complete switch from character id to Player component as 'tag'
This commit is contained in:
parent
ce37ddd0bd
commit
e86ca82bc3
4 changed files with 149 additions and 160 deletions
189
src/game.rs
189
src/game.rs
|
@ -6,7 +6,7 @@ use crate::AppState;
|
|||
use bevy::{
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::{shape::Quad, *},
|
||||
sprite::Mesh2dHandle,
|
||||
sprite::Mesh2dHandle, ecs::system::EntityCommands,
|
||||
};
|
||||
use bevy_rapier2d::prelude::*;
|
||||
use std::collections::BTreeSet;
|
||||
|
@ -34,13 +34,14 @@ impl Plugin for GamePlugin {
|
|||
.add_system_set(
|
||||
SystemSet::on_update(AppState::Game)
|
||||
.with_system(crate::levels::post_setup_level)
|
||||
.with_system(keyboard_input_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(keyboard_input_system)
|
||||
.with_system(change_character_system)
|
||||
.with_system(player_movement_system)
|
||||
.with_system(move_camera)
|
||||
.with_system(character_particle_effect_system),
|
||||
)
|
||||
|
@ -79,18 +80,12 @@ impl FromWorld for CharacterMeshes {
|
|||
#[derive(Component)]
|
||||
pub struct Level;
|
||||
|
||||
#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
|
||||
pub struct CharacterId(pub u32);
|
||||
|
||||
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
|
||||
pub struct SelectedCharacterId(pub Option<CharacterId>);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct CharacterIdList(pub BTreeSet<CharacterId>);
|
||||
|
||||
#[derive(Clone, Component, PartialEq)]
|
||||
pub struct CharacterColor(pub Color);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Player;
|
||||
|
||||
// Systems
|
||||
|
||||
fn setup(
|
||||
|
@ -109,36 +104,60 @@ fn setup(
|
|||
);
|
||||
}
|
||||
|
||||
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>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||
mut transform: Transform,
|
||||
color: Color,
|
||||
is_player: bool,
|
||||
) {
|
||||
transform.translation.z = transform.translation.z.max(1.0);
|
||||
|
||||
let character_id = CharacterId(
|
||||
character_id_list
|
||||
.0
|
||||
.iter()
|
||||
.last()
|
||||
.map_or(0, |last_character_id| last_character_id.0 + 1),
|
||||
);
|
||||
character_id_list.0.insert(character_id);
|
||||
|
||||
commands
|
||||
.spawn_bundle(ColorMesh2dBundle {
|
||||
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(character_id)
|
||||
.insert(CharacterColor(color))
|
||||
.insert(RigidBody::Dynamic)
|
||||
.insert(Collider::cuboid(32., 32.))
|
||||
|
@ -154,9 +173,8 @@ pub fn spawn_character(
|
|||
.insert(ExternalImpulse::default())
|
||||
.insert(ActiveEvents::COLLISION_EVENTS);
|
||||
|
||||
// If no character is selected, then select this one
|
||||
if selected_character_id.0.is_none() {
|
||||
selected_character_id.0 = Some(character_id);
|
||||
if is_player {
|
||||
entity_commands.insert(Player);
|
||||
audio
|
||||
.send(AudioMsg::Color([color.r(), color.g(), color.b()]))
|
||||
.ok();
|
||||
|
@ -168,23 +186,16 @@ fn collision_event_system(
|
|||
character_meshes: Res<CharacterMeshes>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
mut collision_events: EventReader<CollisionEvent>,
|
||||
character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
|
||||
character_query: Query<(&CharacterColor, &Transform)>,
|
||||
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_id, c1_color, c1_transform)), Ok((c2_id, c2_color, _c2_transform))) =
|
||||
if let (Ok((c1_color, c1_transform)), Ok((c2_color, _c2_transform))) =
|
||||
(character_query.get(*e1), character_query.get(*e2))
|
||||
{
|
||||
let (mut selected_character_id, mut character_id_list) =
|
||||
level_query.single_mut();
|
||||
character_id_list.0.remove(c1_id);
|
||||
character_id_list.0.remove(c2_id);
|
||||
selected_character_id.0 = None;
|
||||
|
||||
// TODO completely remove particles
|
||||
commands.entity(*e1).despawn_recursive();
|
||||
commands.entity(*e2).despawn_recursive();
|
||||
|
@ -203,11 +214,10 @@ fn collision_event_system(
|
|||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut materials,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
&audio,
|
||||
*c1_transform,
|
||||
new_color.into(),
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -215,47 +225,60 @@ fn collision_event_system(
|
|||
}
|
||||
}
|
||||
|
||||
fn keyboard_input_system(
|
||||
fn change_character_system(
|
||||
mut commands: Commands,
|
||||
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
mut characters: Query<(&CharacterId, &mut Velocity, &CharacterColor)>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
|
||||
mut app_state: ResMut<State<AppState>>,
|
||||
characters: Query<(Entity, &Transform, &CharacterColor, Option<&Player>)>,
|
||||
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||
) {
|
||||
if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
|
||||
if keyboard_input.just_pressed(KeyCode::Tab) {
|
||||
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
|
||||
*selected_character_id = *character_id_list
|
||||
.0
|
||||
.range(*selected_character_id..)
