Game runs again, but not playable
This commit is contained in:
parent
d431756ce1
commit
3d5df31da7
10
Cargo.lock
generated
10
Cargo.lock
generated
|
@ -294,6 +294,7 @@ version = "0.14.0"
|
|||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8e938630e9f472b1899c78ef84aa907081b23bad8333140e2295c620485b6ee7"
|
||||
dependencies = [
|
||||
"bevy_dylib",
|
||||
"bevy_internal",
|
||||
]
|
||||
|
||||
|
@ -469,6 +470,15 @@ dependencies = [
|
|||
"const-fnv1a-hash",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bevy_dylib"
|
||||
version = "0.14.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f8494bf550eb30f570da1563217bcea25530cf29b35d35887ca6c2d76a411d00"
|
||||
dependencies = [
|
||||
"bevy_internal",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bevy_ecs"
|
||||
version = "0.14.0"
|
||||
|
|
|
@ -23,7 +23,7 @@ bevy = { version = "0.14.0", default-features = false, features = [
|
|||
"wav", # sound files
|
||||
|
||||
# TODO: would be nice to get this working while developing
|
||||
# "dynamic_linking",
|
||||
"dynamic_linking",
|
||||
|
||||
# NOTE: Features we may want at some point.
|
||||
# "vorbis", # music -- maybe mp3?
|
||||
|
|
|
@ -2,7 +2,7 @@ use bevy::prelude::*;
|
|||
use bevy::render::camera::Camera;
|
||||
|
||||
pub fn startup(mut commands: Commands) {
|
||||
let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
|
||||
let bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
|
||||
// bundle.0.projection.scale = 1;
|
||||
commands.spawn(bundle);
|
||||
}
|
||||
|
|
|
@ -35,11 +35,6 @@ struct InGameSet;
|
|||
fn main() {
|
||||
let mut app = App::new();
|
||||
|
||||
app.init_resource::<assets::AssetLoader>();
|
||||
|
||||
app.insert_state(View::default());
|
||||
app.insert_state(Game::default());
|
||||
|
||||
app.add_plugins((
|
||||
DefaultPlugins
|
||||
.set(WindowPlugin {
|
||||
|
@ -59,6 +54,9 @@ fn main() {
|
|||
.set(ImagePlugin::default_nearest()),
|
||||
FrameTimeDiagnosticsPlugin,
|
||||
))
|
||||
.init_resource::<assets::AssetLoader>()
|
||||
.insert_state(View::default())
|
||||
.insert_state(Game::default())
|
||||
.add_systems(OnEnter(View::MainMenu), main_menu::startup)
|
||||
.add_systems(OnExit(View::MainMenu), main_menu::exit)
|
||||
.add_systems(OnEnter(View::InGame), (player::startup, statue::startup))
|
||||
|
|
149
src/player.rs
149
src/player.rs
|
@ -101,91 +101,94 @@ pub fn controls(
|
|||
mut next_state: ResMut<NextState<crate::View>>,
|
||||
mut crosshair_q: Query<&mut Transform, With<Crosshair>>,
|
||||
) {
|
||||
let (mut sprite, mut texture, mut heading, player_entity) = player_q.single_mut();
|
||||
let (camera, camera_transform) = cam_q.single();
|
||||
if let Ok((mut sprite, mut texture, mut heading, player_entity)) = player_q.get_single_mut() {
|
||||
let (camera, camera_transform) = cam_q.single();
|
||||
|
||||
let mouse_world_position = win_q
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor))
|
||||
.map(|ray| ray.origin.truncate());
|
||||
let mouse_world_position = win_q
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| {
|
||||
camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor)
|
||||
})
|
||||
.map(|ray| ray.origin.truncate());
|
||||
|
||||
if let Some(pos) = mouse_world_position {
|
||||
if let Ok(mut t) = crosshair_q.get_single_mut() {
|
||||
t.look_at(Vec3::ZERO, pos.extend(0.));
|
||||
t.translation = camera_transform.translation();
|
||||
if let Some(pos) = mouse_world_position {
|
||||
if let Ok(mut t) = crosshair_q.get_single_mut() {
|
||||
t.look_at(Vec3::ZERO, pos.extend(0.));
|
||||
t.translation = camera_transform.translation();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
**heading = Vec2::ZERO;
|
||||
