2022-08-21 17:53:08 +00:00
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#![allow(clippy::precedence)]
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2022-08-22 18:03:19 +00:00
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#![allow(clippy::too_many_arguments)]
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2022-08-21 17:53:08 +00:00
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2022-08-23 15:02:13 +00:00
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pub use crate::audio::AudioMsg;
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2022-08-21 17:17:55 +00:00
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use crate::AppState;
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use bevy::{
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input::{keyboard::KeyCode, Input},
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prelude::{shape::Quad, *},
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2022-08-22 21:34:54 +00:00
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sprite::Mesh2dHandle,
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2022-08-21 17:17:55 +00:00
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};
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use bevy_rapier2d::prelude::*;
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use std::collections::BTreeSet;
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2022-08-23 10:02:58 +00:00
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#[derive(Clone, Copy, Eq, Hash, PartialEq)]
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pub struct LevelId(pub u32);
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2022-08-21 17:17:55 +00:00
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<LevelStartupEvent>()
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.init_resource::<CharacterMeshes>()
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.insert_resource(CurrentLevel(None))
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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2022-08-23 10:02:58 +00:00
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.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
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.add_system_set(
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SystemSet::on_exit(AppState::Win).with_system(crate::levels::despawn_level),
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)
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2022-08-21 17:17:55 +00:00
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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2022-08-23 10:02:58 +00:00
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.with_system(crate::levels::post_setup_level)
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2022-08-24 06:35:05 +00:00
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.with_system(keyboard_input_system)
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2022-08-24 07:58:56 +00:00
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.with_system(move_camera)
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2022-08-24 06:35:05 +00:00
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.with_system(character_particle_effect_system),
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2022-08-23 22:45:57 +00:00
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)
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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.with_system(keyboard_input_system)
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2022-08-24 07:58:56 +00:00
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.with_system(move_camera)
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2022-08-24 06:35:05 +00:00
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.with_system(character_particle_effect_system),
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2022-08-21 17:17:55 +00:00
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)
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
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}
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}
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// Events
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2022-08-23 10:02:58 +00:00
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pub struct LevelStartupEvent(pub Entity);
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2022-08-21 17:17:55 +00:00
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// Resources
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2022-08-23 10:02:58 +00:00
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pub struct CurrentLevel(pub Option<LevelId>);
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2022-08-21 17:17:55 +00:00
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2022-08-23 10:02:58 +00:00
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pub struct CharacterMeshes {
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2022-08-21 17:17:55 +00:00
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square: Mesh2dHandle,
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}
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impl FromWorld for CharacterMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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Self {
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square: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 64.0, y: 64.0 },
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flip: false,
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}))
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.into(),
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}
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}
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}
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// Components
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2022-08-23 10:02:58 +00:00
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#[derive(Component)]
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pub struct Level;
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2022-08-21 17:17:55 +00:00
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#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
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2022-08-23 10:02:58 +00:00
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pub struct CharacterId(pub u32);
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2022-08-21 17:17:55 +00:00
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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2022-08-23 10:02:58 +00:00
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pub struct SelectedCharacterId(pub Option<CharacterId>);
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2022-08-21 17:17:55 +00:00
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#[derive(Component)]
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2022-08-23 10:02:58 +00:00
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pub struct CharacterIdList(pub BTreeSet<CharacterId>);
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2022-08-21 17:17:55 +00:00
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2022-08-22 21:34:54 +00:00
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#[derive(Clone, Component, PartialEq)]
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2022-08-23 10:02:58 +00:00
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pub struct CharacterColor(pub Color);
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2022-08-22 21:34:54 +00:00
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2022-08-21 17:17:55 +00:00
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// Systems
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fn setup(
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mut commands: Commands,
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mut current_level: ResMut<CurrentLevel>,
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mut level_startup_event: EventWriter<LevelStartupEvent>,
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2022-08-23 22:45:57 +00:00
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mut camera_query: Query<&mut Transform, With<Camera>>,
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2022-08-21 17:17:55 +00:00
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) {
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2022-08-23 10:02:58 +00:00
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let level_id = LevelId(current_level.0.map_or(0, |level_id| level_id.0 + 1));
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crate::levels::setup_level(
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&mut commands,
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&mut current_level,
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&mut level_startup_event,
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2022-08-23 22:45:57 +00:00
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&mut camera_query,
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2022-08-23 10:02:58 +00:00
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level_id,
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);
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2022-08-21 17:17:55 +00:00
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}
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2022-08-23 10:02:58 +00:00
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pub fn spawn_character(
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2022-08-21 17:17:55 +00:00
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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2022-08-21 21:46:07 +00:00
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materials: &mut ResMut<Assets<ColorMaterial>>,
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2022-08-21 17:17:55 +00:00
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selected_character_id: &mut Mut<SelectedCharacterId>,
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character_id_list: &mut Mut<CharacterIdList>,
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2022-08-23 15:02:13 +00:00
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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2022-08-21 17:17:55 +00:00
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transform: Transform,
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2022-08-21 21:46:07 +00:00
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color: Color,
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2022-08-21 17:17:55 +00:00
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) {
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let character_id = CharacterId(
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character_id_list
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.0
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.iter()
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.last()
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.map_or(0, |last_character_id| last_character_id.0 + 1),
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);
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character_id_list.0.insert(character_id);
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commands
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2022-08-22 21:34:54 +00:00
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.spawn_bundle(ColorMesh2dBundle {
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2022-08-21 17:17:55 +00:00
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mesh: character_meshes.square.clone(),
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2022-08-21 21:46:07 +00:00
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material: materials.add(ColorMaterial::from(color)),
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2022-08-21 17:17:55 +00:00
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transform,
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..default()
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})
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2022-08-23 10:02:58 +00:00
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.insert(Level)
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2022-08-21 17:17:55 +00:00
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.insert(character_id)
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2022-08-22 21:34:54 +00:00
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.insert(CharacterColor(color))
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2022-08-21 17:17:55 +00:00
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.insert(RigidBody::Dynamic)
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.insert(Collider::cuboid(32., 32.))
