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
243
src/game.rs
243
src/game.rs
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@ -6,7 +6,7 @@ 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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sprite::Mesh2dHandle,
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sprite::Mesh2dHandle, ecs::system::EntityCommands,
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};
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use bevy_rapier2d::prelude::*;
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use std::collections::BTreeSet;
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@ -34,13 +34,14 @@ impl Plugin for GamePlugin {
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(crate::levels::post_setup_level)
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.with_system(keyboard_input_system)
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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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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.with_system(change_character_system)
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.with_system(player_movement_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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)
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@ -79,18 +80,12 @@ impl FromWorld for CharacterMeshes {
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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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pub struct CharacterId(pub u32);
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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pub struct SelectedCharacterId(pub Option<CharacterId>);
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#[derive(Component)]
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pub struct CharacterIdList(pub BTreeSet<CharacterId>);
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#[derive(Clone, Component, PartialEq)]
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pub struct CharacterColor(pub Color);
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#[derive(Component)]
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pub struct Player;
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// Systems
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fn setup(
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@ -109,36 +104,60 @@ fn setup(
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);
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}
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pub fn spawn_characters(
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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transforms: &mut Vec<Transform>,
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colors: &Vec<Color>,
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) {
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spawn_character(
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commands,
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character_meshes,
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materials,
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audio,
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transforms[0],
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colors[0],
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true,
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);
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for c in 1 .. transforms.len() {
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spawn_character(
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commands,
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character_meshes,
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materials,
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audio,
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transforms[c],
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colors[c],
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false,
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);
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}
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}
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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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materials: &mut ResMut<Assets<ColorMaterial>>,
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selected_character_id: &mut Mut<SelectedCharacterId>,
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character_id_list: &mut Mut<CharacterIdList>,
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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mut transform: Transform,
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color: Color,
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is_player: bool,
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) {
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transform.translation.z = transform.translation.z.max(1.0);
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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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let color_mesh_2d_bundle: ColorMesh2dBundle = ColorMesh2dBundle {
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mesh: character_meshes.square.clone(),
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material: materials.add(ColorMaterial::from(color)),
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transform,
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..default()
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};
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commands
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.spawn_bundle(ColorMesh2dBundle {
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mesh: character_meshes.square.clone(),
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material: materials.add(ColorMaterial::from(color)),
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transform,
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..default()
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})
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let mut entity_commands: EntityCommands = commands.spawn_bundle(color_mesh_2d_bundle);
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entity_commands
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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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.insert(Collider::cuboid(32., 32.))
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@ -154,9 +173,8 @@ pub fn spawn_character(
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.insert(ExternalImpulse::default())
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.insert(ActiveEvents::COLLISION_EVENTS);
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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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if is_player {
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entity_commands.insert(Player);
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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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@ -168,23 +186,16 @@ 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 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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character_query: Query<(&CharacterColor, &Transform)>,
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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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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if let (Ok((c1_color, c1_transform)), Ok((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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@ -203,11 +214,10 @@ fn collision_event_system(
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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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&audio,
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*c1_transform,
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new_color.into(),
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true,
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);
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}
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}
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@ -215,56 +225,67 @@ fn collision_event_system(
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}
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}
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fn keyboard_input_system(
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fn change_character_system(
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mut commands: Commands,
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keyboard_input: Res<Input<KeyCode>>,
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mut characters: Query<(&CharacterId, &mut Velocity, &CharacterColor)>,
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mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
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characters: Query<(Entity, &Transform, &CharacterColor, Option<&Player>)>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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if !keyboard_input.just_pressed(KeyCode::Tab) { return; }
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let mut player_idx: usize = 0;
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let mut player_count: usize = 0;
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// find player idx
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for (_entity, _transform, _color, player) in characters.iter() {
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if let Some(_player) = player {
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player_idx = player_count;
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}
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player_count += 1;
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}
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// calculate next player index
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let next_player_idx = (player_idx + 1) % player_count;
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player_count = 0;
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// exchange `Player` component from old `player_idx` to new `next_player_idx`
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for (entity, _transform, color, _player) in characters.iter() {
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if player_count == player_idx {
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commands.entity(entity).remove::<Player>();
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}
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if player_count == next_player_idx {
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commands.entity(entity).insert(Player);
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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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}
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player_count += 1;
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}
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}
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fn player_movement_system(
