625 lines
18 KiB
Rust
625 lines
18 KiB
Rust
#![allow(clippy::precedence)]
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#![allow(clippy::too_many_arguments)]
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pub use crate::filters::*;
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use crate::AppState;
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use bevy::{
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ecs::system::EntityCommands,
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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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};
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use bevy_rapier2d::prelude::*;
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use rapier2d::geometry::CollisionEventFlags;
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use std::collections::BTreeSet;
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pub enum AudioMsg {
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Color([f32; 3]),
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Fusion,
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Jump,
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Switch,
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}
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pub struct FirstLevel(pub LevelId);
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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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fn build(&self, app: &mut App) {
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app.add_event::<LevelStartupEvent>()
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.init_resource::<CharacterMeshes>()
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.insert_resource(CurrentLevel(None))
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.init_resource::<CharacterList>()
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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(crate::levels::post_setup_level)
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.with_system(change_character_system)
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.with_system(player_movement_system)
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.with_system(level_keyboard_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(player_movement_system)
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.with_system(level_keyboard_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(move_win_text_system),
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)
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.add_system_to_stage(CoreStage::PostUpdate, char_char_collision_event_system)
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.add_system_to_stage(CoreStage::PostUpdate, char_airbound_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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// Events
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pub struct LevelStartupEvent;
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// Resources
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pub struct CurrentLevel(pub Option<LevelId>);
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#[derive(Default)]
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pub struct CharacterList(pub BTreeSet<Entity>);
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pub struct CharacterMeshes {
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square: Mesh2dHandle,
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}
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impl FromWorld for CharacterMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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Self {
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square: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 64.0, y: 64.0 },
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flip: false,
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}))
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.into(),
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}
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}
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}
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// Components
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#[derive(Component)]
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pub struct Level;
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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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#[derive(Component)]
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pub struct Platform;
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#[derive(Component)]
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pub struct Airbound(bool);
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#[derive(Component)]
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pub struct Melty(pub Color);
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#[derive(Component)]
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pub struct WinText;
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// Systems
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fn setup(
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first_level: Res<FirstLevel>,
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mut current_level: ResMut<CurrentLevel>,
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mut level_startup_event: EventWriter<LevelStartupEvent>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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if current_level.0.is_none() {
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current_level.0 = Some(first_level.0);
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}
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crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
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}
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pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
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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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character_list: &mut ResMut<CharacterList>,
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characters: I,
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) {
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for (i, (transform, color)) in characters.into_iter().enumerate() {
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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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character_list,
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transform,
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color,
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i == 0,
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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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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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character_list: &mut ResMut<CharacterList>,
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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 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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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(CharacterColor(color))
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.insert(RigidBody::Dynamic)
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.insert(Collider::cuboid(32., 32.))
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.insert(Velocity::default())
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.insert(GravityScale(10.0))
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.insert(LockedAxes::ROTATION_LOCKED)
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.insert(Friction::new(0.8))
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.insert(Damping {
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linear_damping: 0.5,
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angular_damping: 0.5,
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})
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.insert(ActiveEvents::COLLISION_EVENTS)
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.with_children(|c| {
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c.spawn_bundle(TransformBundle::from_transform(Transform::from_xyz(
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0., -33., 0.,
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)))
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.insert(Sensor)
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.insert(Collider::cuboid(30., 0.5))
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.insert(ActiveEvents::COLLISION_EVENTS)
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.insert(Airbound(true));
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});
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character_list.0.insert(entity_commands.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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}
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}
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pub fn spawn_platforms<I: IntoIterator<Item = (Transform, Vec2)>>(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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platforms: I,
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) {
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for (transform, size) in platforms.into_iter() {
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spawn_platform(commands, meshes, materials, transform, size);
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}
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}
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pub fn spawn_platform(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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transform: Transform,
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size: Vec2,
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) {
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commands
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.spawn_bundle(ColorMesh2dBundle {
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mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
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material: materials.add(ColorMaterial::from(Color::GRAY)),
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transform,
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..default()
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})
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.insert(Collider::cuboid(size.x / 2., size.y / 2.))
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.insert(Level)
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.insert(Platform);
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}
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pub fn spawn_melty_platform(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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asset_server: &Res<AssetServer>,
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transform: Transform,
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color: Color,
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) {
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commands
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.spawn_bundle(ColorMesh2dBundle {
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mesh: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 96., y: 16. },
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flip: false,
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}))
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.into(),
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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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.insert(Collider::cuboid(48., 8.))