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.insert(ExternalForce::default())
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2022-08-22 16:56:11 +00:00
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.insert(Velocity::default())
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.insert(GravityScale(10.0))
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.insert(LockedAxes::ROTATION_LOCKED)
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2022-08-22 18:03:19 +00:00
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.insert(Friction::new(0.8))
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2022-08-21 17:17:55 +00:00
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.insert(Damping {
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linear_damping: 0.5,
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angular_damping: 0.5,
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})
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.insert(ExternalImpulse::default())
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2022-08-24 05:52:14 +00:00
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.insert(ActiveEvents::COLLISION_EVENTS);
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2022-08-21 17:17:55 +00:00
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// If no character is selected, then select this one
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if selected_character_id.0.is_none() {
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selected_character_id.0 = Some(character_id);
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2022-08-23 15:02:13 +00:00
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audio
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.send(AudioMsg::Color([color.r(), color.g(), color.b()]))
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.ok();
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2022-08-21 17:17:55 +00:00
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}
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}
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fn collision_event_system(
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mut commands: Commands,
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2022-08-22 21:34:54 +00:00
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character_meshes: Res<CharacterMeshes>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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2022-08-21 17:17:55 +00:00
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mut collision_events: EventReader<CollisionEvent>,
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2022-08-22 21:34:54 +00:00
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character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
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2022-08-21 17:17:55 +00:00
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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2022-08-23 10:02:58 +00:00
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mut app_state: ResMut<State<AppState>>,
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2022-08-23 15:02:13 +00:00
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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2022-08-21 17:17:55 +00:00
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) {
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2022-08-23 10:02:58 +00:00
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for collision_event in collision_events.iter() {
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if let CollisionEvent::Started(e1, e2, flags) = collision_event {
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if flags.is_empty() {
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if let (Ok((c1_id, c1_color, c1_transform)), Ok((c2_id, c2_color, _c2_transform))) =
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(character_query.get(*e1), character_query.get(*e2))
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{
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let (mut selected_character_id, mut character_id_list) =
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level_query.single_mut();
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character_id_list.0.remove(c1_id);
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character_id_list.0.remove(c2_id);
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selected_character_id.0 = None;
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// TODO completely remove particles
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commands.entity(*e1).despawn_recursive();
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commands.entity(*e2).despawn_recursive();
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let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0))
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.clamp(Vec4::ZERO, Vec4::ONE);
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// If color approximately white
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if app_state.current() == &AppState::Game
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&& 4. - new_color.length_squared() < 0.1
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2022-08-21 17:17:55 +00:00
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{
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2022-08-23 10:02:58 +00:00
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app_state.replace(AppState::Win).ok();
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2022-08-21 17:17:55 +00:00
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}
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2022-08-23 10:02:58 +00:00
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut materials,
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&mut selected_character_id,
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&mut character_id_list,
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2022-08-23 15:02:13 +00:00
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&audio,
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2022-08-23 10:02:58 +00:00
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*c1_transform,
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new_color.into(),
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);
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2022-08-21 17:17:55 +00:00
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}
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}
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}
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}
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}
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fn keyboard_input_system(
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keyboard_input: Res<Input<KeyCode>>,
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2022-08-24 05:52:14 +00:00
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mut characters: Query<(&CharacterId, &mut Velocity, &CharacterColor)>,
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2022-08-21 17:17:55 +00:00
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mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
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2022-08-23 10:02:58 +00:00
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mut app_state: ResMut<State<AppState>>,
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2022-08-23 15:02:13 +00:00
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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2022-08-21 17:17:55 +00:00
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) {
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2022-08-23 10:02:58 +00:00
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if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
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if keyboard_input.just_pressed(KeyCode::Tab) {
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let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
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*selected_character_id = *character_id_list
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.0
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.range(*selected_character_id..)
