mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
Merge pull request #7 from kristoferssolo/feature/player
Feature/player
This commit is contained in:
commit
72b16dc8bb
796
Cargo.lock
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796
Cargo.lock
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Load Diff
@ -1,7 +1,7 @@
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[package]
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name = "maze-ascension"
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authors = ["Kristofers Solo <dev@kristofers.xyz>"]
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version = "0.1.0"
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version = "0.2.0"
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edition = "2021"
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[dependencies]
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@ -18,7 +18,7 @@ tracing = { version = "0.1", features = [
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"release_max_level_warn",
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] }
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hexx = { version = "0.19", features = ["bevy_reflect", "grid"] }
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hexlab = { version = "0.2", features = ["bevy"] }
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hexlab = { version = "0.3", features = ["bevy"] }
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bevy-inspector-egui = { version = "0.28", optional = true }
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bevy_egui = { version = "0.31", optional = true }
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thiserror = "2.0"
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@ -1,4 +1,32 @@
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mod plugin;
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mod ui;
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pub use plugin::DevToolsPlugin;
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use crate::screens::Screen;
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use bevy::{
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dev_tools::{
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states::log_transitions,
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ui_debug_overlay::{DebugUiPlugin, UiDebugOptions},
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},
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input::common_conditions::input_just_pressed,
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prelude::*,
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};
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use bevy_egui::EguiPlugin;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use ui::maze_controls_ui;
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(Update, log_transitions::<Screen>)
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.add_plugins(EguiPlugin)
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(DebugUiPlugin)
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.add_systems(Update, maze_controls_ui)
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.add_systems(
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Update,
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toggle_debug_ui.run_if(input_just_pressed(TOGGLE_KEY)),
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);
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}
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const TOGGLE_KEY: KeyCode = KeyCode::Backquote;
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fn toggle_debug_ui(mut options: ResMut<UiDebugOptions>) {
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options.toggle();
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}
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@ -1,36 +0,0 @@
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use crate::screens::Screen;
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use bevy::{
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dev_tools::{
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states::log_transitions,
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ui_debug_overlay::{DebugUiPlugin, UiDebugOptions},
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},
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input::common_conditions::input_just_pressed,
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prelude::*,
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};
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use bevy_egui::EguiPlugin;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use super::ui::maze_controls_ui;
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#[derive(Debug)]
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pub struct DevToolsPlugin;
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impl Plugin for DevToolsPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, log_transitions::<Screen>)
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.add_plugins(EguiPlugin)
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(DebugUiPlugin)
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.add_systems(Update, maze_controls_ui)
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.add_systems(
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Update,
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toggle_debug_ui.run_if(input_just_pressed(TOGGLE_KEY)),
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);
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}
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}
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const TOGGLE_KEY: KeyCode = KeyCode::Backquote;
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fn toggle_debug_ui(mut options: ResMut<UiDebugOptions>) {
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options.toggle();
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}
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@ -1,14 +1,15 @@
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use std::ops::RangeInclusive;
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use crate::{
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maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded},
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player::events::RespawnPlayer,
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};
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use bevy::{prelude::*, window::PrimaryWindow};
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use hexx::{Hex, HexOrientation};
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use rand::{thread_rng, Rng};
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use crate::maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded};
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use bevy_egui::{
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egui::{self, emath::Numeric, DragValue, TextEdit, Ui},
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EguiContext,
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};
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use hexx::{Hex, HexOrientation};
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use rand::{thread_rng, Rng};
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use std::ops::RangeInclusive;
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pub(crate) fn maze_controls_ui(world: &mut World) {
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if world.get_resource::<MazePluginLoaded>().is_none() {
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@ -55,6 +56,9 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
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{
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event_writer.send(RecreateMazeEvent { floor: 1 });
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}
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if let Some(mut event_writer) = world.get_resource_mut::<Events<RespawnPlayer>>() {
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event_writer.send(RespawnPlayer);
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}
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}
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}
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});
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@ -82,9 +86,9 @@ fn add_position_control(ui: &mut Ui, label: &str, pos: &mut Hex) -> bool {
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ui.horizontal(|ui| {
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ui.label(label);
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let response_x = ui.add(DragValue::new(&mut pos.x).speed(1).prefix("x: "));
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let response_y = ui.add(DragValue::new(&mut pos.y).speed(1).prefix("y: "));
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changed = response_x.changed() || response_y.changed();
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let response_q = ui.add(DragValue::new(&mut pos.x).speed(1).prefix("q: "));
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let response_r = ui.add(DragValue::new(&mut pos.y).speed(1).prefix("r: "));
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changed = response_r.changed() || response_q.changed();
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});
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changed
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}
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@ -3,8 +3,9 @@ pub mod audio;
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#[cfg(feature = "dev")]
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mod dev_tools;
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mod maze;
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mod player;
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mod screens;
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mod theme;
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pub mod theme;
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use bevy::{
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asset::AssetMetaCheck,
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@ -57,14 +58,15 @@ impl Plugin for AppPlugin {
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// Add other plugins.
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app.add_plugins((
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asset_tracking::plugin,
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maze::plugin::MazePlugin,
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screens::plugin,
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theme::plugin,
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maze::plugin,
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player::plugin,
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));
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// Enable dev tools for dev builds.
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#[cfg(feature = "dev")]
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app.add_plugins(dev_tools::DevToolsPlugin);
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app.add_plugins(dev_tools::plugin);
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}
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}
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@ -1,13 +1,18 @@
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use bevy::prelude::*;
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use hexlab::HexMaze;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct MazeFloor(pub(crate) u8);
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pub(crate) struct Maze(pub(crate) HexMaze);
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct MazeTile;
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pub(crate) struct Floor(pub(crate) u8);
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct MazeWall;
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pub(crate) struct Tile;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub(crate) struct Wall;
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@ -1,14 +1,20 @@
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use bevy::{ecs::world::Command, prelude::*};
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use plugin::MazePlugin;
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use bevy::{ecs::system::RunSystemOnce, prelude::*};
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use events::RecreateMazeEvent;
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mod assets;
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mod components;
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pub mod components;
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pub mod events;
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pub mod plugin;
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mod resources;
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mod systems;
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pub use resources::{MazeConfig, MazePluginLoaded};
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pub fn spawn_maze(world: &mut World) {
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MazePlugin.apply(world);
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pub(super) fn plugin(app: &mut App) {
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app.init_resource::<MazeConfig>()
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.add_event::<RecreateMazeEvent>()
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.add_plugins(systems::plugin);
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}
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pub fn spawn_level_command(world: &mut World) {
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world.insert_resource(MazePluginLoaded);
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let _ = world.run_system_once(systems::setup::setup);
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}
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@ -1,28 +0,0 @@
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use bevy::{
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ecs::{system::RunSystemOnce, world::Command},
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prelude::*,
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};
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use super::{
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events::RecreateMazeEvent,
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systems::{self, recreation::handle_maze_recreation_event},
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MazeConfig, MazePluginLoaded,
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};
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#[derive(Default)]
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pub(crate) struct MazePlugin;
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impl Plugin for MazePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<MazeConfig>()
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.add_event::<RecreateMazeEvent>()
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.add_systems(Update, handle_maze_recreation_event);
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}
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}
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impl Command for MazePlugin {
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fn apply(self, world: &mut World) {
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world.insert_resource(MazePluginLoaded);
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let _ = world.run_system_once(systems::setup::setup);
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}
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}
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@ -1,8 +1,7 @@
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use std::num::TryFromIntError;
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use bevy::prelude::*;
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use hexx::{Hex, HexLayout, HexOrientation};
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use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
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use std::num::TryFromIntError;
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use thiserror::Error;
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#[derive(Debug, Default, Reflect, Resource)]
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@ -41,8 +40,8 @@ impl MazeConfig {
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let start_pos = generate_pos(radius, &mut rng)?;
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let end_pos = generate_pos(radius, &mut rng)?;
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debug!("Start pos: ({},{})", start_pos.x, start_pos.y);
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debug!("End pos: ({},{})", end_pos.x, end_pos.y);
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info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
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info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
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let layout = HexLayout {
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orientation,
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@ -1,3 +1,14 @@
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use crate::maze::components::Floor;
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use bevy::prelude::*;
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use crate::maze::components::MazeFloor;
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pub(crate) fn despawn_floor(
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commands: &mut Commands,
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query: &Query<(Entity, &Floor)>,
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floor_num: u8,
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) {
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for (entity, floor) in query.iter() {
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if floor.0 == floor_num {
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commands.entity(entity).despawn_recursive();
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}
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}
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}
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@ -1,3 +1,11 @@
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pub mod despawn;
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pub mod recreation;
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pub mod setup;
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mod spawn;
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pub mod spawn;
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use bevy::prelude::*;
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use recreation::recreate_maze;
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(Update, recreate_maze);
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}
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@ -1,27 +1,19 @@
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use bevy::prelude::*;
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use crate::maze::{components::MazeFloor, events::RecreateMazeEvent, MazeConfig};
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use crate::maze::{components::Floor, events::RecreateMazeEvent, MazeConfig};
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use super::setup::setup_maze;
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use super::{despawn::despawn_floor, spawn::spawn_floor};
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pub(crate) fn handle_maze_recreation_event(
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pub(crate) fn recreate_maze(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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config: Res<MazeConfig>,
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query: Query<(Entity, &MazeFloor)>,
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query: Query<(Entity, &Floor)>,
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mut event_reader: EventReader<RecreateMazeEvent>,
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) {
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for event in event_reader.read() {
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despawn_floor(&mut commands, &query, event.floor);
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setup_maze(&mut commands, &mut meshes, &mut materials, &config);
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}
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}
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fn despawn_floor(commands: &mut Commands, query: &Query<(Entity, &MazeFloor)>, floor_num: u8) {
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for (entity, maze_floor) in query.iter() {
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if maze_floor.0 == floor_num {
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commands.entity(entity).despawn_recursive();
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}
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spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
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}
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}
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@ -1,9 +1,6 @@
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use super::spawn::spawn_floor;
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use crate::maze::MazeConfig;
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use bevy::prelude::*;
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use hexlab::{GeneratorType, MazeBuilder};
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use crate::maze::{assets::MazeAssets, components::MazeFloor, MazeConfig};
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use super::spawn::spawn_single_hex_tile;
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pub(crate) fn setup(
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mut commands: Commands,
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@ -11,33 +8,5 @@ pub(crate) fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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config: Res<MazeConfig>,
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) {
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setup_maze(&mut commands, &mut meshes, &mut materials, &config);
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}
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pub(super) fn setup_maze(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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config: &MazeConfig,
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) {
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let maze = MazeBuilder::new()
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.with_radius(config.radius)
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.with_seed(config.seed)
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.with_generator(GeneratorType::RecursiveBacktracking)
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.build()
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.expect("Something went wrong while creating maze");
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let assets = MazeAssets::new(meshes, materials, config);
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commands
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.spawn((
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Name::new("Floor"),
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MazeFloor(1),
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Transform::from_translation(Vec3::ZERO),
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Visibility::Visible,
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))
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.with_children(|parent| {
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for tile in maze.values() {
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spawn_single_hex_tile(parent, &assets, tile, config)
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}
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});
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spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
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}
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@ -1,14 +1,41 @@
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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use crate::maze::{
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assets::MazeAssets,
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components::{Floor, Maze, Tile, Wall},
|
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MazeConfig,
|
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};
|
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use bevy::prelude::*;
|
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use hexlab::prelude::*;
|
||||
use hexx::HexOrientation;
|
||||
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
|
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|
||||
use crate::maze::{
|
||||
assets::MazeAssets,
|
||||
components::{MazeTile, MazeWall},
|
||||
MazeConfig,
|
||||
};
|
||||
pub(super) fn spawn_floor(
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commands: &mut Commands,
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||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
config: &MazeConfig,
|
||||
) {
|
||||
let maze = MazeBuilder::new()
|
||||
.with_radius(config.radius)
|
||||
.with_seed(config.seed)
|
||||
.with_generator(GeneratorType::RecursiveBacktracking)
|
||||
.build()
|
||||
.expect("Something went wrong while creating maze");
|
||||
|
||||
let assets = MazeAssets::new(meshes, materials, config);
|
||||
commands
|
||||
.spawn((
|
||||
Name::new("Floor"),
|
||||
Maze(maze.clone()),
|
||||
Floor(1),
|
||||
Transform::from_translation(Vec3::ZERO),
|
||||
Visibility::Visible,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
for tile in maze.values() {
|
||||
spawn_single_hex_tile(parent, &assets, tile, config)
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
pub(super) fn spawn_single_hex_tile(
|
||||
parent: &mut ChildBuilder,
|
||||
@ -25,7 +52,7 @@ pub(super) fn spawn_single_hex_tile(
|
||||
parent
|
||||
.spawn((
|
||||
Name::new(format!("Hex {}", tile)),
|
||||
MazeTile,
|
||||
Tile,
|
||||
Mesh3d(assets.hex_mesh.clone()),
|
||||
MeshMaterial3d(assets.hex_material.clone()),
|
||||
Transform::from_translation(world_pos).with_rotation(rotation),
|
||||
@ -58,7 +85,7 @@ fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConf
|
||||
fn spawn_single_wall(parent: &mut ChildBuilder, assets: &MazeAssets, rotation: Quat, offset: Vec3) {
|
||||
parent.spawn((
|
||||
Name::new("Wall"),
|
||||
MazeWall,
|
||||
Wall,
|
||||
Mesh3d(assets.wall_mesh.clone()),
|
||||
MeshMaterial3d(assets.wall_material.clone()),
|
||||
Transform::from_translation(offset).with_rotation(rotation),
|
||||
|
||||
17
src/player/assets.rs
Normal file
17
src/player/assets.rs
Normal file
@ -0,0 +1,17 @@
|
||||
use crate::theme::palette::rose_pine::PINE;
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub(super) fn generate_pill_mesh(radius: f32, half_length: f32) -> Mesh {
|
||||
Mesh::from(Capsule3d {
|
||||
radius,
|
||||
half_length,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn blue_material() -> StandardMaterial {
|
||||
StandardMaterial {
|
||||
base_color: PINE,
|
||||
emissive: PINE.to_linear() * 3.,
|
||||
..default()
|
||||
}
|
||||
}
|
||||
25
src/player/components.rs
Normal file
25
src/player/components.rs
Normal file
@ -0,0 +1,25 @@
|
||||
use bevy::prelude::*;
|
||||
use hexx::Hex;
|
||||
|
||||
#[derive(Debug, Reflect, Component)]
|
||||
#[reflect(Component)]
|
||||
#[require(CurrentPosition, MovementSpeed, MovementTarget)]
|
||||
pub struct Player;
|
||||
|
||||
#[derive(Debug, Reflect, Component, Deref, DerefMut, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct CurrentPosition(pub Hex);
|
||||
|
||||
#[derive(Debug, Reflect, Component, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
pub struct MovementSpeed(pub f32);
|
||||
|
||||
impl Default for MovementSpeed {
|
||||
fn default() -> Self {
|
||||
Self(100.)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Reflect, Component, Deref, DerefMut, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct MovementTarget(pub Option<Hex>);
|
||||
4
src/player/events.rs
Normal file
4
src/player/events.rs
Normal file
@ -0,0 +1,4 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Debug, Event)]
|
||||
pub(crate) struct RespawnPlayer;
|
||||
18
src/player/mod.rs
Normal file
18
src/player/mod.rs
Normal file
@ -0,0 +1,18 @@
|
||||
mod assets;
|
||||
pub mod components;
|
||||
pub mod events;
|
||||
mod systems;
|
||||
|
||||
use bevy::{ecs::system::RunSystemOnce, prelude::*};
|
||||
use components::Player;
|
||||
use events::RespawnPlayer;
|
||||
|
||||
pub(super) fn plugin(app: &mut App) {
|
||||
app.register_type::<Player>()
|
||||
.add_event::<RespawnPlayer>()
|
||||
.add_plugins(systems::plugin);
|
||||
}
|
||||
|
||||
pub fn spawn_player_command(world: &mut World) {
|
||||
let _ = world.run_system_once(systems::setup::setup);
|
||||
}
|
||||
9
src/player/systems/despawn.rs
Normal file
9
src/player/systems/despawn.rs
Normal file
@ -0,0 +1,9 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::player::components::Player;
|
||||
|
||||
pub(crate) fn despawn_players(commands: &mut Commands, query: &Query<Entity, With<Player>>) {
|
||||
for entity in query.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
77
src/player/systems/input.rs
Normal file
77
src/player/systems/input.rs
Normal file
@ -0,0 +1,77 @@
|
||||
use crate::{
|
||||
maze::{
|
||||
components::{Floor, Maze},
|
||||
MazeConfig,
|
||||
},
|
||||
player::components::{CurrentPosition, MovementTarget, Player},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
use hexx::{EdgeDirection, HexOrientation};
|
||||
|
||||
fn create_direction(
|
||||
input: &ButtonInput<KeyCode>,
|
||||
orientation: &HexOrientation,
|
||||
) -> Option<EdgeDirection> {
|
||||
let w = input.pressed(KeyCode::KeyW);
|
||||
let a = input.pressed(KeyCode::KeyA);
|
||||
let s = input.pressed(KeyCode::KeyS);
|
||||
let d = input.pressed(KeyCode::KeyD);
|
||||
|
||||
let direction = match orientation {
|
||||
HexOrientation::Pointy => {
|
||||
match (w, a, s, d) {
|
||||
(true, false, false, false) => Some(EdgeDirection::POINTY_WEST), // W
|
||||
(false, false, true, false) => Some(EdgeDirection::POINTY_EAST), // S
|
||||
(false, true, true, false) => Some(EdgeDirection::POINTY_NORTH_EAST), // A+S
|
||||
(false, false, true, true) => Some(EdgeDirection::POINTY_SOUTH_EAST), // S+D
|
||||
(true, true, false, false) => Some(EdgeDirection::POINTY_NORTH_WEST), // W+A
|
||||
(true, false, false, true) => Some(EdgeDirection::POINTY_SOUTH_WEST), // W+D
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
HexOrientation::Flat => {
|
||||
match (w, a, s, d) {
|
||||
(false, true, false, false) => Some(EdgeDirection::FLAT_NORTH), // A
|
||||
(false, false, false, true) => Some(EdgeDirection::FLAT_SOUTH), // D
|
||||
(false, true, true, false) => Some(EdgeDirection::FLAT_NORTH_EAST), // A+S
|
||||
(false, false, true, true) => Some(EdgeDirection::FLAT_SOUTH_EAST), // S+D
|
||||
(true, true, false, false) => Some(EdgeDirection::FLAT_NORTH_WEST), // W+A
|
||||
(true, false, false, true) => Some(EdgeDirection::FLAT_SOUTH_WEST), // W+D
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}?;
|
||||
Some(direction.rotate_cw(0))
|
||||
}
|
||||
|
||||
pub(super) fn player_input(
|
||||
input: Res<ButtonInput<KeyCode>>,
|
||||
mut player_query: Query<(&mut MovementTarget, &CurrentPosition), With<Player>>,
|
||||
maze_query: Query<(&Maze, &Floor)>,
|
||||
maze_config: Res<MazeConfig>,
|
||||
) {
|
||||
let Ok((maze, _floor)) = maze_query.get_single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
for (mut target_pos, current_pos) in player_query.iter_mut() {
|
||||
if target_pos.is_some() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let Some(direction) = create_direction(&input, &maze_config.layout.orientation) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let Some(tile) = maze.0.get_tile(¤t_pos) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
if tile.walls().contains(direction) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let next_hex = current_pos.0.neighbor(direction);
|
||||
target_pos.0 = Some(next_hex);
|
||||
}
|
||||
}
|
||||
22
src/player/systems/mod.rs
Normal file
22
src/player/systems/mod.rs
Normal file
@ -0,0 +1,22 @@
|
||||
pub mod despawn;
|
||||
mod input;
|
||||
mod movement;
|
||||
pub mod respawn;
|
||||
pub mod setup;
|
||||
pub mod spawn;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use input::player_input;
|
||||
use movement::player_movement;
|
||||
use respawn::respawn_player;
|
||||
|
||||
pub(super) fn plugin(app: &mut App) {
|
||||
app.add_systems(
|
||||
Update,
|
||||
(
|
||||
player_input,
|
||||
player_movement.after(player_input),
|
||||
respawn_player,
|
||||
),
|
||||
);
|
||||
}
|
||||
68
src/player/systems/movement.rs
Normal file
68
src/player/systems/movement.rs
Normal file
@ -0,0 +1,68 @@
|
||||
use crate::{
|
||||
maze::MazeConfig,
|
||||
player::components::{CurrentPosition, MovementSpeed, MovementTarget, Player},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
use hexx::Hex;
|
||||
|
||||
pub(super) fn player_movement(
|
||||
time: Res<Time>,
|
||||
mut query: Query<
|
||||
(
|
||||
&mut MovementTarget,
|
||||
&MovementSpeed,
|
||||
&mut CurrentPosition,
|
||||
&mut Transform,
|
||||
),
|
||||
With<Player>,
|
||||
>,
|
||||
maze_config: Res<MazeConfig>,
|
||||
) {
|
||||
for (mut target, speed, mut current_hex, mut transform) in query.iter_mut() {
|
||||
if let Some(target_hex) = target.0 {
|
||||
let current_pos = transform.translation;
|
||||
let target_pos = calculate_target_position(&maze_config, target_hex, current_pos.y);
|
||||
|
||||
if should_complete_movement(current_pos, target_pos) {
|
||||
transform.translation = target_pos;
|
||||
current_hex.0 = target_hex;
|
||||
target.0 = None;
|
||||
continue;
|
||||
}
|
||||
|
||||
update_position(
|
||||
&mut transform,
|
||||
current_pos,
|
||||
target_pos,
|
||||
speed.0,
|
||||
time.delta_secs(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn should_complete_movement(current_pos: Vec3, target_pos: Vec3) -> bool {
|
||||
(target_pos - current_pos).length() < 0.1
|
||||
}
|
||||
|
||||
fn update_position(
|
||||
transform: &mut Transform,
|
||||
current_pos: Vec3,
|
||||
target_pos: Vec3,
|
||||
speed: f32,
|
||||
delta_time: f32,
|
||||
) {
|
||||
let direction = target_pos - current_pos;
|
||||
let movement = direction.normalize() * speed * delta_time;
|
||||
|
||||
if movement.length() > direction.length() {
|
||||
transform.translation = target_pos;
|
||||
return;
|
||||
}
|
||||
transform.translation += movement;
|
||||
}
|
||||
|
||||
fn calculate_target_position(maze_config: &MazeConfig, target_hex: Hex, y: f32) -> Vec3 {
|
||||
let world_pos = maze_config.layout.hex_to_world_pos(target_hex);
|
||||
Vec3::new(world_pos.x, y, world_pos.y)
|
||||
}
|
||||
21
src/player/systems/respawn.rs
Normal file
21
src/player/systems/respawn.rs
Normal file
@ -0,0 +1,21 @@
|
||||
use crate::{
|
||||
maze::MazeConfig,
|
||||
player::{components::Player, events::RespawnPlayer},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::{despawn::despawn_players, spawn::spawn_player};
|
||||
|
||||
pub(crate) fn respawn_player(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
config: Res<MazeConfig>,
|
||||
query: Query<Entity, With<Player>>,
|
||||
mut event_reader: EventReader<RespawnPlayer>,
|
||||
) {
|
||||
for _ in event_reader.read() {
|
||||
despawn_players(&mut commands, &query);
|
||||
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
|
||||
}
|
||||
}
|
||||
14
src/player/systems/setup.rs
Normal file
14
src/player/systems/setup.rs
Normal file
@ -0,0 +1,14 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::maze::MazeConfig;
|
||||
|
||||
use super::spawn::spawn_player;
|
||||
|
||||
pub(crate) fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
config: Res<MazeConfig>,
|
||||
) {
|
||||
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
|
||||
}
|
||||
31
src/player/systems/spawn.rs
Normal file
31
src/player/systems/spawn.rs
Normal file
@ -0,0 +1,31 @@
|
||||
use crate::{
|
||||
maze::MazeConfig,
|
||||
player::{
|
||||
assets::{blue_material, generate_pill_mesh},
|
||||
components::{CurrentPosition, Player},
|
||||
},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub(super) fn spawn_player(
|
||||
commands: &mut Commands,
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
config: &MazeConfig,
|
||||
) {
|
||||
let player_radius = config.hex_size * 0.5;
|
||||
let player_height = player_radius * 3.5;
|
||||
|
||||
let y_offset = config.height / 2. + player_height / 1.3;
|
||||
|
||||
let start_pos = config.layout.hex_to_world_pos(config.start_pos);
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Player"),
|
||||
Player,
|
||||
CurrentPosition(config.start_pos),
|
||||
Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
|
||||
MeshMaterial3d(materials.add(blue_material())),
|
||||
Transform::from_xyz(start_pos.x, y_offset, start_pos.y),
|
||||
));
|
||||
}
|
||||
@ -2,11 +2,18 @@
|
||||
|
||||
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
|
||||
|
||||
use crate::maze::spawn_maze as spawn_level_command;
|
||||
use crate::maze::spawn_level_command;
|
||||
use crate::player::spawn_player_command;
|
||||
use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen};
|
||||
|
||||
pub(super) fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(Screen::Gameplay), spawn_level);
|
||||
app.add_systems(
|
||||
OnEnter(Screen::Gameplay),
|
||||
(
|
||||
spawn_level_command,
|
||||
spawn_player_command.after(spawn_level_command),
|
||||
),
|
||||
);
|
||||
|
||||
app.load_resource::<GameplayMusic>();
|
||||
app.add_systems(OnEnter(Screen::Gameplay), play_gameplay_music);
|
||||
@ -19,10 +26,6 @@ pub(super) fn plugin(app: &mut App) {
|
||||
);
|
||||
}
|
||||
|
||||
fn spawn_level(mut commands: Commands) {
|
||||
commands.queue(spawn_level_command);
|
||||
}
|
||||
|
||||
#[derive(Resource, Asset, Reflect, Clone)]
|
||||
pub struct GameplayMusic {
|
||||
#[dependency]
|
||||
|
||||
@ -1,7 +1,6 @@
|
||||
//! Reusable UI widgets & theming.
|
||||
|
||||
// Unused utilities may trigger this lints undesirably.
|
||||
#![allow(dead_code)]
|
||||
|
||||
pub mod interaction;
|
||||
pub mod palette;
|
||||
|
||||
@ -1,3 +1,5 @@
|
||||
pub mod rose_pine;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub const BUTTON_HOVERED_BACKGROUND: Color = Color::srgb(0.186, 0.328, 0.573);
|
||||
@ -8,3 +10,11 @@ pub const LABEL_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
|
||||
pub const HEADER_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
|
||||
|
||||
pub const NODE_BACKGROUND: Color = Color::srgb(0.286, 0.478, 0.773);
|
||||
|
||||
pub(super) const fn rgb_u8(red: u8, green: u8, blue: u8) -> Color {
|
||||
Color::srgb(scale(red), scale(green), scale(blue))
|
||||
}
|
||||
|
||||
const fn scale(value: u8) -> f32 {
|
||||
value as f32 / 255.
|
||||
}
|
||||
18
src/theme/palette/rose_pine.rs
Normal file
18
src/theme/palette/rose_pine.rs
Normal file
@ -0,0 +1,18 @@
|
||||
use super::rgb_u8;
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub const BASE: Color = rgb_u8(25, 23, 36);
|
||||
pub const SURFACE: Color = rgb_u8(31, 29, 46);
|
||||
pub const OVERLAY: Color = rgb_u8(38, 35, 58);
|
||||
pub const MUTED: Color = rgb_u8(110, 106, 134);
|
||||
pub const SUBTLE: Color = rgb_u8(144, 140, 170);
|
||||
pub const TEXT: Color = rgb_u8(224, 222, 244);
|
||||
pub const LOVE: Color = rgb_u8(235, 111, 146);
|
||||
pub const GOLD: Color = rgb_u8(246, 193, 119);
|
||||
pub const ROSE: Color = rgb_u8(235, 188, 186);
|
||||
pub const PINE: Color = rgb_u8(49, 116, 143);
|
||||
pub const FOAM: Color = rgb_u8(156, 207, 216);
|
||||
pub const IRIS: Color = rgb_u8(196, 167, 231);
|
||||
pub const HIGHLIGHT_LOW: Color = rgb_u8(33, 32, 46);
|
||||
pub const HIGHLIGHT_MED: Color = rgb_u8(64, 61, 82);
|
||||
pub const HIGHLIGHT_HIGH: Color = rgb_u8(82, 79, 103);
|
||||
Loading…
Reference in New Issue
Block a user