Level management & win
This commit is contained in:
parent
55ab83588a
commit
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7 changed files with 355 additions and 151 deletions
11
README.md
11
README.md
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@ -1,17 +1,22 @@
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# Bevyjam
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## Controls
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* **Move**: arrows
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* **Switch character**: Tab
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* **Level up**: Enter (when character is white)
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## TODO
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* name
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* scene management
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* stream audio (with HexoSynthDSP)
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* color filters
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* level design
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* win
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* menu GUI
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* (?) can jump only from a surface (no mid-air jump)
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* (?) multiplayer
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* make WASM build work again (replace hanabi)
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* Text is not displayed after menu (on win state and on game over level)
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* level reset
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## Build
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277
src/game.rs
277
src/game.rs
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@ -13,6 +13,9 @@ use bevy_hanabi::*;
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use bevy_rapier2d::prelude::*;
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use std::collections::BTreeSet;
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#[derive(Clone, Copy, Eq, Hash, PartialEq)]
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pub struct LevelId(pub u32);
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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@ -21,24 +24,29 @@ impl Plugin for GamePlugin {
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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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.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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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(post_setup_level)
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.with_system(crate::levels::post_setup_level)
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.with_system(keyboard_input_system),
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)
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.add_system_set(SystemSet::on_update(AppState::Win).with_system(keyboard_input_system))
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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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struct LevelStartupEvent(Entity);
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pub struct LevelStartupEvent(pub Entity);
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// Resources
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struct CurrentLevel(Option<Entity>);
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pub struct CurrentLevel(pub Option<LevelId>);
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struct CharacterMeshes {
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pub struct CharacterMeshes {
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square: Mesh2dHandle,
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}
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@ -58,20 +66,20 @@ impl FromWorld for CharacterMeshes {
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// Components
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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struct LevelId(u32);
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#[derive(Component)]
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pub struct Level;
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#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
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struct CharacterId(u32);
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pub struct CharacterId(pub u32);
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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struct SelectedCharacterId(Option<CharacterId>);
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pub struct SelectedCharacterId(pub Option<CharacterId>);
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#[derive(Component)]
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struct CharacterIdList(BTreeSet<CharacterId>);
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pub struct CharacterIdList(pub BTreeSet<CharacterId>);
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#[derive(Clone, Component, PartialEq)]
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struct CharacterColor(Color);
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pub struct CharacterColor(pub Color);
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// Systems
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@ -80,69 +88,16 @@ fn setup(
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mut current_level: ResMut<CurrentLevel>,
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mut level_startup_event: EventWriter<LevelStartupEvent>,
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) {
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let level_entity = commands
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.spawn()
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.insert(LevelId(0))
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.insert(SelectedCharacterId(None))
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.insert(CharacterIdList(BTreeSet::new()))
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.id();
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current_level.0 = Some(level_entity);
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commands
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.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
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.insert(Collider::cuboid(400., 10.));
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level_startup_event.send(LevelStartupEvent(level_entity));
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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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level_id,
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);
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}
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// This is a bad design, but it's the only way I found
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fn post_setup_level(
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
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mut effects: ResMut<Assets<EffectAsset>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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mut level_startup_event: EventReader<LevelStartupEvent>,
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) {
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for LevelStartupEvent(level_entity) in level_startup_event.iter() {
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if let Ok((mut selected_character_id, mut character_id_list)) =
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level_query.get_mut(*level_entity)
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{
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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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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Transform::from_xyz(-128., -64., 0.),
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Color::RED,
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);
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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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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Transform::from_xyz(0., -64., 0.),
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Color::GREEN,
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);
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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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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Transform::from_xyz(128., -64., 0.),
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Color::BLUE,
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);
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}
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}
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}
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fn spawn_character(
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pub fn spawn_character(
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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effects: &mut ResMut<Assets<EffectAsset>>,
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@ -184,6 +139,7 @@ fn spawn_character(
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transform,
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..default()
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})
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.insert(Level)
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.insert(character_id)
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.insert(CharacterColor(color))
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.insert(RigidBody::Dynamic)
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@ -239,41 +195,48 @@ fn collision_event_system(
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character_meshes: Res<CharacterMeshes>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut effects: ResMut<Assets<EffectAsset>>,
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current_level: Res<CurrentLevel>,
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mut collision_events: EventReader<CollisionEvent>,
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character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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mut app_state: ResMut<State<AppState>>,
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) {
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if let Some(level_entity) = current_level.0 {
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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 (
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Ok((c1_id, c1_color, c1_transform)),
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Ok((c2_id, c2_color, _c2_transform)),
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) = (character_query.get(*e1), character_query.get(*e2))
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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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{
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let (mut selected_character_id, mut character_id_list) =
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level_query.get_mut(level_entity).unwrap();
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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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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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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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*c1_transform,
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(Vec4::from(c1_color.0) + Vec4::from(c2_color.0)).into(),
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);
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println!("win");
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app_state.replace(AppState::Win).ok();
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}
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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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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*c1_transform,
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new_color.into(),
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);
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}
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}
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}
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@ -282,7 +245,6 @@ fn collision_event_system(
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fn keyboard_input_system(
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keyboard_input: Res<Input<KeyCode>>,
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current_level: Res<CurrentLevel>,
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mut characters: Query<(
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&CharacterId,
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&mut Velocity,
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@ -294,73 +256,92 @@ fn keyboard_input_system(
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mut effect: Query<&mut ParticleEffect>,
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dsp_assets: Res<DspAssets>,
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audio: Res<Audio>,
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mut app_state: ResMut<State<AppState>>,
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) {
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if let Some(level_entity) = current_level.0 {
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if let Ok((mut selected_character_id, character_id_list)) =
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level_query.get_mut(level_entity)
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{
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if keyboard_input.just_pressed(KeyCode::Tab) {
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audio.play(dsp_assets.graph(&sine_wave));
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let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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*character_id == selected_character_id
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}) {
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effect
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.get_mut(children[0])
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.unwrap()
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.maybe_spawner()
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.unwrap()
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.set_active(false);
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}
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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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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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audio.play(dsp_assets.graph(&sine_wave));
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let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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**character_id == selected
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*character_id == selected_character_id
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}) {
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effect
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.get_mut(children[0])
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.unwrap()
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.maybe_spawner()
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.unwrap()
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.set_active(true);
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.set_active(false);
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}
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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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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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**character_id == selected
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}) {
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effect
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.get_mut(children[0])
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.unwrap()
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.maybe_spawner()
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.unwrap()
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.set_active(true);
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}
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}
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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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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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if let Some((_character_id, mut velocity, _impulse, _force, _children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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*character_id == selected_character_id
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}) {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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if let Some(selected_character_id) = &selected_character_id.0 {
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if let Some((_character_id, mut velocity, _impulse, _force, _children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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*character_id == selected_character_id
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}) {