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.nth(1)
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.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
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*selected_character_id
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} else {
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selected_character_id.0 = Some(CharacterId(0));
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CharacterId(0)
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};
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2022-08-24 05:52:14 +00:00
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if let Some((_character_id, _velocity, color)) = characters
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2022-08-23 10:02:58 +00:00
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.iter_mut()
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2022-08-24 05:52:14 +00:00
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.find(|(character_id, _velocity, _color)| **character_id == selected)
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2022-08-23 15:02:13 +00:00
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{
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audio
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.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
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.ok();
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2022-08-23 10:02:58 +00:00
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}
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}
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2022-08-22 16:56:11 +00:00
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2022-08-23 10:02:58 +00:00
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let right_pressed: bool =
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keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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let left_pressed: bool =
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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if let Some(selected_character_id) = &selected_character_id.0 {
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2022-08-24 05:52:14 +00:00
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if let Some((_character_id, mut velocity, _color)) = characters
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2022-08-23 10:02:58 +00:00
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.iter_mut()
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2022-08-24 07:58:56 +00:00
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.find(|(character_id, _velocity, _color)| *character_id == selected_character_id)
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{
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2022-08-23 10:02:58 +00:00
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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if keyboard_input.just_pressed(KeyCode::Space) {
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2022-08-23 15:02:13 +00:00
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audio.send(AudioMsg::Jump).ok();
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2022-08-23 10:02:58 +00:00
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velocity.linvel.y = 500.;
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2022-08-21 17:17:55 +00:00
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}
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}
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}
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}
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2022-08-23 10:02:58 +00:00
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if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
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app_state.replace(AppState::Game).unwrap();
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}
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}
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2022-08-24 06:35:05 +00:00
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fn character_particle_effect_system(
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mut characters: Query<(&CharacterId, &Transform, &CharacterColor)>,
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2022-08-24 07:58:56 +00:00
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mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
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mut level_query: Query<&SelectedCharacterId>,
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2022-08-24 06:35:05 +00:00
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) {
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if let Ok(selected_character_id) = level_query.get_single_mut() {
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if let Some(selected_character_id) = &selected_character_id.0 {
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if let Some((_character_id, transform, color)) = characters
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.iter_mut()
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2022-08-24 07:58:56 +00:00
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.find(|(character_id, _transform, _color)| *character_id == selected_character_id)
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{
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2022-08-24 06:35:05 +00:00
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particle_effect.translation = transform.translation;
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particle_effect.color = color.0;
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}
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}
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}
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}
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2022-08-23 10:02:58 +00:00
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fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
2022-08-23 10:42:56 +00:00
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let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
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commands
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.spawn_bundle(Text2dBundle {
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|
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text: Text::from_section(
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|
|
"Press ENTER to level up",
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|
|
|
TextStyle {
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font,
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|
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font_size: 32.0,
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color: Color::WHITE,
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},
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)
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.with_alignment(TextAlignment::CENTER),
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|
|
|
..Default::default()
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|
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|
})
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.insert(Level);
|
2022-08-21 17:17:55 +00:00
|
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|
}
|
2022-08-23 22:45:57 +00:00
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|
|
|
fn move_camera(
|
|
|
|
mut camera_query: Query<(&Camera, &mut Transform, &GlobalTransform)>,
|
|
|
|
characters: Query<(&CharacterId, &Transform), Without<Camera>>,
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|
|
|
level_query: Query<&SelectedCharacterId>,
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|
|
|
) {
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|
|
|
const MARGIN: f32 = 128.0;
|
|
|
|
|
|
|
|
if let Ok(selected_character_id) = level_query.get_single() {
|
|
|
|
if let Some(selected_character_id) = &selected_character_id.0 {
|
|
|
|
if let Some((_character_id, transform)) = characters
|
|
|
|
.iter()
|
|
|
|
.find(|(character_id, _transform)| *character_id == selected_character_id)
|
|
|
|
{
|
|
|
|
let (camera, mut camera_transform, camera_global_transform) =
|
|
|
|
camera_query.single_mut();
|
|
|
|
|
|
|
|
let pos = camera
|
|
|
|
.world_to_viewport(camera_global_transform, transform.translation)
|
|
|
|
.unwrap();
|
|
|
|
let size = camera.logical_viewport_size().unwrap();
|
|
|
|
if pos.x < MARGIN {
|
|
|
|
camera_transform.translation.x += pos.x - MARGIN;
|
|
|
|
}
|
|
|
|
if pos.x > size.x - MARGIN {
|
|
|
|
camera_transform.translation.x += MARGIN + pos.x - size.x;
|
|
|
|
}
|
|
|
|
if pos.y < MARGIN {
|
|
|
|
camera_transform.translation.y += pos.y - MARGIN;
|
|
|
|
}
|
|
|
|
if pos.y > size.y - MARGIN {
|
|
|
|
camera_transform.translation.y += MARGIN + pos.y - size.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|