|
||||
.nth(1)
|
||||
.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
|
||||
*selected_character_id
|
||||
} else {
|
||||
selected_character_id.0 = Some(CharacterId(0));
|
||||
CharacterId(0)
|
||||
};
|
||||
if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
|
||||
|
||||
if let Some((_character_id, _velocity, color)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _velocity, _color)| **character_id == selected)
|
||||
{
|
||||
let mut player_idx: usize = 0;
|
||||
let mut player_count: usize = 0;
|
||||
|
||||
// find player idx
|
||||
for (_entity, _transform, _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, _transform, 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();
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
if let Some(selected_character_id) = &selected_character_id.0 {
|
||||
if let Some((_character_id, mut velocity, _color)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _velocity, _color)| *character_id == selected_character_id)
|
||||
{
|
||||
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) {
|
||||
|
@ -263,8 +286,6 @@ fn keyboard_input_system(
|
|||
velocity.linvel.y = 500.;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
|
||||
app_state.replace(AppState::Game).unwrap();
|
||||
|
@ -272,21 +293,13 @@ fn keyboard_input_system(
|
|||
}
|
||||
|
||||
fn character_particle_effect_system(
|
||||
mut characters: Query<(&CharacterId, &Transform, &CharacterColor)>,
|
||||
characters: Query<(&Transform, &CharacterColor), With<Player>>,
|
||||
mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
|
||||
mut level_query: Query<&SelectedCharacterId>,
|
||||
) {
|
||||
if let Ok(selected_character_id) = level_query.get_single_mut() {
|
||||
if let Some(selected_character_id) = &selected_character_id.0 {
|
||||
if let Some((_character_id, transform, color)) = characters
|
||||
.iter_mut()
|
||||
.find(|(character_id, _transform, _color)| *character_id == selected_character_id)
|
||||
{
|
||||
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>) {
|
||||
|
@ -309,29 +322,25 @@ fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
fn move_camera(
|
||||
mut camera_query: Query<(&Camera, &mut Transform)>,
|
||||
characters: Query<(&CharacterId, &Transform), Without<Camera>>,
|
||||
level_query: Query<&SelectedCharacterId>,
|
||||
characters: Query<&Transform, (Without<Camera>, With<Player>)>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
const MARGIN: f32 = 300.0;
|
||||
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
|
||||
|
||||
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)
|
||||
{
|
||||
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(transform.translation, time.delta_seconds() * FOLLOW_SPEED);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,6 @@ mod level1;
|
|||
use crate::game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use std::collections::BTreeSet;
|
||||
|
||||
pub fn setup_level(
|
||||
commands: &mut Commands,
|
||||
|
@ -19,8 +18,6 @@ pub fn setup_level(
|
|||
let level_entity = commands
|
||||
.spawn()
|
||||
.insert(Level)
|
||||
.insert(SelectedCharacterId(None))
|
||||
.insert(CharacterIdList(BTreeSet::new()))
|
||||
.id();
|
||||
current_level.0 = Some(level_id);
|
||||
|
||||
|
@ -41,36 +38,27 @@ pub fn post_setup_level(
|
|||
character_meshes: Res<CharacterMeshes>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
current_level: Res<CurrentLevel>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
|
||||
mut level_startup_event: EventReader<LevelStartupEvent>,
|
||||
asset_server: Res<AssetServer>,
|
||||
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||
) {
|
||||
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
|
||||
if let Ok((mut selected_character_id, mut character_id_list)) =
|
||||
level_query.get_mut(*level_entity)
|
||||
{
|
||||
if let Some(level_id) = current_level.0 {
|
||||
match level_id.0 {
|
||||
0 => level0::setup(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut materials,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
&audio,
|
||||
),
|
||||
1 => level1::setup(
|
||||
&mut commands,
|
||||
&character_meshes,
|
||||
&mut materials,
|
||||
&mut selected_character_id,
|
||||
&mut character_id_list,
|
||||
&audio,
|
||||
),
|
||||
_ => game_over::setup(&mut commands, &asset_server),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,8 +7,8 @@ pub fn setup(
|
|||
commands: &mut Commands,
|
||||
character_meshes: &Res<CharacterMeshes>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
// selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
// character_id_list: &mut Mut<CharacterIdList>,
|
||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||
) {
|
||||
commands
|
||||
|
@ -20,30 +20,27 @@ pub fn setup(
|
|||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(-128., -64., 0.),
|
||||
Color::RED,
|
||||
true,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(0., -64., 0.),
|
||||
Color::GREEN,
|
||||
false,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(128., -64., 0.),
|
||||
Color::BLUE,
|
||||
false,
|
||||
);
|
||||
}
|
||||
|
|
|
@ -7,8 +7,6 @@ pub fn setup(
|
|||
commands: &mut Commands,
|
||||
character_meshes: &Res<CharacterMeshes>,
|
||||
materials: &mut ResMut<Assets<ColorMaterial>>,
|
||||
selected_character_id: &mut Mut<SelectedCharacterId>,
|
||||
character_id_list: &mut Mut<CharacterIdList>,
|
||||
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
|
||||
) {
|
||||
commands
|
||||
|
@ -26,30 +24,27 @@ pub fn setup(
|
|||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(128., 64., 0.),
|
||||
Color::BLUE,
|
||||
true,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(-128., -128., 0.),
|
||||
Color::RED,
|
||||
false,
|
||||
);
|
||||
spawn_character(
|
||||
commands,
|
||||
character_meshes,
|
||||
materials,
|
||||
selected_character_id,
|
||||
character_id_list,
|
||||
audio,
|
||||
Transform::from_xyz(0., -128., 0.),
|
||||
Color::GREEN,
|
||||
false,
|
||||
);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue