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33 Commits
v1.0.1 ... main

Author SHA1 Message Date
ed77d18e1e
Merge pull request #42 from kristoferssolo/fix/visibility 2025-01-18 17:34:58 +02:00
5dd932a6fe fix: wall visibility 2025-01-18 17:34:13 +02:00
d820b19988
Merge pull request #41 from kristoferssolo/feature/hide-floors 2025-01-18 16:59:43 +02:00
f08bd72038 feat(floors): hide floors above #18 2025-01-18 16:58:43 +02:00
4864ecca93
Merge pull request #40 from kristoferssolo/feature/pause-screen 2025-01-18 16:41:57 +02:00
7fa567d522 feat: add game entity cleanup 2025-01-18 16:41:10 +02:00
7a4bcd81f9 feat(pause): hide walls and player when paused 2025-01-18 16:41:10 +02:00
5d50daf768 feat(screens): add translucent pause screen #36 2025-01-18 16:41:10 +02:00
e7bdb37093 feat(sceen): add pause screen 2025-01-18 15:52:06 +02:00
c8e968e76e
Merge pull request #39 from kristoferssolo/fix/web-zoom 2025-01-17 15:17:22 +02:00
099d163325 refactor(score): change scoring algorithm 2025-01-17 15:16:40 +02:00
4398620ac8 fix: scroll wheel sensitivity in WASM 2025-01-17 14:27:02 +02:00
e1fa12b6b9
Merge pull request #38 from kristoferssolo/fix/clippy 2025-01-17 13:52:00 +02:00
df4dcdf3cb chore: bump version number 2025-01-17 13:51:30 +02:00
62a91f5765 fix: clippy warnings 2025-01-17 12:41:22 +02:00
48a39d4430
Merge pull request #37 from kristoferssolo/feature/camera 2025-01-17 12:12:51 +02:00
88c46d679d feat(camera): add camera controls #34 2025-01-17 12:09:55 +02:00
d01e987b89
Merge pull request #35 from kristoferssolo/feture/score 2025-01-17 00:58:07 +02:00
5e1e4a546a refactor(stats): make score a resource 2025-01-17 00:56:26 +02:00
58276ea8f7 feat(score): add score calculator 2025-01-17 00:41:16 +02:00
d2dd57bcff feat: add game stats 2025-01-16 23:26:37 +02:00
472a238a1c chore: update hexlab version 2025-01-16 21:48:56 +02:00
2bd115a714
Merge pull request #32 from kristoferssolo/revert/speed 2025-01-10 19:28:13 +02:00
5a7c92cd96 revert: player speed 2025-01-10 19:27:50 +02:00
3abf8e2331
Merge pull request #31 from kristoferssolo/fix/floor-position-overlap 2025-01-10 19:22:43 +02:00
4d37a547ff fix(floor): issue #29 2025-01-10 19:19:13 +02:00
95b173c504 fix: typo 2025-01-09 21:13:31 +02:00
e9f02e362a feat(maze): add Coordinates trait 2025-01-08 18:27:07 +02:00
0f4899319d refactor(themes): separate into files 2025-01-08 17:33:15 +02:00
69eacd42d5
Merge pull request #28 from kristoferssolo/fix/asset-loading 2025-01-06 16:44:43 +02:00
5bc87e65a8 CI: remove nextest 2025-01-06 16:44:25 +02:00
2341ee664e fix(assets): wait for assets load 2025-01-06 16:42:48 +02:00
7ff943e829 style: format web files 2025-01-06 12:55:01 +02:00
51 changed files with 1302 additions and 300 deletions

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@ -21,17 +21,13 @@ jobs:
uses: dtolnay/rust-toolchain@stable
- name: Install dependencies
run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev libwayland-dev libxkbcommon-dev
- name: Install cargo-nextest
run: cargo install cargo-nextest
- name: Populate target directory from cache
uses: Leafwing-Studios/cargo-cache@v2
with:
sweep-cache: true
- name: Run tests
run: |
cargo nextest run --locked --workspace --no-default-features --all-targets
# Run doctests separately since nextest doesn't support them
cargo test --doc --locked --workspace --no-default-features
cargo test --locked --workspace --no-default-features
# Run clippy lints.
clippy:
name: Clippy

68
Cargo.lock generated
View File

@ -1409,7 +1409,7 @@ dependencies = [
"proc-macro2",
"quote",
"regex",
"rustc-hash",
"rustc-hash 1.1.0",
"shlex",
"syn",
]
@ -1614,6 +1614,12 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "613afe47fcd5fac7ccf1db93babcb082c5994d996f20b8b159f2ad1658eb5724"
[[package]]
name = "claims"
version = "0.8.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bba18ee93d577a8428902687bcc2b6b45a56b1981a1f6d779731c86cc4c5db18"
[[package]]
name = "clang-sys"
version = "1.8.1"
@ -1807,7 +1813,7 @@ dependencies = [
"log",
"rangemap",
"rayon",
"rustc-hash",
"rustc-hash 1.1.0",
"rustybuzz",
"self_cell",
"swash",
@ -1919,6 +1925,18 @@ version = "2.6.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e8566979429cf69b49a5c740c60791108e86440e8be149bbea4fe54d2c32d6e2"
[[package]]
name = "deprecate-until"
version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7a3767f826efbbe5a5ae093920b58b43b01734202be697e1354914e862e8e704"
dependencies = [
"proc-macro2",
"quote",
"semver",
"syn",
]
[[package]]
name = "derive_more"
version = "1.0.0"
@ -2638,15 +2656,16 @@ checksum = "dfa686283ad6dd069f105e5ab091b04c62850d3e4cf5d67debad1933f55023df"
[[package]]
name = "hexlab"
version = "0.5.3"
version = "0.6.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7d2fbc6c41965686841aa5ea0e1af448730d0902274e49251c7d1fb7c78fffb9"
checksum = "e247b21d6885136e4a910e1e6fac755d8dc56112c40ebf1062582f0644d62c62"
dependencies = [
"bevy",
"bevy_reflect",
"bevy_utils",
"glam",
"hexx",
"pathfinding",
"rand",
"thiserror 2.0.6",
]
@ -2888,6 +2907,15 @@ dependencies = [
"cfg-if",
]
[[package]]
name = "integer-sqrt"
version = "0.1.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "276ec31bcb4a9ee45f58bec6f9ec700ae4cf4f4f8f2fa7e06cb406bd5ffdd770"
dependencies = [
"num-traits",
]
[[package]]
name = "io-kit-sys"
version = "0.4.1"
@ -3129,16 +3157,18 @@ dependencies = [
[[package]]
name = "maze-ascension"
version = "1.0.1"
version = "1.1.3"
dependencies = [
"anyhow",
"bevy",
"bevy-inspector-egui",
"bevy_egui",
"claims",
"hexlab",
"hexx",
"log",
"rand",
"rayon",
"rstest",
"rstest_reuse",
"strum",
@ -3220,7 +3250,7 @@ dependencies = [
"indexmap",
"log",
"pp-rs",
"rustc-hash",
"rustc-hash 1.1.0",
"spirv",
"termcolor",
"thiserror 1.0.69",
@ -3241,7 +3271,7 @@ dependencies = [
"once_cell",
"regex",
"regex-syntax 0.8.5",
"rustc-hash",
"rustc-hash 1.1.0",
"thiserror 1.0.69",
"tracing",
"unicode-ident",
@ -3755,6 +3785,20 @@ version = "1.0.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "57c0d7b74b563b49d38dae00a0c37d4d6de9b432382b2892f0574ddcae73fd0a"
[[package]]
name = "pathfinding"
version = "4.13.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "301ad6aa19104eeb9af172b3d6a4ab8a5ea26234890baf2fcb1cbbc3f05f674b"
dependencies = [
"deprecate-until",
"indexmap",
"integer-sqrt",
"num-traits",
"rustc-hash 2.1.0",
"thiserror 2.0.6",
]
[[package]]
name = "percent-encoding"
version = "2.3.1"
@ -4176,6 +4220,12 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
[[package]]
name = "rustc-hash"
version = "2.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c7fb8039b3032c191086b10f11f319a6e99e1e82889c5cc6046f515c9db1d497"
[[package]]
name = "rustc_version"
version = "0.4.1"
@ -5216,7 +5266,7 @@ dependencies = [
"parking_lot",
"profiling",
"raw-window-handle",
"rustc-hash",
"rustc-hash 1.1.0",
"smallvec",
"thiserror 1.0.69",
"wgpu-hal",
@ -5258,7 +5308,7 @@ dependencies = [
"range-alloc",
"raw-window-handle",
"renderdoc-sys",
"rustc-hash",
"rustc-hash 1.1.0",
"smallvec",
"thiserror 1.0.69",
"wasm-bindgen",

View File

@ -1,7 +1,7 @@
[package]
name = "maze-ascension"
authors = ["Kristofers Solo <dev@kristofers.xyz>"]
version = "1.0.1"
version = "1.1.3"
edition = "2021"
[dependencies]
@ -18,7 +18,7 @@ tracing = { version = "0.1", features = [
"release_max_level_warn",
] }
hexx = { version = "0.19", features = ["bevy_reflect", "grid"] }
hexlab = { version = "0.5", features = ["bevy"] }
hexlab = { version = "0.6", features = ["bevy", "pathfinding"] }
bevy-inspector-egui = { version = "0.28", optional = true }
bevy_egui = { version = "0.31", optional = true }
thiserror = "2.0"
@ -26,6 +26,8 @@ anyhow = "1"
strum = { version = "0.26", features = ["derive"] }
[dev-dependencies]
claims = "0.8.0"
rayon = "1.10.0"
rstest = "0.24"
rstest_reuse = "0.7"
test-log = { version = "0.2.16", default-features = false, features = [

View File

@ -12,7 +12,7 @@ native-release:
# Run web dev
web-dev:
RUST_BACKTRACE=full trunk serve
RUSTC_WRAPPER=sccache RUST_BACKTRACE=full trunk serve
# Run web release
web-release:
@ -20,8 +20,8 @@ web-release:
# Run tests
test:
RUSTC_WRAPPER=sccache RUST_BACKTRACE=full cargo test --doc --locked --workspace --no-default-features
RUSTC_WRAPPER=sccache RUST_BACKTRACE=full cargo nextest run --no-default-features --all-targets
RUSTC_WRAPPER=sccache cargo test --doc --locked --workspace --no-default-features
RUSTC_WRAPPER=sccache cargo nextest run --no-default-features --all-targets
# Run CI localy
ci:

64
src/camera.rs Normal file
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@ -0,0 +1,64 @@
use bevy::{input::mouse::MouseWheel, prelude::*};
use crate::constants::{BASE_ZOOM_SPEED, MAX_ZOOM, MIN_ZOOM, SCROLL_MODIFIER};
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, camera_zoom);
}
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct MainCamera;
pub fn spawn_camera(mut commands: Commands) {
commands.spawn((
Name::new("Camera"),
MainCamera,
Camera3d::default(),
Transform::from_xyz(200., 200., 0.).looking_at(Vec3::ZERO, Vec3::Y),
// Render all UI to this camera.
// Not strictly necessary since we only use one camera,
// but if we don't use this component, our UI will disappear as soon
// as we add another camera. This includes indirect ways of adding cameras like using
// [ui node outlines](https://bevyengine.org/news/bevy-0-14/#ui-node-outline-gizmos)
// for debugging. So it's good to have this here for future-proofing.
IsDefaultUiCamera,
));
}
fn camera_zoom(
mut query: Query<&mut Transform, With<MainCamera>>,
mut scrool_evr: EventReader<MouseWheel>,
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let Ok(mut transform) = query.get_single_mut() else {
return;
};
let current_distance = transform.translation.length();
// Calculate zoom speed based on distance
let distance_multiplier = (current_distance / MIN_ZOOM).sqrt();
let adjusted_zoom_speed = BASE_ZOOM_SPEED * distance_multiplier;
let mut zoom_delta = 0.0;
if keyboard.pressed(KeyCode::Equal) || keyboard.pressed(KeyCode::NumpadAdd) {
zoom_delta += adjusted_zoom_speed * time.delta_secs() * 25.;
}
if keyboard.pressed(KeyCode::Minus) || keyboard.pressed(KeyCode::NumpadSubtract) {
zoom_delta -= adjusted_zoom_speed * time.delta_secs() * 25.;
}
for ev in scrool_evr.read() {
zoom_delta += ev.y * adjusted_zoom_speed * SCROLL_MODIFIER;
}
if zoom_delta != 0.0 {
let forward = transform.translation.normalize();
let new_distance = (current_distance - zoom_delta).clamp(MIN_ZOOM, MAX_ZOOM);
transform.translation = forward * new_distance;
}
}

View File

@ -3,3 +3,24 @@ pub const WALL_OVERLAP_MODIFIER: f32 = 1.25;
pub const FLOOR_Y_OFFSET: u8 = 200;
pub const MOVEMENT_COOLDOWN: f32 = 1.0; // one second cooldown
pub const TITLE: &str = "Maze Ascension: The Labyrinth of Echoes";
// Base score constants
pub const BASE_FLOOR_SCORE: usize = 100;
// Floor progression constants
pub const FLOOR_PROGRESSION_MULTIPLIER: f32 = 1.2;
pub const MIN_TIME_MULTIPLIER: f32 = 0.2; // Minimum score multiplier for time
pub const TIME_BONUS_MULTIPLIER: f32 = 1.5;
// Time scaling constants
pub const BASE_PERFECT_TIME: f32 = 10.0; // Base time for floor 1
pub const TIME_INCREASE_FACTOR: f32 = 0.15; // Each floor adds 15% more time
// Constants for camera control
pub const BASE_ZOOM_SPEED: f32 = 10.0;
#[cfg(not(target_family = "wasm"))]
pub const SCROLL_MODIFIER: f32 = 1.;
#[cfg(target_family = "wasm")]
pub const SCROLL_MODIFIER: f32 = 0.01;
pub const MIN_ZOOM: f32 = 50.0;
pub const MAX_ZOOM: f32 = 2500.0;

View File

@ -1,6 +1,6 @@
use bevy::prelude::*;
#[derive(Debug, Reflect, Component, Deref, DerefMut)]
#[derive(Debug, Reflect, Component, Deref, DerefMut, PartialEq, Eq, PartialOrd, Ord)]
#[reflect(Component)]
pub struct Floor(pub u8);

19
src/floor/systems/hide.rs Normal file
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@ -0,0 +1,19 @@
use bevy::prelude::*;
use crate::floor::components::{CurrentFloor, Floor};
pub fn hide_upper_floors(
mut query: Query<(&mut Visibility, &Floor)>,
current_query: Query<&Floor, With<CurrentFloor>>,
) {
let Ok(current_floor) = current_query.get_single() else {
return;
};
for (mut visibility, floor) in query.iter_mut() {
if floor > current_floor {
*visibility = Visibility::Hidden
} else {
*visibility = Visibility::Visible
}
}
}

View File

@ -1,10 +1,12 @@
mod despawn;
mod hide;
mod movement;
mod spawn;
use crate::screens::Screen;
use bevy::prelude::*;
use despawn::despawn_floor;
use hide::hide_upper_floors;
use movement::{handle_floor_transition_events, move_floors};
use spawn::spawn_floor;
@ -16,6 +18,7 @@ pub(super) fn plugin(app: &mut App) {
despawn_floor,
handle_floor_transition_events,
move_floors,
hide_upper_floors,
)
.chain()
.run_if(in_state(Screen::Gameplay)),

View File

@ -4,7 +4,7 @@ use crate::{
components::{CurrentFloor, Floor, FloorYTarget},
events::TransitionFloor,
},
maze::components::HexMaze,
maze::components::{HexMaze, MazeConfig},
player::components::{MovementSpeed, Player},
};
@ -18,13 +18,22 @@ use bevy::prelude::*;
/// - Removes FloorYTarget component when floor reaches destination
pub fn move_floors(
mut commands: Commands,
mut maze_query: Query<(Entity, &mut Transform, &FloorYTarget), With<FloorYTarget>>,
mut maze_query: Query<
(
Entity,
&mut Transform,
&FloorYTarget,
&MazeConfig,
Has<CurrentFloor>,
),
With<FloorYTarget>,
>,
player_query: Query<&MovementSpeed, With<Player>>,
time: Res<Time>,
) {
let speed = player_query.get_single().map_or(100., |s| s.0);
let movement_distance = speed * time.delta_secs();
for (entity, mut transform, movement_state) in maze_query.iter_mut() {
for (entity, mut transform, movement_state, config, is_current_floor) in maze_query.iter_mut() {
let delta = movement_state.0 - transform.translation.y;
if delta.abs() > MOVEMENT_THRESHOLD {
let movement = delta.signum() * movement_distance.min(delta.abs());
@ -32,6 +41,13 @@ pub fn move_floors(
} else {
transform.translation.y = movement_state.0;
commands.entity(entity).remove::<FloorYTarget>();
if is_current_floor {
info!("Current floor seed: {}", config.seed);
info!(
"Start pos: (q={}, r={}). End pos: (q={}, r={})",
config.start_pos.x, config.start_pos.y, config.end_pos.x, config.end_pos.y,
);
}
}
}
}
@ -58,7 +74,7 @@ pub fn handle_floor_transition_events(
}
for event in event_reader.read() {
let Some((current_entity, current_floor)) = current_query.get_single().ok() else {
let Ok((current_entity, current_floor)) = current_query.get_single() else {
continue;
};

View File

@ -32,11 +32,7 @@ pub fn spawn_floor(
commands.queue(SpawnMaze {
floor: target_floor,
config: MazeConfig {
start_pos: config.end_pos,
radius: config.radius + 1,
..default()
},
config: MazeConfig::from_self(config),
});
}
}

View File

@ -3,9 +3,11 @@ pub mod components;
mod systems;
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use components::IdleTimer;
pub(super) fn plugin(app: &mut App) {
app.add_plugins(systems::plugin);
app.register_type::<IdleTimer>()
.add_plugins(systems::plugin);
}
pub fn spawn_hint_command(world: &mut World) {

View File

@ -1,5 +1,6 @@
pub mod asset_tracking;
pub mod audio;
pub mod camera;
pub mod constants;
#[cfg(feature = "dev")]
pub mod dev_tools;
@ -8,6 +9,7 @@ pub mod hint;
pub mod maze;
pub mod player;
pub mod screens;
pub mod stats;
pub mod theme;
use bevy::{
@ -15,6 +17,7 @@ use bevy::{
audio::{AudioPlugin, Volume},
prelude::*,
};
use camera::spawn_camera;
use constants::TITLE;
use theme::{palette::rose_pine, prelude::ColorScheme};
@ -69,6 +72,8 @@ impl Plugin for AppPlugin {
floor::plugin,
player::plugin,
hint::plugin,
stats::plugin,
camera::plugin,
));
// Enable dev tools for dev builds.
@ -90,21 +95,6 @@ enum AppSet {
Update,
}
fn spawn_camera(mut commands: Commands) {
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Transform::from_xyz(200., 200., 0.).looking_at(Vec3::ZERO, Vec3::Y),
// Render all UI to this camera.
// Not strictly necessary since we only use one camera,
// but if we don't use this component, our UI will disappear as soon
// as we add another camera. This includes indirect ways of adding cameras like using
// [ui node outlines](https://bevyengine.org/news/bevy-0-14/#ui-node-outline-gizmos)
// for debugging. So it's good to have this here for future-proofing.
IsDefaultUiCamera,
));
}
fn load_background(mut commands: Commands) {
let colorcheme = rose_pine::RosePineDawn::Base;
commands.insert_resource(ClearColor(colorcheme.to_color()));

View File

@ -37,8 +37,8 @@ pub struct MazeAssets {
impl MazeAssets {
/// Creates a new instance of MazeAssets with all necessary meshes and materials.
pub fn new(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
global_config: &GlobalMazeConfig,
) -> Self {
let custom_materials = RosePineDawn::iter()

View File

@ -3,7 +3,7 @@
//! Module defines the core components and configuration structures used
//! for maze generation and rendering, including hexagonal maze layouts,
//! tiles, walls, and maze configuration.
use super::GlobalMazeConfig;
use super::{coordinates::is_within_radius, GlobalMazeConfig};
use crate::floor::components::Floor;
use bevy::prelude::*;
@ -49,31 +49,19 @@ impl MazeConfig {
radius: u16,
orientation: HexOrientation,
seed: Option<u64>,
global_conig: &GlobalMazeConfig,
global_config: &GlobalMazeConfig,
start_pos: Option<Hex>,
) -> Self {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let mut rng = StdRng::seed_from_u64(seed);
let (seed, mut rng) = setup_rng(seed);
let start_pos = start_pos.unwrap_or_else(|| generate_pos(radius, &mut rng));
// Generate end position ensuring start and end are different
let mut end_pos;
loop {
end_pos = generate_pos(radius, &mut rng);
if start_pos != end_pos {
break;
}
}
info!(
"Start pos: (q={}, r={}). End pos: (q={}, r={})",
start_pos.x, start_pos.y, end_pos.x, end_pos.y
);
let end_pos = generate_end_pos(radius, start_pos, &mut rng);
let layout = HexLayout {
orientation,
hex_size: Vec2::splat(global_conig.hex_size),
hex_size: Vec2::splat(global_config.hex_size),
..default()
};
@ -86,6 +74,21 @@ impl MazeConfig {
}
}
pub fn from_self(config: &Self) -> Self {
let start_pos = config.end_pos;
let (seed, mut rng) = setup_rng(None);
let end_pos = generate_end_pos(config.radius, start_pos, &mut rng);
Self {
radius: config.radius + 1,
start_pos,
end_pos,
seed,
layout: config.layout.clone(),
}
}
/// Updates the maze configuration with new global settings.
pub fn update(&mut self, global_conig: &GlobalMazeConfig) {
self.layout.hex_size = Vec2::splat(global_conig.hex_size);
@ -104,42 +107,48 @@ impl Default for MazeConfig {
}
}
fn setup_rng(seed: Option<u64>) -> (u64, StdRng) {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let rng = StdRng::seed_from_u64(seed);
(seed, rng)
}
fn generate_end_pos<R: Rng>(radius: u16, start_pos: Hex, rng: &mut R) -> Hex {
let mut end_pos;
loop {
end_pos = generate_pos(radius, rng);
if start_pos != end_pos {
return end_pos;
}
}
}
/// Generates a random position within a hexagonal radius.
///
/// # Returns
/// A valid Hex coordinate within the specified radius
fn generate_pos<R: Rng>(radius: u16, rng: &mut R) -> Hex {
let radius = radius as i32;
loop {
let q = rng.gen_range(-radius..=radius);
let r = rng.gen_range(-radius..=radius);
let s = -q - r; // Calculate third coordinate (axial coordinates: q + r + s = 0)
// Check if the position is within the hexagonal radius
// Using the formula: max(abs(q), abs(r), abs(s)) <= radius
if q.abs().max(r.abs()).max(s.abs()) <= radius {
loop {
// Generate coordinates using cube coordinate bounds
let q = rng.gen_range(-radius..=radius);
let r = rng.gen_range((-radius).max(-q - radius)..=radius.min(-q + radius));
if let Ok(is_valid) = is_within_radius(radius, &(q, r)) {
if is_valid {
return Hex::new(q, r);
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use claims::*;
use rstest::*;
fn is_within_radius(hex: Hex, radius: u16) -> bool {
let q = hex.x;
let r = hex.y;
let s = -q - r;
q.abs().max(r.abs()).max(s.abs()) <= radius as i32
}
#[fixture]
fn test_radius() -> Vec<u16> {
vec![1, 2, 5, 8]
}
#[rstest]
#[case(1)]
#[case(2)]
@ -156,18 +165,8 @@ mod tests {
assert_eq!(config.seed, 12345);
assert_eq!(config.layout.orientation, orientation);
assert!(
is_within_radius(config.start_pos, radius),
"Start pos {:?} outside radius {}",
config.start_pos,
radius
);
assert!(
is_within_radius(config.end_pos, radius),
"End pos {:?} outside radius {}",
config.end_pos,
radius
);
assert_ok!(is_within_radius(radius, &config.start_pos),);
assert_ok!(is_within_radius(radius, &config.end_pos));
assert_ne!(config.start_pos, config.end_pos);
}
@ -178,13 +177,13 @@ mod tests {
let config = MazeConfig::default();
let radius = config.radius;
assert!(is_within_radius(config.start_pos, radius));
assert!(is_within_radius(config.end_pos, radius));
assert_ok!(is_within_radius(radius, &config.start_pos));
assert_ok!(is_within_radius(radius, &config.end_pos));
assert_ne!(config.start_pos, config.end_pos);
}
}
#[rstest]
#[test]
fn maze_config_default_with_seeds() {
let test_seeds = [
None,
@ -206,8 +205,8 @@ mod tests {
assert_eq!(config.radius, 8);
assert_eq!(config.layout.orientation, HexOrientation::Flat);
assert!(is_within_radius(config.start_pos, 8));
assert!(is_within_radius(config.end_pos, 8));
assert_ok!(is_within_radius(8, &config.start_pos));
assert_ok!(is_within_radius(8, &config.end_pos));
assert_ne!(config.start_pos, config.end_pos);
}
}
@ -238,12 +237,7 @@ mod tests {
for _ in 0..10 {
let pos = generate_pos(radius, &mut rng);
assert!(
is_within_radius(pos, radius),
"Position {:?} outside radius {}",
pos,
radius
);
assert_ok!(is_within_radius(radius, &pos),);
}
}
@ -317,4 +311,51 @@ mod tests {
assert_eq!(config.layout.hex_size.x, 0.0);
assert_eq!(config.layout.hex_size.y, 0.0);
}
#[test]
fn basic_generation() {
let mut rng = thread_rng();
let radius = 2;
let hex = generate_pos(radius, &mut rng);
// Test that generated position is within radius
assert_ok!(is_within_radius(radius as i32, &(hex.x, hex.y)));
}
#[rstest]
#[case(1)]
#[case(2)]
#[case(3)]
#[case(6)]
fn multiple_radii(#[case] radius: u16) {
let mut rng = thread_rng();
// Generate multiple points for each radius
for _ in 0..100 {
let hex = generate_pos(radius, &mut rng);
assert_ok!(is_within_radius(radius, &hex));
}
}
#[test]
fn zero_radius() {
let mut rng = thread_rng();
let hex = generate_pos(0, &mut rng);
// With radius 0, only (0,0) should be possible
assert_eq!(hex.x, 0);
assert_eq!(hex.y, 0);
}
#[test]
fn large_radius() {
let mut rng = thread_rng();
let radius = 100;
let iterations = 100;
for _ in 0..iterations {
let hex = generate_pos(radius, &mut rng);
assert_ok!(is_within_radius(radius, &hex));
}
}
}

139
src/maze/coordinates.rs Normal file
View File

@ -0,0 +1,139 @@
use hexx::Hex;
use super::errors::RadiusError;
pub trait Coordinates {
fn get_coords(&self) -> (i32, i32);
}
impl Coordinates for (i32, i32) {
fn get_coords(&self) -> (i32, i32) {
*self
}
}
impl Coordinates for Hex {
fn get_coords(&self) -> (i32, i32) {
(self.x, self.y)
}
}
pub fn is_within_radius<R, C>(radius: R, coords: &C) -> Result<bool, RadiusError>
where
R: Into<i32>,
C: Coordinates,
{
let radius = radius.into();
if radius < 0 {
return Err(RadiusError::NegativeRadius(radius));
}
let (q, r) = coords.get_coords();
let s = -q - r; // Calculate third axial coordinate (q + r + s = 0)
Ok(q.abs().max(r.abs()).max(s.abs()) <= radius)
}
#[cfg(test)]
mod tests {
use super::*;
use claims::*;
use rstest::*;
#[rstest]
// Original test cases
#[case(0, (0, 0), true)] // Center point
#[case(1, (1, 0), true)] // Point at radius 1
#[case(1, (2, 0), false)] // Point outside radius 1
#[case(2, (2, 0), true)] // East
#[case(2, (0, 2), true)] // Southeast
#[case(2, (-2, 2), true)] // Southwest
#[case(2, (-2, 0), true)] // West
#[case(2, (0, -2), true)] // Northwest
#[case(2, (2, -2), true)] // Northeast
#[case(2, (3, 0), false)] // Just outside radius 2
// Large radius test cases
#[case(6, (6, 0), true)] // East at radius 6
#[case(6, (0, 6), true)] // Southeast at radius 6
#[case(6, (-6, 6), true)] // Southwest at radius 6
#[case(6, (-6, 0), true)] // West at radius 6
#[case(6, (0, -6), true)] // Northwest at radius 6
#[case(6, (6, -6), true)] // Northeast at radius 6
#[case(6, (7, 0), false)] // Just outside radius 6 east
#[case(6, (4, 4), false)] // Outside radius 6 diagonal
#[case(6, (5, 5), false)] // Outside radius 6 diagonal
// Edge cases with large radius
#[case(6, (6, -3), true)] // Complex position within radius 6
#[case(6, (-3, 6), true)] // Complex position within radius 6
#[case(6, (3, -6), true)] // Complex position within radius 6
#[case(6, (7, -7), false)] // Outside radius 6 corner
fn valid_radius_tuple(#[case] radius: i32, #[case] pos: (i32, i32), #[case] expected: bool) {
let result = is_within_radius(radius, &pos);
assert_ok_eq!(result, expected);
}
#[rstest]
// Large radius test cases for Hex struct
#[case(6, (6, 0), true)] // East at radius 6
#[case(6, (0, 6), true)] // Southeast at radius 6
#[case(6, (-6, 6), true)] // Southwest at radius 6
#[case(6, (-6, 0), true)] // West at radius 6
#[case(6, (0, -6), true)] // Northwest at radius 6
#[case(6, (6, -6), true)] // Northeast at radius 6
#[case(6, (4, 4), false)] // Outside radius 6 diagonal
#[case(6, (5, 5), false)] // Outside radius 6 diagonal
fn valid_radius_hex(#[case] radius: i32, #[case] pos: (i32, i32), #[case] expected: bool) {
let hex = Hex::from(pos);
let result = is_within_radius(radius, &hex);
assert_ok_eq!(result, expected);
}
#[rstest]
#[case(-1)]
#[case(-2)]
#[case(-5)]
fn negative_radius(#[case] radius: i32) {
let result = is_within_radius(radius, &(0, 0));
assert_err!(&result);
}
#[test]
fn boundary_points() {
let radius = 3;
// Test points exactly on the boundary of radius 3
assert_ok_eq!(is_within_radius(radius, &(3, 0)), true); // East boundary
assert_ok_eq!(is_within_radius(radius, &(0, 3)), true); // Southeast boundary
assert_ok_eq!(is_within_radius(radius, &(-3, 3)), true); // Southwest boundary
assert_ok_eq!(is_within_radius(radius, &(-3, 0)), true); // West boundary
assert_ok_eq!(is_within_radius(radius, &(0, -3)), true); // Northwest boundary
assert_ok_eq!(is_within_radius(radius, &(3, -3)), true); // Northeast boundary
}
#[test]
fn large_boundary_points() {
let radius = 6;
// Test points exactly on the boundary of radius 6
assert_ok_eq!(is_within_radius(radius, &(6, 0)), true); // East boundary
assert_ok_eq!(is_within_radius(radius, &(0, 6)), true); // Southeast boundary
assert_ok_eq!(is_within_radius(radius, &(-6, 6)), true); // Southwest boundary
assert_ok_eq!(is_within_radius(radius, &(-6, 0)), true); // West boundary
assert_ok_eq!(is_within_radius(radius, &(0, -6)), true); // Northwest boundary
assert_ok_eq!(is_within_radius(radius, &(6, -6)), true); // Northeast boundary
// Test points just outside the boundary
assert_ok_eq!(is_within_radius(radius, &(7, 0)), false); // Just outside east
assert_ok_eq!(is_within_radius(radius, &(0, 7)), false); // Just outside southeast
assert_ok_eq!(is_within_radius(radius, &(-7, 7)), false); // Just outside southwest
}
#[test]
fn different_coordinate_types() {
// Test with tuple coordinates
assert_ok_eq!(is_within_radius(2, &(1, 1)), true);
// Test with Hex struct
let hex = Hex { x: 1, y: 1 };
assert_ok_eq!(is_within_radius(2, &hex), true);
}
}

View File

@ -25,7 +25,11 @@ pub enum MazeError {
Other(#[from] anyhow::Error),
}
pub type MazeResult<T> = Result<T, MazeError>;
#[derive(Debug, Error)]
pub enum RadiusError {
#[error("Radius cannot be negative: {0}")]
NegativeRadius(i32),
}
impl MazeError {
pub fn config_error(msg: impl Into<String>) -> Self {

View File

@ -1,6 +1,7 @@
mod assets;
pub mod commands;
pub mod components;
pub mod coordinates;
pub mod errors;
pub mod resources;
mod systems;

View File

@ -2,7 +2,13 @@ pub mod common;
pub mod despawn;
pub mod respawn;
pub mod spawn;
mod toggle_pause;
use bevy::prelude::*;
use toggle_pause::toggle_walls;
pub(super) fn plugin(_app: &mut App) {}
use crate::screens::Screen;
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, toggle_walls.run_if(state_changed::<Screen>));
}

View File

@ -15,7 +15,7 @@ use crate::{
components::{HexMaze, MazeConfig, Tile, Wall},
resources::GlobalMazeConfig,
},
screens::Screen,
screens::GameplayElement,
theme::palette::rose_pine::RosePineDawn,
};
@ -62,12 +62,13 @@ pub fn spawn_maze(
config.clone(),
Transform::from_translation(Vec3::ZERO.with_y(y_offset)),
Visibility::Visible,
StateScoped(Screen::Gameplay),
GameplayElement,
))
.insert_if(CurrentFloor, || floor == 1) // Only floor 1 gets CurrentFloor
.id();
let assets = MazeAssets::new(&mut meshes, &mut materials, &global_config);
spawn_maze_tiles(
&mut commands,
entity,

View File

@ -0,0 +1,13 @@
use bevy::prelude::*;
use crate::{maze::components::Wall, screens::Screen};
pub fn toggle_walls(mut query: Query<&mut Visibility, With<Wall>>, state: Res<State<Screen>>) {
for mut visibility in query.iter_mut() {
*visibility = match *state.get() {
Screen::Gameplay => Visibility::Inherited,
Screen::Pause => Visibility::Hidden,
_ => *visibility,
}
}
}

View File

@ -1,4 +1,4 @@
mod assets;
pub mod assets;
pub mod commands;
pub mod components;
mod systems;

View File

@ -4,6 +4,7 @@ mod movement;
pub mod respawn;
mod sound_effect;
pub mod spawn;
mod toggle_pause;
mod vertical_transition;
use crate::{screens::Screen, AppSet};
@ -11,6 +12,7 @@ use bevy::prelude::*;
use input::player_input;
use movement::player_movement;
use sound_effect::play_movement_sound;
use toggle_pause::toggle_player;
use vertical_transition::handle_floor_transition;
use super::assets::PlayerAssets;
@ -30,4 +32,5 @@ pub(super) fn plugin(app: &mut App) {
.chain()
.run_if(in_state(Screen::Gameplay)),
);
app.add_systems(Update, toggle_player.run_if(state_changed::<Screen>));
}

View File

@ -5,7 +5,7 @@ use crate::{
assets::{blue_material, generate_pill_mesh},
components::{CurrentPosition, Player},
},
screens::Screen,
screens::GameplayElement,
};
use bevy::prelude::*;
@ -33,6 +33,6 @@ pub fn spawn_player(
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),
StateScoped(Screen::Gameplay),
GameplayElement,
));
}

View File

@ -0,0 +1,13 @@
use bevy::prelude::*;
use crate::{player::components::Player, screens::Screen};
pub fn toggle_player(mut query: Query<&mut Visibility, With<Player>>, state: Res<State<Screen>>) {
for mut visibility in query.iter_mut() {
*visibility = match *state.get() {
Screen::Gameplay => Visibility::Visible,
Screen::Pause => Visibility::Hidden,
_ => *visibility,
}
}
}

View File

@ -1,29 +1,62 @@
//! The screen state for the main gameplay.
use crate::player::spawn_player_command;
use crate::screens::Screen;
use crate::{hint::spawn_hint_command, maze::spawn_level_command};
use crate::{
hint::spawn_hint_command, maze::spawn_level_command, player::spawn_player_command,
screens::Screen, stats::spawn_stats_command,
};
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
pub(super) fn plugin(app: &mut App) {
app.init_resource::<GameplayInitialized>();
app.add_systems(
OnEnter(Screen::Gameplay),
(
spawn_level_command,
spawn_player_command,
spawn_hint_command,
spawn_stats_command,
)
.chain(),
.chain()
.run_if(not(resource_exists::<GameplayInitialized>)),
);
app.add_systems(OnEnter(Screen::Gameplay), |mut commands: Commands| {
commands.insert_resource(GameplayInitialized(true));
});
app.add_systems(Update, cleanup_game.run_if(state_changed::<Screen>));
app.add_systems(OnEnter(Screen::Title), reset_gameplay_state);
app.add_systems(
Update,
return_to_title_screen
.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
pause_game.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
);
}
fn return_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Title);
fn pause_game(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Pause);
}
fn reset_gameplay_state(mut commands: Commands) {
commands.remove_resource::<GameplayInitialized>();
}
#[derive(Debug, Default, Reflect, Resource, DerefMut, Deref)]
#[reflect(Resource)]
pub struct GameplayInitialized(bool);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct GameplayElement;
fn cleanup_game(
mut commands: Commands,
query: Query<Entity, With<GameplayElement>>,
state: Res<State<Screen>>,
) {
if !matches!(*state.get(), Screen::Gameplay | Screen::Pause) {
for entity in query.iter() {
commands.entity(entity).despawn_recursive();
}
}
}

View File

@ -4,8 +4,10 @@
use bevy::prelude::*;
use crate::{
hint::assets::HintAssets,
player::assets::PlayerAssets,
screens::Screen,
theme::{interaction::InteractionAssets, prelude::*},
theme::{assets::InteractionAssets, prelude::*},
};
pub fn plugin(app: &mut App) {
@ -33,6 +35,10 @@ fn continue_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Title);
}
const fn all_assets_loaded(interaction_assets: Option<Res<InteractionAssets>>) -> bool {
interaction_assets.is_some()
const fn all_assets_loaded(
player_assets: Option<Res<PlayerAssets>>,
interaction_assets: Option<Res<InteractionAssets>>,
hints_assets: Option<Res<HintAssets>>,
) -> bool {
player_assets.is_some() && interaction_assets.is_some() && hints_assets.is_some()
}

View File

@ -2,10 +2,12 @@
mod gameplay;
mod loading;
mod pause;
mod splash;
mod title;
use bevy::prelude::*;
pub use gameplay::{GameplayElement, GameplayInitialized};
pub(super) fn plugin(app: &mut App) {
app.init_state::<Screen>();
@ -16,6 +18,7 @@ pub(super) fn plugin(app: &mut App) {
loading::plugin,
splash::plugin,
title::plugin,
pause::plugin,
));
}
@ -28,4 +31,5 @@ pub enum Screen {
Loading,
Title,
Gameplay,
Pause,
}