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.insert(Melty(color))
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.insert(Level)
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.insert(Platform)
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.with_children(|c| {
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c.spawn_bundle(SpriteBundle {
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texture: asset_server.get_handle("melty.png"),
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transform: Transform::from_xyz(0., 0., 0.5),
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..default()
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});
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});
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}
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fn char_char_collision_event_system(
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mut commands: Commands,
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mut collision_events: EventReader<CollisionEvent>,
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character_query: Query<(
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&mut CharacterColor,
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&Transform,
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&mut Handle<ColorMaterial>,
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Option<&Player>,
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)>,
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mut character_list: ResMut<CharacterList>,
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mut app_state: ResMut<State<AppState>>,
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character_meshes: Res<CharacterMeshes>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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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 let (
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Ok((c1_color, c1_transform, _c1_material, c1_player)),
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Ok((c2_color, c2_transform, _c2_material, c2_player)),
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) = (character_query.get(*e1), character_query.get(*e2)) {
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character_list.0.remove(e1);
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character_list.0.remove(e2);
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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 && new_color.min_element() >= 0.9 {
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app_state.replace(AppState::Win).ok();
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}
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// position character based on current player location
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spawn_character(
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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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&mut character_list,
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if c1_player.is_some() {
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*c1_transform
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} else if c2_player.is_some() {
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*c2_transform
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} else {
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Transform::identity().with_translation(
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(c1_transform.translation + c2_transform.translation) * 0.5,
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)
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},
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new_color.into(),
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c1_player.is_some() || c2_player.is_some(),
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);
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audio.send(AudioMsg::Fusion).ok();
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}
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}
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}
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}
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fn char_airbound_event_system(
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mut collision_events: EventReader<CollisionEvent>,
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mut airbound_query: Query<&mut Airbound>,
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platform_query: Query<&Platform>,
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) {
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// detect platform + player collisions only
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for collision_event in collision_events.iter() {
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match collision_event {
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CollisionEvent::Started(e1, e2, flags) => {
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if *flags == CollisionEventFlags::SENSOR {
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if let (Ok(mut airbound), Ok(_)) = (
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airbound_query.get_mut(*e1),
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platform_query.get(*e2),
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) {
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airbound.0 = false;
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} else if let (Ok(mut airbound), Ok(_)) = (
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airbound_query.get_mut(*e2),
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platform_query.get(*e1),
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) {
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airbound.0 = false;
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}
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}
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}
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CollisionEvent::Stopped(e1, e2, flags) => {
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if *flags == CollisionEventFlags::SENSOR {
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if let (Ok(mut airbound), Ok(_)) = (
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airbound_query.get_mut(*e1),
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platform_query.get(*e2),
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) {
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airbound.0 = true;
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} else if let (Ok(mut airbound), Ok(_)) = (
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airbound_query.get_mut(*e2),
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platform_query.get(*e1),
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) {
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airbound.0 = true;
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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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fn collision_event_system(
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mut commands: Commands,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut collision_events: EventReader<CollisionEvent>,
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mut character_query: Query<(
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&mut CharacterColor,
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&Transform,
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&mut Handle<ColorMaterial>,
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Option<&Player>,
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)>,
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pass_through_filter_query: Query<&PassThroughFilter>,
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melty_query: Query<&Melty>,
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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((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
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(character_query.get_mut(*e1), melty_query.get(*e2))
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{
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if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
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commands.entity(*e2).despawn_recursive();
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}
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} else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
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(character_query.get_mut(*e2), melty_query.get(*e1))
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{
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if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
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commands.entity(*e1).despawn_recursive();
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}
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}
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} else if *flags == CollisionEventFlags::SENSOR {
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if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
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character_query.get_mut(*e1),
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pass_through_filter_query.get(*e2),
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) {
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c_color.0 = filter.apply(c_color.0);
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*c_material = materials.add(ColorMaterial::from(c_color.0));
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if c_player.is_some() {
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audio
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.send(AudioMsg::Color([
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c_color.0.r(),
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c_color.0.g(),
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c_color.0.b(),
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]))
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.ok();
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audio.send(AudioMsg::Switch).ok();
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}
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} else if let (
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Ok((mut c_color, _c_transform, mut c_material, c_player)),
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Ok(filter),
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) = (
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character_query.get_mut(*e2),
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pass_through_filter_query.get(*e1),
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) {
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c_color.0 = filter.apply(c_color.0);
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*c_material = materials.add(ColorMaterial::from(c_color.0));
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if c_player.is_some() {
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audio
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.send(AudioMsg::Color([
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c_color.0.r(),
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c_color.0.g(),
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c_color.0.b(),
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]))
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.ok();
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audio.send(AudioMsg::Switch).ok();
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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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fn change_character_system(
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mut commands: Commands,
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keyboard_input: Res<Input<KeyCode>>,
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characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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character_list: Res<CharacterList>,
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) {
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if !keyboard_input.just_pressed(KeyCode::Tab) {
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return;
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}
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if let Some((player_entity, _color, _)) = characters
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.iter()
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.find(|(_entity, _color, player)| player.is_some())
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.or_else(|| characters.iter().next())
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{
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commands.entity(player_entity).remove::<Player>();
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if let Some(new_player_entity) = character_list
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.0
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.range(player_entity..)