for button in mouse_input.get_just_pressed() {
|
||||
match button {
|
||||
MouseButton::Left => {
|
||||
if let Some(world_position) = win_q
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor))
|
||||
.map(|ray| ray.origin.truncate())
|
||||
{
|
||||
let spos = world_position.extend(-world_position.y);
|
||||
let statue_texture = asset_server.load("img/Props.png").clone();
|
||||
commands.spawn((
|
||||
Statue,
|
||||
SpriteSheetBundle {
|
||||
texture: statue_texture,
|
||||
atlas: TextureAtlas {
|
||||
layout: assets.images.statue.clone(),
|
||||
index: 0,
|
||||
**heading = Vec2::ZERO;
|
||||
for button in mouse_input.get_just_pressed() {
|
||||
match button {
|
||||
MouseButton::Left => {
|
||||
if let Some(world_position) = win_q
|
||||
.single()
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor))
|
||||
.map(|ray| ray.origin.truncate())
|
||||
{
|
||||
let spos = world_position.extend(-world_position.y);
|
||||
let statue_texture = asset_server.load("img/Props.png").clone();
|
||||
commands.spawn((
|
||||
Statue,
|
||||
SpriteSheetBundle {
|
||||
texture: statue_texture,
|
||||
atlas: TextureAtlas {
|
||||
layout: assets.images.statue.clone(),
|
||||
index: 0,
|
||||
},
|
||||
transform: Transform::from_translation(spos),
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_translation(spos),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
for key in input.get_just_pressed() {
|
||||
match key {
|
||||
KeyCode::Escape => next_state.set(crate::View::MainMenu),
|
||||
KeyCode::Enter => next_state.set(crate::View::MainMenu),
|
||||
KeyCode::Space => {
|
||||
let child = commands
|
||||
.spawn(AudioSourceBundle {
|
||||
source: assets.sounds.meow.clone(),
|
||||
settings: PlaybackSettings::DESPAWN.with_spatial(false),
|
||||
})
|
||||
.id();
|
||||
commands.entity(player_entity).push_children(&[child]);
|
||||
for key in input.get_just_pressed() {
|
||||
match key {
|
||||
KeyCode::Escape => next_state.set(crate::View::MainMenu),
|
||||
KeyCode::Enter => next_state.set(crate::View::MainMenu),
|
||||
KeyCode::Space => {
|
||||
let child = commands
|
||||
.spawn(AudioSourceBundle {
|
||||
source: assets.sounds.meow.clone(),
|
||||
settings: PlaybackSettings::DESPAWN.with_spatial(false),
|
||||
})
|
||||
.id();
|
||||
commands.entity(player_entity).push_children(&[child]);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
for key in input.get_pressed() {
|
||||
match key {
|
||||
KeyCode::KeyA | KeyCode::ArrowLeft => {
|
||||
**heading -= Vec2::X;
|
||||
for key in input.get_pressed() {
|
||||
match key {
|
||||
KeyCode::KeyA | KeyCode::ArrowLeft => {
|
||||
**heading -= Vec2::X;
|
||||
}
|
||||
KeyCode::KeyD | KeyCode::ArrowRight => {
|
||||
**heading += Vec2::X;
|
||||
}
|
||||
KeyCode::KeyW | KeyCode::ArrowUp => {
|
||||
**heading += Vec2::Y;
|
||||
}
|
||||
KeyCode::KeyS | KeyCode::ArrowDown => {
|
||||
**heading -= Vec2::Y;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
KeyCode::KeyD | KeyCode::ArrowRight => {
|
||||
**heading += Vec2::X;
|
||||
}
|
||||
KeyCode::KeyW | KeyCode::ArrowUp => {
|
||||
**heading += Vec2::Y;
|
||||
}
|
||||
KeyCode::KeyS | KeyCode::ArrowDown => {
|
||||
**heading -= Vec2::Y;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
if heading.y < 0. {
|
||||
texture.index = 0;
|
||||
} else if heading.y > 0. {
|
||||
texture.index = 1;
|
||||
} else if heading.x != 0. {
|
||||
texture.index = 2;
|
||||
sprite.flip_x = heading.x > 0.;
|
||||
if heading.y < 0. {
|
||||
texture.index = 0;
|
||||
} else if heading.y > 0. {
|
||||
texture.index = 1;
|
||||
} else if heading.x != 0. {
|
||||
texture.index = 2;
|
||||
sprite.flip_x = heading.x > 0.;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue