @@ pub fn post_setup_level(
current_level: Res<CurrentLevel>,
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut character_list: ResMut<CharacterList>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
) {
@ -47,7 +69,7 @@ pub fn post_setup_level(
&mut meshes,
&mut materials,
&asset_server,
&audio,
&mut character_list,
stored_level,
);
}
@ -55,67 +77,13 @@ pub fn post_setup_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>>,
character_list: &mut ResMut<CharacterList>,
stored_level: &StoredLevel,
) {
@ -135,7 +103,7 @@ pub fn spawn_stored_level(
commands,
character_meshes,
materials,
audio,
character_list,
stored_level.characters.iter().map(|character| {
(
Transform::from_xyz(character.pos.x, character.pos.y, 0.),
@ -161,6 +129,16 @@ pub fn spawn_stored_level(
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 {
@ -179,3 +157,69 @@ pub fn spawn_stored_level(
.insert(Level);
}
}
pub mod stored {
use super::*;
#[derive(Deserialize, Serialize, TypeUuid)]
#[uuid = "1fbba930-644b-0d62-2514-4b302b945327"]
pub struct StoredLevels {
pub 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 melty_platforms: Vec<StoredMeltyPlatform>,
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 = "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 {
pub pos: Vec2,
pub font_size: f32,
pub text: String,
}
}

View file

@ -1,5 +1,9 @@
#![allow(clippy::too_many_arguments)]
#[cfg(not(target_arch = "wasm32"))]
mod audio;
mod editor;
mod audio_system;
mod filters;
mod game;
mod levels;
@ -7,65 +11,101 @@ mod menu;
mod particle_effect;
use bevy::{
asset::{Asset, HandleId, LoadState},
prelude::*,
window::{WindowId, WindowMode},
window::{WindowMode, WindowResizeConstraints},
};
use bevy_common_assets::json::JsonAssetPlugin;
use bevy_rapier2d::prelude::*;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
enum AppState {
Loading,
Menu,
Game,
Win,
Editor,
}
struct UseEditor(bool);
struct LoadingAssets(Vec<HandleId>);
impl LoadingAssets {
fn add<T: Asset>(&mut self, handle: Handle<T>) -> Handle<T> {
self.0.push(handle.id);
handle
}
}
fn main() {
let (audio_event_sender, audio_event_receiver) =
crossbeam_channel::bounded::<game::AudioMsg>(512);
#[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)),
);
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 = game::LevelId(0);
let (first_level, use_editor) = (game::LevelId(0), false);
App::new()
.insert_resource(Msaa { samples: 4 })
.insert_resource(audio_event_sender)
.add_state(AppState::Menu)
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)
.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",
]))
.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)
//.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_system(keyboard_util_system)
]));
if !use_editor {
app.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
.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_startup_system(setup)
.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading_system))
.run();
}
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"));
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);
commands.spawn_bundle(Camera2dBundle::default());
commands.insert_resource(AmbientLight {
@ -74,6 +114,23 @@ fn setup(mut commands: Commands, mut windows: ResMut<Windows>, asset_server: Res
});
}
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(
"BEVYJAM",
"Lux synthesĕ",
TextStyle {
font: font.clone(),
font_size: 96.0,

View file

@ -1,5 +1,5 @@
use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::Rng;
use rand::{rngs::ThreadRng, Rng};
use rand_distr::{Distribution, UnitCircle};
#[cfg(not(target_arch = "wasm32"))]
@ -44,7 +44,6 @@ impl FromWorld for ParticleMesh {
}
}
#[derive(bevy_inspector_egui::Inspectable)]
pub struct ParticleEffectResource {
pub translation: Vec3,
pub prev_translation: Vec3,
@ -69,15 +68,20 @@ pub struct ParticleComponent {
}
impl ParticleComponent {
pub fn new() -> Self {
pub fn new(rng: &mut ThreadRng) -> Self {
let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(rng, MIN_VELOCITY, MAX_VELOCITY);
particle_component
}
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity..max_velocity);
pub fn randomize_velocity(
&mut self,
rng: &mut ThreadRng,
min_velocity: f32,
max_velocity: f32,
) {
let random_direction: [f32; 2] = UnitCircle.sample(rng);
let random_magnitude: f32 = rng.gen_range(min_velocity..max_velocity);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
}
}
@ -88,6 +92,8 @@ fn particle_effect_startup(
particle_mesh: Res<ParticleMesh>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut rng = rand::thread_rng();
for _p in 0..POOL_COUNT {
let color_mesh = ColorMesh2dBundle {
mesh: particle_mesh.square.clone(),
@ -97,7 +103,7 @@ fn particle_effect_startup(
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent::new());
.insert(ParticleComponent::new(&mut rng));
}
}
@ -111,6 +117,8 @@ fn particle_effect_system(
mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>,
) {
let mut rng = rand::thread_rng();
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
// let overall_velocity: Vec3 = delta_position / delta_seconds;
@ -125,7 +133,7 @@ fn particle_effect_system(
.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared {
transform.translation = particle_effect.translation;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component.randomize_velocity(&mut rng, MIN_VELOCITY, MAX_VELOCITY);
}
if let Some(material) = materials.get_mut(color_material) {
@ -135,5 +143,6 @@ fn particle_effect_system(
/ particle_effect.radius_squared,
);
}
transform.translation.z = 0.005;
}
}