bevyjam/src/game.rs
2022-08-29 13:12:33 +02:00

662 lines
18 KiB
Rust

#![allow(clippy::precedence)]
#![allow(clippy::too_many_arguments)]
pub use crate::filters::*;
use crate::levels;
use crate::{audio_system, AppState};
use bevy::{
ecs::system::EntityCommands,
input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *},
sprite::Mesh2dHandle,
};
use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
use std::collections::BTreeSet;
pub struct FirstLevel(pub LevelId);
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
pub struct LevelId(pub u32);
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_event::<LevelStartupEvent>()
.add_event::<ChangeCharacterEvent>()
.init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None))
.init_resource::<CharacterList>()
.init_resource::<levels::ZoomTimer>()
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
.add_system_set(
SystemSet::on_exit(AppState::Win).with_system(crate::levels::despawn_level),
)
.add_system_set(
SystemSet::on_update(AppState::Game)
.with_system(crate::levels::post_setup_level)
.with_system(change_character_system)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(kill_character_system),
)
.add_system_set(
SystemSet::on_update(AppState::Win)
.with_system(player_movement_system)
.with_system(level_keyboard_system)
.with_system(camera_system)
.with_system(character_particle_effect_system)
.with_system(move_win_text_system),
)
.add_system_to_stage(CoreStage::PostUpdate, char_char_collision_event_system)
.add_system_to_stage(CoreStage::PostUpdate, char_platform_collision_event_system)
// collision event system might remove items, therefore, we should detect platforms first before removing them
.add_system_to_stage(
CoreStage::PostUpdate,
collision_event_system.after(char_platform_collision_event_system),
);
}
}
// Events
pub struct LevelStartupEvent;
pub struct ChangeCharacterEvent;
// Resources
pub struct CurrentLevel(pub Option<LevelId>);
#[derive(Default)]
pub struct CharacterList(pub BTreeSet<Entity>);
pub 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(Component)]
pub struct Level;
#[derive(Clone, Component, PartialEq)]
pub struct CharacterColor(pub Color);
#[derive(Component)]
pub struct Player;
#[derive(Component)]
pub struct Platform;
#[derive(Component)]
pub struct PlatformCount(usize);
impl PlatformCount {
fn increment(&mut self) {
self.0 += 1;
}
fn decrement(&mut self) {
self.0 = self.0.saturating_sub(1);
}
fn reset(&mut self) {
self.0 = 0;
}
fn is_landed(&self) -> bool {
self.0 != 0
}
}
#[derive(Component)]
pub struct Melty(pub Color);
#[derive(Component)]
pub struct WinText;
// Systems
fn setup(
first_level: Res<FirstLevel>,
mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>,
mut camera_query: Query<&mut Transform, With<Camera>>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
if current_level.0.is_none() {
current_level.0 = Some(first_level.0);
}
crate::levels::setup_level(&mut level_startup_event, &mut camera_query, &mut zoom_timer);
}
pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
character_list: &mut ResMut<CharacterList>,
characters: I,
) {
for (i, (transform, color)) in characters.into_iter().enumerate() {
spawn_character(
commands,
character_meshes,
materials,
character_list,
transform,
color,
i == 0,
);
}
}
pub fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
character_list: &mut ResMut<CharacterList>,
mut transform: Transform,
color: Color,
is_player: bool,
) {
transform.translation.z = transform.translation.z.max(1.0);
let color_mesh_2d_bundle: ColorMesh2dBundle = ColorMesh2dBundle {
mesh: character_meshes.square.clone(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
};
let mut entity_commands: EntityCommands = commands.spawn_bundle(color_mesh_2d_bundle);
entity_commands
.insert(Level)
.insert(CharacterColor(color))
.insert(RigidBody::Dynamic)
.insert(Collider::cuboid(32., 32.))