57
src/screens/pause.rs Normal file
View File

@ -0,0 +1,57 @@
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
use crate::theme::{
events::OnPress,
palette::rose_pine::RosePineDawn,
prelude::ColorScheme,
widgets::{Containers, Widgets},
};
use super::Screen;
pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Pause), spawn_pause_overlay);
app.add_systems(
Update,
return_to_game.run_if(in_state(Screen::Pause).and(input_just_pressed(KeyCode::Escape))),
);
}
fn spawn_pause_overlay(mut commands: Commands) {
commands
.ui_root()
.insert((
StateScoped(Screen::Pause),
BackgroundColor(RosePineDawn::Muted.to_color().with_alpha(0.5)),
))
.with_children(|parent| {
parent
.spawn(Node {
bottom: Val::Px(100.),
..default()
})
.with_children(|parent| {
parent.header("Paused");
});
parent.button("Continue").observe(return_to_game_trigger);
parent
.button("Exit")
.observe(return_to_title_screen_trigger);
});
}
fn return_to_game_trigger(_trigger: Trigger<OnPress>, mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Gameplay);
}
fn return_to_title_screen_trigger(
_trigger: Trigger<OnPress>,
mut next_screen: ResMut<NextState<Screen>>,
) {
next_screen.set(Screen::Title);
}
fn return_to_game(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Gameplay);
}

21
src/stats/components.rs Normal file
View File

@ -0,0 +1,21 @@
use bevy::prelude::*;
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct FloorDisplay;
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct HighestFloorDisplay;
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct ScoreDisplay;
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct FloorTimerDisplay;
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct TotalTimerDisplay;

22
src/stats/container.rs Normal file
View File

@ -0,0 +1,22 @@
use bevy::prelude::*;
pub trait StatsContainer {
fn ui_stats(&mut self) -> EntityCommands;
}
impl StatsContainer for Commands<'_, '_> {
fn ui_stats(&mut self) -> EntityCommands {
self.spawn((
Name::new("Stats Root"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(10.),
right: Val::Px(10.),
row_gap: Val::Px(8.),
align_items: AlignItems::End,
flex_direction: FlexDirection::Column,
..default()
},
))
}
}

18
src/stats/mod.rs Normal file
View File

@ -0,0 +1,18 @@
pub mod components;
pub mod container;
pub mod resources;
mod systems;
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use resources::{FloorTimer, Score, TotalTimer};
pub(super) fn plugin(app: &mut App) {
app.init_resource::<Score>()
.init_resource::<TotalTimer>()
.init_resource::<FloorTimer>()
.add_plugins(systems::plugin);
}
pub fn spawn_stats_command(world: &mut World) {
let _ = world.run_system_once(systems::spawn::spawn_stats);
}

31
src/stats/resources.rs Normal file
View File

@ -0,0 +1,31 @@
use std::time::Duration;
use bevy::prelude::*;
#[derive(Debug, Default, Reflect, Resource, Deref, DerefMut)]
#[reflect(Resource)]
pub struct Score(pub usize);
#[derive(Debug, Reflect, Resource, Deref, DerefMut)]
#[reflect(Resource)]
pub struct TotalTimer(pub Timer);
#[derive(Debug, Reflect, Resource, Deref, DerefMut)]
#[reflect(Resource)]
pub struct FloorTimer(pub Timer);
impl Default for TotalTimer {
fn default() -> Self {
Self(init_timer())
}
}
impl Default for FloorTimer {
fn default() -> Self {
Self(init_timer())
}
}
fn init_timer() -> Timer {
Timer::new(Duration::MAX, TimerMode::Once)
}

View File

@ -0,0 +1,28 @@
pub fn format_duration_adaptive(seconds: f32) -> String {
let total_millis = (seconds * 1000.0) as u64;
let millis = total_millis % 1000;
let total_seconds = total_millis / 1000;
let seconds = total_seconds % 60;
let total_minutes = total_seconds / 60;
let minutes = total_minutes % 60;
let total_hours = total_minutes / 60;
let hours = total_hours % 24;
let days = total_hours / 24;
let mut result = String::new();
if days > 0 {
result.push_str(&format!("{}d ", days));
}
if hours > 0 || days > 0 {
result.push_str(&format!("{:02}:", hours));
}
if minutes > 0 || hours > 0 || days > 0 {
result.push_str(&format!("{:02}:", minutes));
}
// Always show at least seconds and milliseconds
result.push_str(&format!("{:02}.{:03}", seconds, millis));
result
}

View File

@ -0,0 +1,39 @@
use bevy::prelude::*;
use crate::{
floor::{
components::{CurrentFloor, Floor},
resources::HighestFloor,
},
stats::components::{FloorDisplay, HighestFloorDisplay},
};
pub fn update_floor_display(
floor_query: Query<&Floor, With<CurrentFloor>>,
mut text_query: Query<&mut Text, With<FloorDisplay>>,
) {
let Ok(floor) = floor_query.get_single() else {
return;
};
let Ok(mut text) = text_query.get_single_mut() else {
return;
};
text.0 = format!("Floor: {}", floor.0);
}
pub fn update_highest_floor_display(
hightes_floor: Res<HighestFloor>,
mut text_query: Query<&mut Text, With<HighestFloorDisplay>>,
) {
if !hightes_floor.is_changed() {
return;
}
let Ok(mut text) = text_query.get_single_mut() else {
return;
};
text.0 = format!("Highest Floor: {}", hightes_floor.0);
}

View File

@ -0,0 +1,33 @@
use bevy::prelude::*;
use crate::{
floor::resources::HighestFloor,
stats::{components::FloorTimerDisplay, resources::FloorTimer},
};
use super::common::format_duration_adaptive;
pub fn update_floor_timer(
mut floor_timer: ResMut<FloorTimer>,
time: Res<Time>,
hightes_floor: Res<HighestFloor>,
) {
floor_timer.tick(time.delta());
if hightes_floor.is_changed() {
floor_timer.0.reset();
}
}
pub fn update_floor_timer_display(
mut text_query: Query<&mut Text, With<FloorTimerDisplay>>,
floor_timer: Res<FloorTimer>,
) {
let Ok(mut text) = text_query.get_single_mut() else {
return;
};
text.0 = format!(
"Floor Timer: {}",
format_duration_adaptive(floor_timer.0.elapsed_secs())
);
}

38
src/stats/systems/mod.rs Normal file
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@ -0,0 +1,38 @@
mod common;
mod floor;
mod floor_timer;
mod reset;
mod score;
pub mod spawn;
mod total_timer;
use bevy::prelude::*;
use floor::{update_floor_display, update_highest_floor_display};
use floor_timer::{update_floor_timer, update_floor_timer_display};
use reset::reset_timers;
use score::{update_score, update_score_display};
use total_timer::{update_total_timer, update_total_timer_display};
use crate::screens::{GameplayInitialized, Screen};
pub(super) fn plugin(app: &mut App) {
app.add_systems(
OnEnter(Screen::Gameplay),
reset_timers.run_if(not(resource_exists::<GameplayInitialized>)),
);
app.add_systems(
Update,
(
(
update_score.before(update_floor_timer),
update_score_display,
)
.chain(),
(update_floor_timer, update_floor_timer_display).chain(),
(update_total_timer, update_total_timer_display).chain(),
update_floor_display,
update_highest_floor_display,
)
.run_if(in_state(Screen::Gameplay)),
);
}

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@ -0,0 +1,13 @@
use bevy::prelude::*;
use crate::stats::resources::{FloorTimer, Score, TotalTimer};
pub fn reset_timers(
mut floor_timer: ResMut<FloorTimer>,
mut total_timer: ResMut<TotalTimer>,
mut score: ResMut<Score>,
) {
floor_timer.reset();
total_timer.reset();
score.0 = 0;
}

188
src/stats/systems/score.rs Normal file
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@ -0,0 +1,188 @@
use bevy::prelude::*;
use crate::{
constants::{
BASE_FLOOR_SCORE, BASE_PERFECT_TIME, FLOOR_PROGRESSION_MULTIPLIER, MIN_TIME_MULTIPLIER,
TIME_BONUS_MULTIPLIER, TIME_INCREASE_FACTOR,
},
floor::resources::HighestFloor,
stats::{
components::ScoreDisplay,
resources::{FloorTimer, Score},
},
};
pub fn update_score(
mut score: ResMut<Score>,
hightes_floor: Res<HighestFloor>,
floor_timer: Res<FloorTimer>,
) {
if !hightes_floor.is_changed() || hightes_floor.is_added() {
return;
}
score.0 += calculate_score(
hightes_floor.0.saturating_sub(1),
floor_timer.elapsed_secs(),
);
}
pub fn update_score_display(
mut text_query: Query<&mut Text, With<ScoreDisplay>>,
score: Res<Score>,
) {
let Ok(mut text) = text_query.get_single_mut() else {
return;
};
text.0 = format!("Score: {}", score.0);
}
fn calculate_score(floor_number: u8, completion_time: f32) -> usize {
let perfect_time = calculate_perfect_time(floor_number);
// Floor progression using exponential scaling for better high-floor rewards
let floor_multiplier = (1.0 + floor_number as f32).powf(FLOOR_PROGRESSION_MULTIPLIER);
let base_score = BASE_FLOOR_SCORE as f32 * floor_multiplier;
// Time bonus calculation
// Perfect time or better gets maximum bonus
// Longer times get diminishing returns but never below minimum
let time_multiplier = if completion_time <= perfect_time {
// Bonus for being faster than perfect time
let speed_ratio = perfect_time / completion_time;
speed_ratio * TIME_BONUS_MULTIPLIER
} else {
// Penalty for being slower than perfect time, with smooth degradation
let overtime_ratio = completion_time / perfect_time;
let time_factor = 1.0 / overtime_ratio;
time_factor.max(MIN_TIME_MULTIPLIER) * TIME_BONUS_MULTIPLIER
};
(base_score * time_multiplier) as usize
}
/// Perfect time increases with floor number
fn calculate_perfect_time(floor_number: u8) -> f32 {
BASE_PERFECT_TIME * (floor_number as f32 - 1.).mul_add(TIME_INCREASE_FACTOR, 1.)
}
#[cfg(test)]
mod tests {
use claims::*;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
use rstest::*;
use super::*;
#[fixture]
fn floors() -> Vec<u8> {
(1..=100).collect()
}
#[fixture]
fn times() -> Vec<f32> {
vec![
BASE_PERFECT_TIME * 0.5, // Much faster than perfect
BASE_PERFECT_TIME * 0.8, // Faster than perfect
BASE_PERFECT_TIME, // Perfect time
BASE_PERFECT_TIME * 1.5, // Slower than perfect
BASE_PERFECT_TIME * 2.0, // Much slower
]
}
#[rstest]
#[case(1, BASE_PERFECT_TIME)]
#[case(2, BASE_PERFECT_TIME * (1.0 + TIME_INCREASE_FACTOR))]
#[case(5, BASE_PERFECT_TIME * 4.0f32.mul_add(TIME_INCREASE_FACTOR, 1.))]
fn specific_perfect_times(#[case] floor: u8, #[case] expected_time: f32) {
let calculated_time = calculate_perfect_time(floor);
assert_le!(
(calculated_time - expected_time).abs(),
0.001,
"Perfect time calculation mismatch"
);
}
#[rstest]
fn score_progression(floors: Vec<u8>, times: Vec<f32>) {
let floor_scores = floors
.par_iter()
.map(|floor| {
let scores = times
.par_iter()
.map(|&time| (*floor, time, calculate_score(*floor, time)))
.collect::<Vec<_>>();
(*floor, scores)
})
.collect::<Vec<_>>();
for (floor, scores) in floor_scores {
scores.windows(2).for_each(|window| {
let (_, time1, score1) = window[0];
let (_, time2, score2) = window[1];
if time1 < time2 {
assert_gt!(
score1,
score2,
"Floor {}: Faster time ({}) should give higher score than slower time ({})",
floor,
time1,
time2
);
}
})
}
}
#[rstest]
fn perfect_time_progression(floors: Vec<u8>) {
let perfect_scores = floors
.par_iter()
.map(|&floor| {
let perfect_time = calculate_perfect_time(floor);
(floor, calculate_score(floor, perfect_time))
})
.collect::<Vec<_>>();
perfect_scores.windows(2).for_each(|window| {
let (floor1, score1) = window[0];
let (floor2, score2) = window[1];
assert_gt!(
score2,
score1,
"Floor {} perfect score ({}) should be higher than floor {} perfect score ({})",
floor2,
score2,
floor1,
score1
);
})
}
#[rstest]
fn minimum_score_guarantee(floors: Vec<u8>) {
let very_slow_time = BASE_PERFECT_TIME * 10.0;
// Test minimum scores in parallel
let min_scores = floors
.par_iter()
.map(|&floor| calculate_score(floor, very_slow_time))
.collect::<Vec<_>>();
// Verify minimum scores
min_scores.windows(2).for_each(|window| {
assert_gt!(
window[1],
window[0],
"Higher floor should give better minimum score"
);
});
// Verify all scores are above zero
min_scores.iter().for_each(|&score| {
assert_gt!(score, 0, "Score should never be zero");
});
}
}

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@ -0,0 +1,25 @@
use bevy::prelude::*;
use crate::{
screens::GameplayElement,
stats::{
components::{
FloorDisplay, FloorTimerDisplay, HighestFloorDisplay, ScoreDisplay, TotalTimerDisplay,
},
container::StatsContainer,
},
theme::widgets::Widgets,
};
pub fn spawn_stats(mut commands: Commands) {
commands
.ui_stats()
.insert(GameplayElement)
.with_children(|parent| {
parent.stats("Floor: 1", FloorDisplay);
parent.stats("Highest Floor: 1", HighestFloorDisplay);
parent.stats("Score: 0", ScoreDisplay);
parent.stats("Floor Timer", FloorTimerDisplay);
parent.stats("Total Timer", TotalTimerDisplay);
});
}

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@ -0,0 +1,23 @@
use bevy::prelude::*;
use crate::stats::{components::TotalTimerDisplay, resources::TotalTimer};
use super::common::format_duration_adaptive;
pub fn update_total_timer(mut total_timer: ResMut<TotalTimer>, time: Res<Time>) {
total_timer.tick(time.delta());
}
pub fn update_total_timer_display(
mut text_query: Query<&mut Text, With<TotalTimerDisplay>>,
total_timer: Res<TotalTimer>,
) {
let Ok(mut text) = text_query.get_single_mut() else {
return;
};
text.0 = format!(
"Total Timer: {}",
format_duration_adaptive(total_timer.0.elapsed_secs())
);
}

24
src/theme/assets.rs Normal file
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@ -0,0 +1,24 @@
use bevy::prelude::*;
#[derive(Resource, Asset, Reflect, Clone)]
pub struct InteractionAssets {
#[dependency]
pub(super) hover: Handle<AudioSource>,
#[dependency]
pub(super) press: Handle<AudioSource>,
}
impl InteractionAssets {
pub const PATH_BUTTON_HOVER: &'static str = "audio/sound_effects/button_hover.ogg";
pub const PATH_BUTTON_PRESS: &'static str = "audio/sound_effects/button_press.ogg";
}
impl FromWorld for InteractionAssets {
fn from_world(world: &mut World) -> Self {
let assets = world.resource::<AssetServer>();
Self {
hover: assets.load(Self::PATH_BUTTON_HOVER),
press: assets.load(Self::PATH_BUTTON_PRESS),
}
}
}

16
src/theme/components.rs Normal file
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@ -0,0 +1,16 @@
use bevy::prelude::*;
/// Palette for widget interactions. Add this to an entity that supports
/// [`Interaction`]s, such as a button, to change its [`BackgroundColor`] based
/// on the current interaction state.
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
pub struct InteractionPalette {
pub none: Color,
pub hovered: Color,
pub pressed: Color,
}
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct UrlLink(pub String);

6
src/theme/events.rs Normal file
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@ -0,0 +1,6 @@
use bevy::prelude::*;
/// Event triggered on a UI entity when the [`Interaction`] component on the same entity changes to
/// [`Interaction::Pressed`]. Observe this event to detect e.g. button presses.
#[derive(Event)]
pub struct OnPress;

View File

@ -1,102 +0,0 @@
use bevy::prelude::*;
use crate::{asset_tracking::LoadResource, audio::SoundEffect};
pub(super) fn plugin(app: &mut App) {
app.register_type::<InteractionPalette>();
app.load_resource::<InteractionAssets>();
app.add_systems(
Update,
(
trigger_on_press,
apply_interaction_palette,
trigger_interaction_sound_effect,
)
.run_if(resource_exists::<InteractionAssets>),
);
}
/// Palette for widget interactions. Add this to an entity that supports
/// [`Interaction`]s, such as a button, to change its [`BackgroundColor`] based
/// on the current interaction state.
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
pub struct InteractionPalette {
pub none: Color,
pub hovered: Color,
pub pressed: Color,
}
/// Event triggered on a UI entity when the [`Interaction`] component on the same entity changes to
/// [`Interaction::Pressed`]. Observe this event to detect e.g. button presses.
#[derive(Event)]
pub struct OnPress;
fn trigger_on_press(
interaction_query: Query<(Entity, &Interaction), Changed<Interaction>>,
mut commands: Commands,
) {
for (entity, interaction) in &interaction_query {
if matches!(interaction, Interaction::Pressed) {
commands.trigger_targets(OnPress, entity);
}
}
}
fn apply_interaction_palette(
mut palette_query: Query<
(&Interaction, &InteractionPalette, &mut BackgroundColor),
Changed<Interaction>,
>,
) {
for (interaction, palette, mut background) in &mut palette_query {
*background = match interaction {
Interaction::None => palette.none,
Interaction::Hovered => palette.hovered,
Interaction::Pressed => palette.pressed,
}
.into();
}
}
#[derive(Resource, Asset, Reflect, Clone)]
pub struct InteractionAssets {
#[dependency]
hover: Handle<AudioSource>,
#[dependency]
press: Handle<AudioSource>,
}
impl InteractionAssets {
pub const PATH_BUTTON_HOVER: &'static str = "audio/sound_effects/button_hover.ogg";
pub const PATH_BUTTON_PRESS: &'static str = "audio/sound_effects/button_press.ogg";
}
impl FromWorld for InteractionAssets {
fn from_world(world: &mut World) -> Self {
let assets = world.resource::<AssetServer>();
Self {
hover: assets.load(Self::PATH_BUTTON_HOVER),
press: assets.load(Self::PATH_BUTTON_PRESS),
}
}
}
fn trigger_interaction_sound_effect(
interaction_query: Query<&Interaction, Changed<Interaction>>,
interaction_assets: Res<InteractionAssets>,
mut commands: Commands,
) {
for interaction in &interaction_query {
let source = match interaction {
Interaction::Hovered => interaction_assets.hover.clone(),
Interaction::Pressed => interaction_assets.press.clone(),
_ => continue,
};
commands.spawn((
AudioPlayer::<AudioSource>(source),
PlaybackSettings::DESPAWN,
SoundEffect,
));
}
}

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@ -2,23 +2,33 @@
// Unused utilities may trigger this lints undesirably.
pub mod assets;
mod colorscheme;
pub mod interaction;
pub mod components;
pub mod events;
pub mod palette;
mod widgets;
mod systems;
pub mod widgets;
#[allow(unused_imports)]
pub mod prelude {
pub use super::{
colorscheme::{ColorScheme, ColorSchemeWrapper},
interaction::{InteractionPalette, OnPress},
components::{InteractionPalette, UrlLink},
events::OnPress,
palette as ui_palette,
widgets::{Containers as _, Widgets as _},
};
}
use assets::InteractionAssets;
use bevy::prelude::*;
use prelude::InteractionPalette;
use crate::asset_tracking::LoadResource;
pub(super) fn plugin(app: &mut App) {
app.add_plugins(interaction::plugin);
app.register_type::<InteractionPalette>();
app.load_resource::<InteractionAssets>();
app.add_plugins(systems::plugin);
}

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@ -0,0 +1,52 @@
use bevy::prelude::*;
use crate::{
audio::SoundEffect,
theme::{assets::InteractionAssets, events::OnPress, prelude::InteractionPalette},
};
pub fn trigger_on_press(
interaction_query: Query<(Entity, &Interaction), Changed<Interaction>>,
mut commands: Commands,
) {
for (entity, interaction) in &interaction_query {
if matches!(interaction, Interaction::Pressed) {
commands.trigger_targets(OnPress, entity);
}
}
}
pub fn apply_interaction_palette(
mut palette_query: Query<
(&Interaction, &InteractionPalette, &mut BackgroundColor),
Changed<Interaction>,
>,
) {
for (interaction, palette, mut background) in &mut palette_query {
*background = match interaction {
Interaction::None => palette.none,
Interaction::Hovered => palette.hovered,
Interaction::Pressed => palette.pressed,
}
.into();
}
}
pub fn trigger_interaction_sound_effect(
interaction_query: Query<&Interaction, Changed<Interaction>>,
interaction_assets: Res<InteractionAssets>,
mut commands: Commands,
) {
for interaction in &interaction_query {
let source = match interaction {
Interaction::Hovered => interaction_assets.hover.clone(),
Interaction::Pressed => interaction_assets.press.clone(),
_ => continue,
};
commands.spawn((
AudioPlayer::<AudioSource>(source),
PlaybackSettings::DESPAWN,
SoundEffect,
));
}
}

18
src/theme/systems/mod.rs Normal file
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@ -0,0 +1,18 @@
mod button;
use bevy::prelude::*;
use button::{apply_interaction_palette, trigger_interaction_sound_effect, trigger_on_press};
use super::assets::InteractionAssets;
pub(super) fn plugin(app: &mut App) {
app.add_systems(
Update,
(
trigger_on_press,
apply_interaction_palette,
trigger_interaction_sound_effect,
)
.run_if(resource_exists::<InteractionAssets>),
);
}

View File

@ -1,10 +1,13 @@
//! Helper traits for creating common widgets.
use bevy::{ecs::system::EntityCommands, prelude::*, ui::Val::*};
use bevy::{
ecs::system::EntityCommands, prelude::*, ui::Val::*, window::SystemCursorIcon,
winit::cursor::CursorIcon,
};
use rose_pine::RosePineDawn;
use super::prelude::ColorScheme;
use crate::theme::{interaction::InteractionPalette, palette::*};
use super::prelude::{ColorScheme, InteractionPalette};
use crate::theme::palette::*;
/// An extension trait for spawning UI widgets.
pub trait Widgets {
@ -16,6 +19,8 @@ pub trait Widgets {
/// Spawn a simple text label.
fn label(&mut self, text: impl Into<String>) -> EntityCommands;
fn stats(&mut self, text: impl Into<String>, bundle: impl Bundle) -> EntityCommands;
}
impl<T: SpawnUi> Widgets for T {
@ -35,6 +40,7 @@ impl<T: SpawnUi> Widgets for T {
border: UiRect::all(Px(4.)),
..default()
},
CursorIcon::System(SystemCursorIcon::Pointer),
BorderRadius::all(Px(8.)),
BorderColor(RosePineDawn::Text.to_color()),
InteractionPalette {
@ -103,6 +109,21 @@ impl<T: SpawnUi> Widgets for T {
));
entity
}
fn stats(&mut self, text: impl Into<String>, bundle: impl Bundle) -> EntityCommands {
let text = text.into();
let entity = self.spawn_ui((
Name::new(text.clone()),
Text(text),
TextFont {
font_size: 24.0,
..default()
},
bundle,
TextColor(RosePineDawn::Text.to_color()),
));
entity
}
}
/// An extension trait for spawning UI containers.

View File

@ -1,20 +1,17 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="description"
content="Maze exploration game built using the Bevy engine">
<meta name="description" content="Maze exploration game built using the Bevy engine">
<meta name="keywords" content="game, bevy">
<title>Maze Ascension: The Labyrinth of Echoes</title>
<link data-trunk rel="copy-dir" href="../assets" />
<link data-trunk rel="inline" href="style.css" />
<link data-trunk rel="inline" type="module" href="restart-audio-context.js" />
<link data-trunk
rel="rust"
data-cargo-no-default-features
data-wasm-opt="s"
href="../" />
<link data-trunk rel="rust" data-cargo-no-default-features data-wasm-opt="s" href="../" />
</head>
<body>
<div id="game" class="center">
<div id="loading-screen" class="center">
@ -35,4 +32,5 @@
observer.observe(bevy, {attributeFilter: ["height"]});
</script>
</body>
</html>