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91d24e3bf4 |
4 changed files with 50 additions and 51 deletions
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@ -7,6 +7,7 @@ edition = "2021"
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[dependencies]
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[dependencies]
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bevy = "0.8.0"
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bevy = "0.8.0"
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# bevy_hanabi = "0.3.1"
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bevy-inspector-egui = "0.12.1"
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bevy-inspector-egui = "0.12.1"
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bevy_rapier2d = "0.16.2"
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bevy_rapier2d = "0.16.2"
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cpal = "0.14.0"
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cpal = "0.14.0"
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@ -13,6 +13,7 @@
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* level design
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* level design
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* (?) can jump only from a surface (no mid-air jump)
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* (?) can jump only from a surface (no mid-air jump)
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* (?) multiplayer
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* (?) multiplayer
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* make WASM build work again (replace hanabi)
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* level reset
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* level reset
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* more audio
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* more audio
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@ -24,6 +25,8 @@ cargo build --release
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### WASM
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### WASM
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Currently `bevy_hanabi` does not compile for WASM, and audio does not work on WASM.
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```bash
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```bash
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rustup target add wasm32-unknown-unknown
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rustup target add wasm32-unknown-unknown
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cargo install wasm-bindgen-cli
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cargo install wasm-bindgen-cli
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21
src/game.rs
21
src/game.rs
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@ -32,14 +32,13 @@ impl Plugin for GamePlugin {
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SystemSet::on_update(AppState::Game)
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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(crate::levels::post_setup_level)
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.with_system(keyboard_input_system)
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.with_system(keyboard_input_system)
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.with_system(move_camera)
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.with_system(character_particle_effect_system)
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.with_system(character_particle_effect_system),
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.with_system(move_camera),
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)
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)
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.add_system_set(
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.add_system_set(
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SystemSet::on_update(AppState::Win)
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SystemSet::on_update(AppState::Win)
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.with_system(keyboard_input_system)
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.with_system(keyboard_input_system)
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.with_system(move_camera)
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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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)
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_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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@ -220,6 +219,7 @@ fn keyboard_input_system(
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if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
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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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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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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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*selected_character_id = *character_id_list
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.0
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.0
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.range(*selected_character_id..)
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.range(*selected_character_id..)
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@ -249,8 +249,9 @@ fn keyboard_input_system(
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if let Some(selected_character_id) = &selected_character_id.0 {
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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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if let Some((_character_id, mut velocity, _color)) = characters
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.iter_mut()
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.iter_mut()
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.find(|(character_id, _velocity, _color)| *character_id == selected_character_id)
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.find(|(character_id, _velocity, _color)| {
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{
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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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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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if keyboard_input.just_pressed(KeyCode::Space) {
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@ -275,8 +276,9 @@ fn character_particle_effect_system(
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if let Some(selected_character_id) = &selected_character_id.0 {
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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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if let Some((_character_id, transform, color)) = characters
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.iter_mut()
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.iter_mut()
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.find(|(character_id, _transform, _color)| *character_id == selected_character_id)
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.find(|(character_id, _transform, _color)| {
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{
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*character_id == selected_character_id
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}) {
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particle_effect.translation = transform.translation;
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particle_effect.translation = transform.translation;
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particle_effect.color = color.0;
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particle_effect.color = color.0;
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}
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}
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@ -306,6 +308,7 @@ fn move_camera(
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mut camera_query: Query<(&Camera, &mut Transform, &GlobalTransform)>,
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mut camera_query: Query<(&Camera, &mut Transform, &GlobalTransform)>,
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characters: Query<(&CharacterId, &Transform), Without<Camera>>,
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characters: Query<(&CharacterId, &Transform), Without<Camera>>,
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level_query: Query<&SelectedCharacterId>,
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level_query: Query<&SelectedCharacterId>,
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time: Res<Time>,
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) {
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) {
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const MARGIN: f32 = 128.0;
