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Author SHA1 Message Date
91d24e3bf4 comment unused constant 2022-08-24 16:04:06 +08:00
4 changed files with 50 additions and 51 deletions

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@ -7,6 +7,7 @@ edition = "2021"
[dependencies] [dependencies]
bevy = "0.8.0" bevy = "0.8.0"
# bevy_hanabi = "0.3.1"
bevy-inspector-egui = "0.12.1" bevy-inspector-egui = "0.12.1"
bevy_rapier2d = "0.16.2" bevy_rapier2d = "0.16.2"
cpal = "0.14.0" cpal = "0.14.0"

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@ -13,6 +13,7 @@
* level design * level design
* (?) can jump only from a surface (no mid-air jump) * (?) can jump only from a surface (no mid-air jump)
* (?) multiplayer * (?) multiplayer
* make WASM build work again (replace hanabi)
* level reset * level reset
* more audio * more audio
@ -24,6 +25,8 @@ cargo build --release
### WASM ### WASM
Currently `bevy_hanabi` does not compile for WASM, and audio does not work on WASM.
```bash ```bash
rustup target add wasm32-unknown-unknown rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli cargo install wasm-bindgen-cli

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@ -32,14 +32,13 @@ impl Plugin for GamePlugin {
SystemSet::on_update(AppState::Game) SystemSet::on_update(AppState::Game)
.with_system(crate::levels::post_setup_level) .with_system(crate::levels::post_setup_level)
.with_system(keyboard_input_system) .with_system(keyboard_input_system)
.with_system(move_camera) .with_system(character_particle_effect_system)
.with_system(character_particle_effect_system), .with_system(move_camera),
) )
.add_system_set( .add_system_set(
SystemSet::on_update(AppState::Win) SystemSet::on_update(AppState::Win)
.with_system(keyboard_input_system) .with_system(keyboard_input_system)
.with_system(move_camera) .with_system(move_camera),
.with_system(character_particle_effect_system),
) )
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system); .add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
} }
@ -220,6 +219,7 @@ fn keyboard_input_system(
if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() { if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
if keyboard_input.just_pressed(KeyCode::Tab) { if keyboard_input.just_pressed(KeyCode::Tab) {
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 { let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
*selected_character_id = *character_id_list *selected_character_id = *character_id_list
.0 .0
.range(*selected_character_id..) .range(*selected_character_id..)
@ -249,8 +249,9 @@ fn keyboard_input_system(
if let Some(selected_character_id) = &selected_character_id.0 { if let Some(selected_character_id) = &selected_character_id.0 {
if let Some((_character_id, mut velocity, _color)) = characters if let Some((_character_id, mut velocity, _color)) = characters
.iter_mut() .iter_mut()
.find(|(character_id, _velocity, _color)| *character_id == selected_character_id) .find(|(character_id, _velocity, _color)| {
{ *character_id == selected_character_id
}) {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32; velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
if keyboard_input.just_pressed(KeyCode::Space) { if keyboard_input.just_pressed(KeyCode::Space) {
@ -275,8 +276,9 @@ fn character_particle_effect_system(
if let Some(selected_character_id) = &selected_character_id.0 { if let Some(selected_character_id) = &selected_character_id.0 {
if let Some((_character_id, transform, color)) = characters if let Some((_character_id, transform, color)) = characters
.iter_mut() .iter_mut()
.find(|(character_id, _transform, _color)| *character_id == selected_character_id) .find(|(character_id, _transform, _color)| {
{ *character_id == selected_character_id
}) {
particle_effect.translation = transform.translation; particle_effect.translation = transform.translation;
particle_effect.color = color.0; particle_effect.color = color.0;
} }
@ -306,6 +308,7 @@ fn move_camera(
mut camera_query: Query<(&Camera, &mut Transform, &GlobalTransform)>, mut camera_query: Query<(&Camera, &mut Transform, &GlobalTransform)>,