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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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velocity.linvel.y = 500.;
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}
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if keyboard_input.just_pressed(KeyCode::Space) {
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velocity.linvel.y = 500.;
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}
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}
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}
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}
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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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// TODO: the text is not visible, I don't know why.
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fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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println!("win system");
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let font = asset_server.get_handle("Cantarell-VF.otf");
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commands.spawn_bundle(Text2dBundle {
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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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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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// Sounds
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|
|
74
src/levels.rs
Normal file
74
src/levels.rs
Normal file
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@ -0,0 +1,74 @@
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#![allow(clippy::too_many_arguments)]
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mod game_over;
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mod level0;
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mod level1;
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use crate::game::*;
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use bevy::prelude::*;
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use bevy_hanabi::*;
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use std::collections::BTreeSet;
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pub fn setup_level(
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commands: &mut Commands,
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current_level: &mut ResMut<CurrentLevel>,
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level_startup_event: &mut EventWriter<LevelStartupEvent>,
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level_id: LevelId,
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) {
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let level_entity = commands
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.spawn()
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.insert(Level)
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.insert(SelectedCharacterId(None))
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.insert(CharacterIdList(BTreeSet::new()))
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.id();
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current_level.0 = Some(level_id);
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level_startup_event.send(LevelStartupEvent(level_entity));
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}
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pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
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for entity in level_query.iter() {
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commands.entity(entity).despawn_recursive();
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}
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}
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// This is a bad design, to be refactored some days
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pub fn post_setup_level(
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
|
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mut effects: ResMut<Assets<EffectAsset>>,
|
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mut materials: ResMut<Assets<ColorMaterial>>,
|
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current_level: Res<CurrentLevel>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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mut level_startup_event: EventReader<LevelStartupEvent>,
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asset_server: Res<AssetServer>,
|
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) {
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for LevelStartupEvent(level_entity) in level_startup_event.iter() {
|
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if let Ok((mut selected_character_id, mut character_id_list)) =
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level_query.get_mut(*level_entity)
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{
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if let Some(level_id) = current_level.0 {
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match level_id.0 {
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0 => level0::setup(
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&mut commands,
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&character_meshes,
|
||||
&mut effects,
|
||||
&mut materials,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
),
|
||||
1 => level1::setup(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut effects,
|
||||
&mut materials,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
),
|
||||
_ => game_over::setup(&mut commands, &asset_server),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
36
src/levels/game_over.rs
Normal file
36
src/levels/game_over.rs
Normal file
|
@ -0,0 +1,36 @@
|
|||
use crate::game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub fn setup(commands: &mut Commands, asset_server: &Res<AssetServer>) {
|
||||
let font = asset_server.get_handle("Cantarell-VF.otf");
|
||||
commands
|
||||
.spawn_bundle(Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"GAME OVER",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 48.0,
|
||||
color: Color::WHITE,
|
||||
},
|
||||
)
|
||||
.with_alignment(TextAlignment::CENTER),
|
||||
transform: Transform::from_xyz(0., -128.0, 0.),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(Level);
|
||||
commands
|
||||
.spawn_bundle(Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"There is no more light to combine.",
|
||||
TextStyle {
|
||||
font,
|
||||
font_size: 32.0,
|
||||
color: Color::WHITE,
|
||||
},
|
||||
)
|
||||
.with_alignment(TextAlignment::CENTER),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(Level);
|
||||
}
|
50
src/levels/level0.rs
Normal file
50
src/levels/level0.rs
Normal file
|
@ -0,0 +1,50 @@
|
|||
use crate::game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_hanabi::*;
|
||||
use bevy_rapier2d::prelude::*;
|
||||
|
||||
pub fn setup(
|
||||
commands: &mut Commands,
|
||||
character_meshes: &Res<CharacterMeshes>,
|
||||
effects: &mut ResMut<Assets<EffectAsset>>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
) {
|
||||
commands
|
||||
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
|
||||
.insert(Collider::cuboid(400., 10.))
|
||||
.insert(Level);
|
||||
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(-128., -64., 0.),
|
||||
Color::RED,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(0., -64., 0.),
|
||||
Color::GREEN,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(128., -64., 0.),
|
||||
Color::BLUE,
|
||||
);
|
||||
}
|
56
src/levels/level1.rs
Normal file
56
src/levels/level1.rs
Normal file
|
@ -0,0 +1,56 @@
|
|||
use crate::game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_hanabi::*;
|
||||
use bevy_rapier2d::prelude::*;
|
||||
|
||||
pub fn setup(
|
||||
commands: &mut Commands,
|
||||
character_meshes: &Res<CharacterMeshes>,
|
||||
effects: &mut ResMut<Assets<EffectAsset>>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
) {
|
||||
commands
|
||||
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
|
||||
.insert(Collider::cuboid(400., 10.))
|
||||
.insert(Level);
|
||||
commands
|
||||
.spawn_bundle(TransformBundle::from(Transform::from_xyz(
|
||||
256.0, -128.0, 0.0,
|
||||
)))
|
||||
.insert(Collider::cuboid(200., 10.))
|
||||
.insert(Level);
|
||||
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(128., 64., 0.),
|
||||
Color::BLUE,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(-128., -128., 0.),
|
||||
Color::RED,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
effects,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
Transform::from_xyz(0., -128., 0.),
|
||||
Color::GREEN,
|
||||
);
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
mod game;
|
||||
mod levels;
|
||||
mod menu;
|
||||
|
||||
use bevy::{
|
||||
|
@ -14,6 +15,7 @@ use bevy_rapier2d::prelude::*;
|
|||
enum AppState {
|
||||
Menu,
|
||||
Game,
|
||||
Win,
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
|
Loading…
Reference in a new issue