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.nth(1)
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.or_else(|| character_list.0.iter().next())
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{
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commands.entity(*new_player_entity).insert(Player);
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if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
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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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audio.send(AudioMsg::Switch).ok();
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}
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}
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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, &Children), With<Player>>,
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airbound_query: Query<&Airbound>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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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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for (mut velocity, children) 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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let airbound: &Airbound = airbound_query.get(children[0]).unwrap();
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if keyboard_input.just_pressed(KeyCode::Space) && !airbound.0 {
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audio.send(AudioMsg::Jump).ok();
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velocity.linvel.y = 700.;
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}
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}
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}
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fn character_particle_effect_system(
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player_character: Query<(&Transform, &CharacterColor), With<Player>>,
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mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
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) {
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if let Ok((transform, color)) = player_character.get_single() {
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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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fn win_setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
|
|
commands
|
|
.spawn_bundle(ColorMesh2dBundle {
|
|
mesh: meshes
|
|
.add(Mesh::from(Quad {
|
|
size: Vec2 { x: 512., y: 64. },
|
|
flip: false,
|
|
}))
|
|
.into(),
|
|
material: materials.add(ColorMaterial::from(Color::rgba(0., 0., 0., 0.9))),
|
|
transform: Transform::from_xyz(0., 0., 3.),
|
|
..default()
|
|
})
|
|
.insert(Level)
|
|
.insert(WinText);
|
|
commands
|
|
.spawn_bundle(Text2dBundle {
|
|
text: Text::from_section(
|
|
"Press ENTER to level up",
|
|
TextStyle {
|
|
font,
|
|
font_size: 36.0,
|
|
color: Color::WHITE,
|
|
},
|
|
)
|
|
.with_alignment(TextAlignment::CENTER),
|
|
transform: Transform::from_xyz(0., 0., 4.),
|
|
..Default::default()
|
|
})
|
|
.insert(Level)
|
|
.insert(WinText);
|
|
}
|
|
|
|
fn move_camera(
|
|
mut camera_query: Query<(&Camera, &mut Transform)>,
|
|
characters: Query<&Transform, (Without<Camera>, With<Player>)>,
|
|
time: Res<Time>,
|
|
) {
|
|
const MARGIN: f32 = 300.0;
|
|
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
|
|
|
|
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;
|
|
let mut target_translation = character_transform.translation;
|
|
// prevent camera from going too low
|
|
target_translation.y = target_translation.y.max(half_height - MARGIN);
|
|
|
|
camera_transform.translation = camera_transform
|
|
.translation
|
|
.lerp(target_translation, time.delta_seconds() * FOLLOW_SPEED);
|
|
|
|
// always make sure that camera is away from the object in order to render them
|
|
camera_transform.translation.z = 999.0;
|
|
}
|
|
}
|
|
|
|
fn move_win_text_system(
|
|
camera_query: Query<&Transform, With<Camera>>,
|
|
mut win_text_query: Query<&mut Transform, (With<WinText>, Without<Camera>)>,
|
|
) {
|
|
let camera_pos = camera_query.single();
|
|
for mut pos in win_text_query.iter_mut() {
|
|
pos.translation.x = camera_pos.translation.x;
|
|
pos.translation.y = camera_pos.translation.y;
|
|
}
|
|
}
|
|
|
|
fn level_keyboard_system(
|
|
mut commands: Commands,
|
|
mut current_level: ResMut<CurrentLevel>,
|
|
mut level_startup_event: EventWriter<LevelStartupEvent>,
|
|
mut camera_query: Query<&mut Transform, With<Camera>>,
|
|
keyboard_input: Res<Input<KeyCode>>,
|
|
mut character_list: ResMut<CharacterList>,
|
|
level_query: Query<Entity, With<Level>>,
|
|
mut app_state: ResMut<State<AppState>>,
|
|
) {
|
|
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
|
|
current_level.0 = Some(LevelId(
|
|
current_level.0.map_or(0, |level_id| level_id.0 + 1),
|
|
));
|
|
app_state.replace(AppState::Game).unwrap();
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::R) {
|
|
character_list.0.clear();
|
|
for entity in level_query.iter() {
|
|
commands.entity(entity).despawn_recursive();
|
|
}
|
|
if app_state.replace(AppState::Game).is_err() {
|
|
crate::levels::setup_level(&mut level_startup_event, &mut camera_query);
|
|
}
|
|
}
|
|
}
|