characters: Query<(&CharacterId, &Transform), Without<Camera>>, characters: Query<(&CharacterId, &Transform), Without<Camera>>,
level_query: Query<&SelectedCharacterId>, level_query: Query<&SelectedCharacterId>,
time: Res<Time>,
) { ) {
const MARGIN: f32 = 128.0; const MARGIN: f32 = 128.0;
@ -322,6 +325,8 @@ fn move_camera(
.world_to_viewport(camera_global_transform, transform.translation) .world_to_viewport(camera_global_transform, transform.translation)
.unwrap(); .unwrap();
let size = camera.logical_viewport_size().unwrap(); let size = camera.logical_viewport_size().unwrap();
// force camera to be within margin
if pos.x < MARGIN { if pos.x < MARGIN {
camera_transform.translation.x += pos.x - MARGIN; camera_transform.translation.x += pos.x - MARGIN;
} }

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@ -1,22 +1,21 @@
use bevy::{prelude::*, sprite::Mesh2dHandle}; use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::Rng; use rand::Rng;
use rand_distr::{Distribution, UnitCircle}; use rand_distr::{UnitCircle, Distribution};
pub const POOL_COUNT: usize = 100; pub const POOL_COUNT: usize = 100;
pub const MIN_VELOCITY: f32 = 10.0; pub const MIN_VELOCITY: f32 = 10.0;
pub const MAX_VELOCITY: f32 = 100.0; pub const MAX_VELOCITY: f32 = 100.0;
pub const _VELOCITY_SCALE: f32 = 0.1; // pub const VELOCITY_SCALE: f32 = 0.1;
pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0; pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
pub struct ParticleEffectPlugin; pub struct ParticleEffectPlugin;
impl Plugin for ParticleEffectPlugin { impl Plugin for ParticleEffectPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_resource::<ParticleMesh>() app
.insert_resource(ParticleEffectResource::new(Vec3::new( .init_resource::<ParticleMesh>()
10000.0, 10000.0, 0.0, .insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
)))
.add_startup_system(particle_effect_startup) .add_startup_system(particle_effect_startup)
.add_system(particle_effect_system); .add_system(particle_effect_system);
} }
@ -69,7 +68,7 @@ impl ParticleComponent {
pub fn new() -> Self { pub fn new() -> Self {
let mut particle_component: Self = Self::default(); let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY); particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component return particle_component;
} }
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) { pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
@ -100,11 +99,7 @@ fn particle_effect_startup(
fn particle_effect_system( fn particle_effect_system(
mut materials: ResMut<Assets<ColorMaterial>>, mut materials: ResMut<Assets<ColorMaterial>>,
mut query: Query<( mut query: Query<(&mut Transform, &mut ParticleComponent, &Handle<ColorMaterial>)>,
&mut Transform,
&mut ParticleComponent,
&Handle<ColorMaterial>,
)>,
mut particle_effect: ResMut<ParticleEffectResource>, mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>, time: Res<Time>,
) { ) {
@ -117,9 +112,7 @@ fn particle_effect_system(
// particle_component.velocity -= overall_velocity * VELOCITY_SCALE; // particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
transform.translation += particle_component.velocity * delta_seconds + delta_position; transform.translation += particle_component.velocity * delta_seconds + delta_position;
let squared_distance: f32 = transform let squared_distance: f32 = transform.translation.distance_squared(particle_effect.translation);
.translation
.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared { if squared_distance > particle_effect.radius_squared {
transform.translation = particle_effect.translation; transform.translation = particle_effect.translation;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY); particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
@ -127,10 +120,7 @@ fn particle_effect_system(
if let Some(material) = materials.get_mut(color_material) { if let Some(material) = materials.get_mut(color_material) {
material.color = particle_effect.color; material.color = particle_effect.color;
material.color.set_a( material.color.set_a((particle_effect.radius_squared - squared_distance) / particle_effect.radius_squared);
(particle_effect.radius_squared - squared_distance)
/ particle_effect.radius_squared,
);
} }
} }
} }