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const MARGIN: f32 = 128.0;
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@ -322,6 +325,8 @@ fn move_camera(
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.world_to_viewport(camera_global_transform, transform.translation)
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.world_to_viewport(camera_global_transform, transform.translation)
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.unwrap();
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.unwrap();
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let size = camera.logical_viewport_size().unwrap();
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let size = camera.logical_viewport_size().unwrap();
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// force camera to be within margin
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if pos.x < MARGIN {
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if pos.x < MARGIN {
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camera_transform.translation.x += pos.x - MARGIN;
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camera_transform.translation.x += pos.x - MARGIN;
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}
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}
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@ -1,22 +1,21 @@
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use bevy::{prelude::*, sprite::Mesh2dHandle};
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use bevy::{prelude::*, sprite::Mesh2dHandle};
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use rand::Rng;
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use rand::Rng;
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use rand_distr::{Distribution, UnitCircle};
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use rand_distr::{UnitCircle, Distribution};
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pub const POOL_COUNT: usize = 100;
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pub const POOL_COUNT: usize = 100;
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pub const MIN_VELOCITY: f32 = 10.0;
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pub const MIN_VELOCITY: f32 = 10.0;
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pub const MAX_VELOCITY: f32 = 100.0;
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pub const MAX_VELOCITY: f32 = 100.0;
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pub const _VELOCITY_SCALE: f32 = 0.1;
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// pub const VELOCITY_SCALE: f32 = 0.1;
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pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
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pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
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pub struct ParticleEffectPlugin;
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pub struct ParticleEffectPlugin;
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impl Plugin for ParticleEffectPlugin {
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impl Plugin for ParticleEffectPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.init_resource::<ParticleMesh>()
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app
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.insert_resource(ParticleEffectResource::new(Vec3::new(
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.init_resource::<ParticleMesh>()
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10000.0, 10000.0, 0.0,
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.insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
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)))
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.add_startup_system(particle_effect_startup)
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.add_startup_system(particle_effect_startup)
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.add_system(particle_effect_system);
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.add_system(particle_effect_system);
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}
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}
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@ -69,7 +68,7 @@ impl ParticleComponent {
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pub fn new() -> Self {
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pub fn new() -> Self {
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let mut particle_component: Self = Self::default();
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let mut particle_component: Self = Self::default();
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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particle_component
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return particle_component;
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}
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}
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pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
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pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
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@ -100,11 +99,7 @@ fn particle_effect_startup(
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fn particle_effect_system(
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fn particle_effect_system(
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut query: Query<(
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mut query: Query<(&mut Transform, &mut ParticleComponent, &Handle<ColorMaterial>)>,
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&mut Transform,
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&mut ParticleComponent,
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&Handle<ColorMaterial>,
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)>,
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mut particle_effect: ResMut<ParticleEffectResource>,
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mut particle_effect: ResMut<ParticleEffectResource>,
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time: Res<Time>,
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time: Res<Time>,
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) {
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) {
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@ -117,9 +112,7 @@ fn particle_effect_system(
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// particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
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// particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
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transform.translation += particle_component.velocity * delta_seconds + delta_position;
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transform.translation += particle_component.velocity * delta_seconds + delta_position;
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let squared_distance: f32 = transform
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let squared_distance: f32 = transform.translation.distance_squared(particle_effect.translation);
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.translation
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.distance_squared(particle_effect.translation);
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if squared_distance > particle_effect.radius_squared {
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if squared_distance > particle_effect.radius_squared {
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transform.translation = particle_effect.translation;
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transform.translation = particle_effect.translation;
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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@ -127,10 +120,7 @@ fn particle_effect_system(
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if let Some(material) = materials.get_mut(color_material) {
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if let Some(material) = materials.get_mut(color_material) {
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material.color = particle_effect.color;
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material.color = particle_effect.color;
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material.color.set_a(
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material.color.set_a((particle_effect.radius_squared - squared_distance) / particle_effect.radius_squared);
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(particle_effect.radius_squared - squared_distance)
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/ particle_effect.radius_squared,
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);
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}
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}
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}
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}
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}
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}
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