.insert(Velocity::default())
.insert(GravityScale(10.0))
.insert(LockedAxes::ROTATION_LOCKED)
.insert(Friction::new(0.8))
.insert(Damping {
linear_damping: 0.5,
angular_damping: 0.5,
})
.insert(ActiveEvents::COLLISION_EVENTS)
.with_children(|c| {
c.spawn_bundle(TransformBundle::from_transform(Transform::from_xyz(
0., -33., 0.,
)))
.insert(Sensor)
.insert(Collider::cuboid(30., 0.5))
.insert(ActiveEvents::COLLISION_EVENTS)
.insert(PlatformCount(0));
});
character_list.0.insert(entity_commands.id());
if is_player {
entity_commands.insert(Player);
}
}
pub fn spawn_platforms<I: IntoIterator<Item = (Transform, Vec2)>>(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
platforms: I,
) {
for (transform, size) in platforms.into_iter() {
spawn_platform(commands, meshes, materials, transform, size);
}
}
pub fn spawn_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
transform: Transform,
size: Vec2,
) {
commands
.spawn_bundle(ColorMesh2dBundle {
mesh: meshes.add(Mesh::from(Quad { size, flip: false })).into(),
material: materials.add(ColorMaterial::from(Color::GRAY)),
transform,
..default()
})
.insert(Collider::cuboid(size.x / 2., size.y / 2.))
.insert(Level)
.insert(Platform);
}
pub fn spawn_melty_platform(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
transform: Transform,
color: Color,
) {
commands
.spawn_bundle(ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 96., y: 16. },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(color)),
transform,
..default()
})
.insert(Collider::cuboid(48., 8.))
.insert(Melty(color))
.insert(Level)
.insert(Platform)
.with_children(|c| {
c.spawn_bundle(SpriteBundle {
texture: asset_server.get_handle("melty.png"),
transform: Transform::from_xyz(0., 0., 0.5),
..default()
});
});
}
fn char_char_collision_event_system(
mut commands: Commands,
mut collision_events: EventReader<CollisionEvent>,
character_query: Query<(&CharacterColor, &Transform, Option<&Player>)>,
mut character_list: ResMut<CharacterList>,
mut app_state: ResMut<State<AppState>>,
character_meshes: Res<CharacterMeshes>,
mut materials: ResMut<Assets<ColorMaterial>>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, _flags) = collision_event {
if let (
Ok((c1_color, c1_transform, c1_player)),
Ok((c2_color, c2_transform, c2_player)),
) = (character_query.get(*e1), character_query.get(*e2))
{
character_list.0.remove(e1);
character_list.0.remove(e2);
commands.entity(*e1).despawn_recursive();
commands.entity(*e2).despawn_recursive();
let new_color =
(Vec4::from(c1_color.0) + Vec4::from(c2_color.0)).clamp(Vec4::ZERO, Vec4::ONE);
// If color approximately white
if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9 {
app_state.replace(AppState::Win).ok();
}
// position character based on current player location
spawn_character(
&mut commands,
&character_meshes,
&mut materials,
&mut character_list,
if c1_player.is_some() {
*c1_transform
} else if c2_player.is_some() {
*c2_transform
} else {
Transform::identity().with_translation(
(c1_transform.translation + c2_transform.translation) * 0.5,
)
},
new_color.into(),
c1_player.is_some() || c2_player.is_some(),
);
audio_system::play_audio(&audio_assets.warp_notes, &audio, new_color, 1.0);
}
}
}
}
fn char_platform_collision_event_system(
mut collision_events: EventReader<CollisionEvent>,
mut platform_count_query: Query<&mut PlatformCount>,
platform_query: Query<&Platform>,
) {
// detect platform + player collisions only
for collision_event in collision_events.iter() {
match collision_event {
CollisionEvent::Started(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e1), platform_query.get(*e2))
{
platform_count.increment();
} else if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e2), platform_query.get(*e1))
{
platform_count.increment();
}
}
}
CollisionEvent::Stopped(e1, e2, flags) => {
if *flags == CollisionEventFlags::SENSOR {
if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e1), platform_query.get(*e2))
{
platform_count.decrement();
} else if let (Ok(mut platform_count), Ok(_)) =
(platform_count_query.get_mut(*e2), platform_query.get(*e1))
{
platform_count.decrement();
}
}
}
}
}
}
fn collision_event_system(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut collision_events: EventReader<CollisionEvent>,
mut character_query: Query<(
&mut CharacterColor,
&Transform,
&mut Handle<ColorMaterial>,
Option<&Player>,
)>,
pass_through_filter_query: Query<&PassThroughFilter>,
melty_query: Query<&Melty>,
mut character_list: ResMut<CharacterList>,
mut change_character_event: EventWriter<ChangeCharacterEvent>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
if flags.is_empty() {
if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e1), melty_query.get(*e2))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e2).despawn_recursive();
}
} else if let (Ok((c_color, _c_transform, _c_material, _c_player)), Ok(melty)) =
(character_query.get_mut(*e2), melty_query.get(*e1))
{
if (Vec4::from(melty.0) - Vec4::from(c_color.0)).max_element() <= 0. {
commands.entity(*e1).despawn_recursive();
}
}
} else if *flags == CollisionEventFlags::SENSOR {
if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
character_query.get_mut(*e1),
pass_through_filter_query.get(*e2),
) {
c_color.0 = filter.apply(c_color.0);
if c_color.0.as_hsla_f32()[2] < 0.1 {
commands.entity(*e1).despawn_recursive();
character_list.0.remove(e1);
if c_player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
}
*c_material = materials.add(ColorMaterial::from(c_color.0));
} else if let (
Ok((mut c_color, _c_transform, mut c_material, c_player)),
Ok(filter),
) = (
character_query.get_mut(*e2),
pass_through_filter_query.get(*e1),
) {
c_color.0 = filter.apply(c_color.0);
if c_color.0.as_hsla_f32()[2] < 0.1 {
commands.entity(*e2).despawn_recursive();
character_list.0.remove(e2);
if c_player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
}
*c_material = materials.add(ColorMaterial::from(c_color.0));
}
}
}
}
}
fn change_character_system(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
character_list: Res<CharacterList>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
change_character_event: EventReader<ChangeCharacterEvent>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) && change_character_event.is_empty() {
return;
}
if let Some((player_entity, _color, _)) = characters
.iter()
.find(|(_entity, _color, player)| player.is_some())
.or_else(|| characters.iter().next())
{
commands.entity(player_entity).remove::<Player>();
if let Some(new_player_entity) = character_list
.0
.range(player_entity..)
.nth(1)
.or_else(|| character_list.0.iter().next())
{
commands.entity(*new_player_entity).insert(Player);
if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
audio_system::play_audio(&audio_assets.reverb_notes, &audio, color.0.into(), 1.0);
}
}
}
}
fn player_movement_system(
keyboard_input: Res<Input<KeyCode>>,
mut characters: Query<(&mut Velocity, &Children, &CharacterColor), With<Player>>,
mut platform_count_query: Query<&mut PlatformCount>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
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);
for (mut velocity, children, color) in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
let mut platform_count: Mut<PlatformCount> =
platform_count_query.get_mut(children[0]).unwrap();
if keyboard_input.just_pressed(KeyCode::Space) && platform_count.is_landed() {
audio_system::play_audio(&audio_assets.notes, &audio, color.0.into(), 0.5);
velocity.linvel.y = 700.;
platform_count.reset();
}
}
}
fn character_particle_effect_system(
player_character: Query<(&Transform, &CharacterColor), With<Player>>,
mut particle_effect: ResMut<crate::particle_effect::ParticleEffectResource>,
) {
if let Ok((transform, color)) = player_character.get_single() {
particle_effect.translation = transform.translation;
particle_effect.color = color.0;
}
}
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 camera_system(
mut camera_query: Query<(&Camera, &mut OrthographicProjection, &mut Transform)>,
characters: Query<&Transform, (Without<Camera>, With<Player>)>,
time: Res<Time>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
fn lerp(x: f32, y: f32, t: f32) -> f32 {
((y - x) * t) + x
}
const MARGIN: f32 = 300.0;
const FOLLOW_SPEED: f32 = std::f32::consts::PI;
const ZOOM_SPEED: f32 = std::f32::consts::E;
for character_transform in characters.iter() {
let (camera, mut projection, 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);
if zoom_timer.0.finished() {
projection.scale = lerp(projection.scale, 1.0, time.delta_seconds() * ZOOM_SPEED);
} else {
projection.scale = 3.0;
camera_transform.translation = Vec3::ZERO;
zoom_timer.0.tick(time.delta());
}
// 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>>,
mut zoom_timer: ResMut<levels::ZoomTimer>,
) {
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,
&mut zoom_timer,
);
}
}
}
fn kill_character_system(
mut commands: Commands,
character_query: Query<(Entity, &Transform, Option<&Player>), With<CharacterColor>>,
mut character_list: ResMut<CharacterList>,
mut change_character_event: EventWriter<ChangeCharacterEvent>,
) {
for (entity, transform, player) in character_query.iter() {
if transform.translation.y < -512. {
commands.entity(entity).despawn_recursive();
character_list.0.remove(&entity);
if player.is_some() {
change_character_event.send(ChangeCharacterEvent);
}
}
}
}