bevyjam/src/game.rs

367 lines
9.2 KiB
Rust

#![allow(clippy::precedence)]
#![allow(clippy::too_many_arguments)]
pub use crate::filters::*;
use crate::AppState;
use bevy::{
input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *},
sprite::Mesh2dHandle, ecs::system::EntityCommands,
};
use bevy_rapier2d::prelude::*;
pub enum AudioMsg {
Color([f32; 3]),
Fusion,
Jump,
Switch,
}
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
pub struct LevelId(pub u32);
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_event::<LevelStartupEvent>()
.init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None))
.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(
SystemSet::on_exit(AppState::Win).with_system(crate::levels::despawn_level),
)
.add_system_set(
SystemSet::on_update(AppState::Game)
.with_system(crate::levels::post_setup_level)
.with_system(change_character_system)
.with_system(player_movement_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(move_camera)
.with_system(character_particle_effect_system),
)
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
}
}
// Events
pub struct LevelStartupEvent(pub Entity);
// Resources
pub struct CurrentLevel(pub Option<LevelId>);
pub struct CharacterMeshes {
square: Mesh2dHandle,
}
impl FromWorld for CharacterMeshes {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
Self {
square: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 64.0, y: 64.0 },
flip: false,
}))
.into(),
}
}
}
// Components
#[derive(Component)]
pub struct Level;
#[derive(Clone, Component, PartialEq)]
pub struct CharacterColor(pub Color);
#[derive(Component)]
pub struct Player;
// Systems
fn setup(
mut commands: Commands,
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
let level_id = LevelId(current_level.0.map_or(0, |level_id| level_id.0 + 1));
crate::levels::setup_level(
&mut commands,
&mut current_level,
&mut level_startup_event,
&mut camera_query,
level_id,
);
}
pub fn spawn_characters(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
transforms: &mut Vec<Transform>,
colors: &Vec<Color>,
) {
spawn_character(
commands,
character_meshes,
materials,
audio,
transforms[0],
colors[0],
true,
);
for c in 1 .. transforms.len() {
spawn_character(
commands,
character_meshes,
materials,
audio,
transforms[c],
colors[c],
false,
);
}
}
pub fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
mut transform: Transform,
color: Color,
is_player: bool,
) {
transform.translation.z = transform.translation.z.max(1.0);
let color_mesh_2d_bundle: ColorMesh2dBundle = ColorMesh2dBundle {
mesh: character_meshes.square.clone(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
};
let mut entity_commands: EntityCommands = commands.spawn_bundle(color_mesh_2d_bundle);
entity_commands
.insert(Level)
.insert(CharacterColor(color))
.insert(RigidBody::Dynamic)
.insert(Collider::cuboid(32., 32.))
.insert(ExternalForce::default())
.insert(Velocity::default())
.insert(GravityScale(10.0))
.insert(LockedAxes::ROTATION_LOCKED)
.insert(Friction::new(0.8))
.insert(Damping {
linear_damping: 0.5,
angular_damping: 0.5,
})
.insert(ExternalImpulse::default())
.insert(ActiveEvents::COLLISION_EVENTS);
if is_player {
entity_commands.insert(Player);
audio
.send(AudioMsg::Color([color.r(), color.g(), color.b()]))
.ok();
}
}
fn collision_event_system(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>,
mut collision_events: EventReader<CollisionEvent>,
character_query: Query<(&CharacterColor, &Transform, Option<&Player>)>,
mut app_state: ResMut<State<AppState>>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
if flags.is_empty() {
if let (
Ok((c1_color, c1_transform, c1_player)),
Ok((c2_color, c2_transform, c2_player))) =
(character_query.get(*e1), character_query.get(*e2))
{
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
if let Some(_player) = c1_player {
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
*c1_transform,
new_color.into(),
true,
);
} else if let Some(_player) = c2_player {
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&audio,
*c2_transform,
new_color.into(),
true,
);
}
audio.send(AudioMsg::Fusion).ok();
}
}
}
}
}
fn change_character_system(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
let mut player_idx: usize = 0;
let mut player_count: usize = 0;
// find player idx
for (_entity, _color, player) in characters.iter() {
if let Some(_player) = player {
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, With<Player>>,
mut app_state: ResMut<State<AppState>>,
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 in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
if keyboard_input.just_pressed(KeyCode::Space) {
audio.send(AudioMsg::Jump).ok();
velocity.linvel.y = 500.;
}
}
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
app_state.replace(AppState::Game).unwrap();
}
}
fn character_particle_effect_system(
characters: Query<(&Transform, &CharacterColor), With<Player>>,
mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
) {
for (transform, color) in characters.iter() {
particle_effect.translation = transform.translation;
particle_effect.color = color.0;
}
}
fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"Press ENTER to level up",
TextStyle {
font,
font_size: 32.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
..Default::default()
})
.insert(Level);
}
fn move_camera(
mut camera_query: Query<(&Camera, &mut Transform)>,
characters: Query<&Transform, (Without<Camera>, With<Player>)>,
time: Res<Time>,
) {
const MARGIN: f32 = 300.0;
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
for character_transform in characters.iter() {
let (camera, mut camera_transform) =
camera_query.single_mut();
let size: Vec2 = camera.logical_viewport_size().unwrap();
let half_height: f32 = size.y * 0.5;
camera_transform.translation = camera_transform.translation.lerp(
character_transform.translation, time.delta_seconds() * FOLLOW_SPEED
);
// prevent camera from going too low
camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
// always make sure that camera is away from the object in order to render them
camera_transform.translation.z = 999.0;
}
}