bevyjam/src/game.rs
2022-08-23 00:56:11 +08:00

379 lines
9.5 KiB
Rust

#![allow(clippy::precedence)]
use crate::AppState;
use bevy::{
input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
use bevy_fundsp::prelude::*;
use bevy_hanabi::*;
use bevy_rapier2d::prelude::*;
use std::collections::BTreeSet;
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_event::<LevelStartupEvent>()
.init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None))
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
.add_system_set(
SystemSet::on_update(AppState::Game)
.with_system(post_setup_level)
.with_system(keyboard_input_system),
)
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
}
}
// Events
struct LevelStartupEvent(Entity);
// Resources
struct CurrentLevel(Option<Entity>);
struct CharacterMeshes {
square: Mesh2dHandle,
}
impl FromWorld for CharacterMeshes {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
Self {
square: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 64.0, y: 64.0 },
flip: false,
}))
.into(),
}
}
}
// Components
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
struct LevelId(u32);
#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
struct CharacterId(u32);
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
struct SelectedCharacterId(Option<CharacterId>);
#[derive(Component)]
struct CharacterIdList(BTreeSet<CharacterId>);
// Systems
fn setup(
mut commands: Commands,
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
) {
let level_entity = commands
.spawn()
.insert(LevelId(0))
.insert(SelectedCharacterId(None))
.insert(CharacterIdList(BTreeSet::new()))
.id();
current_level.0 = Some(level_entity);
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.));
level_startup_event.send(LevelStartupEvent(level_entity));
}
// This is a bad design, but it's the only way I found
fn post_setup_level(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut effects: ResMut<Assets<EffectAsset>>,
mut materials: ResMut<Assets<ColorMaterial>>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
mut level_startup_event: EventReader<LevelStartupEvent>,
) {
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
if let Ok((mut selected_character_id, mut character_id_list)) =
level_query.get_mut(*level_entity)
{
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(-128., -64., 0.),
Color::RED,
);
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(0., -64., 0.),
Color::GREEN,
);
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(128., -64., 0.),
Color::BLUE,
);
}
}
}
fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
effects: &mut ResMut<Assets<EffectAsset>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
selected_character_id: &mut Mut<SelectedCharacterId>,
character_id_list: &mut Mut<CharacterIdList>,
transform: Transform,
color: Color,
) {
let character_id = CharacterId(
character_id_list
.0
.iter()
.last()
.map_or(0, |last_character_id| last_character_id.0 + 1),
);
character_id_list.0.insert(character_id);
let mut gradient = Gradient::new();
gradient.add_key(
0.0,
(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)),
);
gradient.add_key(
0.2,
(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 1.)),
);
gradient.add_key(
1.0,
(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)),
);
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: character_meshes.square.clone(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
})
.insert(character_id)
.insert(RigidBody::Dynamic)
.insert(Collider::cuboid(32., 32.))
.insert(ExternalForce::default())
.insert(Velocity::default())
.insert(GravityScale(10.0))
.insert(LockedAxes::ROTATION_LOCKED)
.insert(Friction::new(1.0))
.insert(Damping {
linear_damping: 0.5,
angular_damping: 0.5,
})
.insert(ExternalImpulse::default())
.insert(ActiveEvents::COLLISION_EVENTS)
.with_children(|c| {
c.spawn_bundle(ParticleEffectBundle {
effect: ParticleEffect::new(
effects.add(
EffectAsset {
name: "Particles".into(),
capacity: 4096,
spawner: Spawner::rate(30.0.into())
.with_active(selected_character_id.0.is_none()),
..Default::default()
}
.init(PositionCircleModifier {
radius: 30.0,
speed: 20.0.into(),
dimension: ShapeDimension::Surface,
..Default::default()
})
.init(ParticleLifetimeModifier { lifetime: 0.8 })
.render(SizeOverLifetimeModifier {
gradient: Gradient::constant(Vec2::splat(4.0)),
})
.render(ColorOverLifetimeModifier { gradient }),
),
),
transform: Transform::from_xyz(0., 0., 0.1),
..Default::default()
});
});
// If no character is selected, then select this one
if selected_character_id.0.is_none() {
selected_character_id.0 = Some(character_id);
}
}
fn collision_event_system(
mut commands: Commands,
//materials: ResMut<Assets<ColorMaterial>>,
current_level: Res<CurrentLevel>,
mut collision_events: EventReader<CollisionEvent>,
//character_query: Query<(&CharacterId, &Handle<ColorMaterial>)>,
character_query: Query<&CharacterId>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
) {
if let Some(level_entity) = current_level.0 {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
if flags.is_empty() {
//if let (Ok((c1_id, c1_material)), Ok((c2_id, c2_material))) =
if let (Ok(c1_id), Ok(c2_id)) =
(character_query.get(*e1), character_query.get(*e2))
{
//c1_material.color = (Vec4::from(c1_material.color) + Vec4::from(c2_material.color)).into();
let (mut selected_character_id, mut character_id_list) =
level_query.get_mut(level_entity).unwrap();
character_id_list.0.remove(c2_id);
if selected_character_id.0 == Some(*c2_id) {
selected_character_id.0 = Some(*c1_id);
}
commands.entity(*e2).despawn_recursive();
}
}
}
}
}
}
fn keyboard_input_system(
keyboard_input: Res<Input<KeyCode>>,
current_level: Res<CurrentLevel>,
mut characters: Query<(
&CharacterId,
&mut Velocity,
&mut ExternalImpulse,
&mut ExternalForce,
&Children,
)>,
mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
mut effect: Query<&mut ParticleEffect>,
dsp_assets: Res<DspAssets>,
audio: Res<Audio>,
) {
if let Some(level_entity) = current_level.0 {
if let Ok((mut selected_character_id, character_id_list)) =
level_query.get_mut(level_entity)
{
if keyboard_input.just_pressed(KeyCode::Tab) {
audio.play(dsp_assets.graph(&sine_wave));
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
if let Some((
_character_id,
_velocity,
_impulse,
_force,
children
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| { *character_id == selected_character_id }) {
effect
.get_mut(children[0])
.unwrap()
.maybe_spawner()
.unwrap()
.set_active(false);
}
*selected_character_id = *character_id_list
.0
.range(*selected_character_id..)
.nth(1)
.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
*selected_character_id
} else {
selected_character_id.0 = Some(CharacterId(0));
CharacterId(0)
};
if let Some((
_character_id,
_velocity,
_impulse,
_force,
children
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| **character_id == selected)
{
effect
.get_mut(children[0])
.unwrap()
.maybe_spawner()
.unwrap()
.set_active(true);
}
}
let right_pressed: bool = keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
let left_pressed: bool = keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
if let Some(selected_character_id) = &selected_character_id.0 {
if let Some((
_character_id,
mut velocity,
mut impulse,
mut force,
_children
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| { *character_id == selected_character_id }) {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
if keyboard_input.just_pressed(KeyCode::Space) {
velocity.linvel.y = 500.;
}
}
}
}
}
}
// Sounds
pub fn sine_wave() -> impl AudioUnit32 {
sine_hz(440.0) >> split::<U2>() * 0.2
}