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keyboard_input: Res<Input<KeyCode>>,
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mut characters: Query<&mut Velocity, With<Player>>,
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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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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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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if let Some((_character_id, _velocity, color)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _color)| **character_id == selected)
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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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}
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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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for mut velocity in characters.iter_mut() {
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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, _color)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _color)| *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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audio.send(AudioMsg::Jump).ok();
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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 keyboard_input.just_pressed(KeyCode::Space) {
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audio.send(AudioMsg::Jump).ok();
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velocity.linvel.y = 500.;
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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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@ -272,20 +293,12 @@ fn keyboard_input_system(
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}
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fn character_particle_effect_system(
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mut characters: Query<(&CharacterId, &Transform, &CharacterColor)>,
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characters: Query<(&Transform, &CharacterColor), With<Player>>,
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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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) {
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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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.find(|(character_id, _transform, _color)| *character_id == selected_character_id)
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{
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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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for (transform, color) in characters.iter() {
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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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@ -309,29 +322,25 @@ fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn move_camera(
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mut camera_query: Query<(&Camera, &mut Transform)>,
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characters: Query<(&CharacterId, &Transform), Without<Camera>>,
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level_query: Query<&SelectedCharacterId>,
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characters: Query<&Transform, (Without<Camera>, With<Player>)>,
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time: Res<Time>,
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) {
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const MARGIN: f32 = 300.0;
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const FOLLOW_SPEED: f32 = std::f32::consts::PI;
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if let Ok(selected_character_id) = level_query.get_single() {
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if let Some(selected_character_id) = &selected_character_id.0 {
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if let Some((_character_id, transform)) = characters
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.iter()
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.find(|(character_id, _transform)| *character_id == selected_character_id)
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{
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let (camera, mut camera_transform) =
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camera_query.single_mut();
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for character_transform in characters.iter() {
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let (camera, mut camera_transform) =
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camera_query.single_mut();
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let size: Vec2 = camera.logical_viewport_size().unwrap();
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let half_height: f32 = size.y * 0.5;
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camera_transform.translation = camera_transform.translation.lerp(transform.translation, time.delta_seconds() * FOLLOW_SPEED);
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// prevent camera from going too low
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camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
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camera_transform.translation.z = 999.0;
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}
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}
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let size: Vec2 = camera.logical_viewport_size().unwrap();
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let half_height: f32 = size.y * 0.5;
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camera_transform.translation = camera_transform.translation.lerp(
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character_transform.translation, time.delta_seconds() * FOLLOW_SPEED
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);
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// prevent camera from going too low
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camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
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// always make sure that camera is away from the object in order to render them
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camera_transform.translation.z = 999.0;
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}
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}
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@ -7,7 +7,6 @@ mod level1;
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use crate::game::*;
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use bevy::prelude::*;
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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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@ -19,8 +18,6 @@ pub fn setup_level(
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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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@ -41,35 +38,26 @@ pub fn post_setup_level(
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character_meshes: Res<CharacterMeshes>,
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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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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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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,
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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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&audio,
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),
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1 => level1::setup(
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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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&audio,
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),
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_ => game_over::setup(&mut commands, &asset_server),
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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,
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&mut materials,
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&audio,
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),
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1 => level1::setup(
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&mut commands,
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&character_meshes,
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&mut materials,
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&audio,
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),
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_ => game_over::setup(&mut commands, &asset_server),
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}
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}
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}
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|
|
|
@ -7,8 +7,8 @@ pub fn setup(
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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selected_character_id: &mut Mut<SelectedCharacterId>,
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character_id_list: &mut Mut<CharacterIdList>,
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// selected_character_id: &mut Mut<SelectedCharacterId>,
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// character_id_list: &mut Mut<CharacterIdList>,
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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commands
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|
@ -20,30 +20,27 @@ pub fn setup(
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commands,
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character_meshes,
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materials,
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selected_character_id,
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character_id_list,
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audio,
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Transform::from_xyz(-128., -64., 0.),
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Color::RED,
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true,
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);
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spawn_character(
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commands,
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character_meshes,
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materials,
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selected_character_id,
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character_id_list,
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audio,
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Transform::from_xyz(0., -64., 0.),
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Color::GREEN,
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false,
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);
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||||
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