Cleanup my asset stupidity...?
This commit is contained in:
parent
7d2e46c263
commit
aaddc46c65
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@ -1,72 +0,0 @@
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use bevy::prelude::*;
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#[derive(Resource, Debug, Default)]
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pub struct AssetLoader {
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pub layouts: Layouts,
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pub images: Images,
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pub sounds: Sounds,
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pub fonts: Fonts,
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}
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#[derive(Resource, Debug, Default)]
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pub struct Layouts {
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pub player: Handle<TextureAtlasLayout>,
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pub statue: Handle<TextureAtlasLayout>,
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}
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#[derive(Resource, Debug, Default)]
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pub struct Images {
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pub player: Handle<Image>,
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pub statue: Handle<Image>,
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}
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#[derive(Resource, Debug, Default)]
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pub struct Sounds {
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pub meow: Handle<AudioSource>,
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}
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#[derive(Resource, Debug, Default)]
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pub struct Fonts {
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pub iosevkalytemin: Handle<Font>,
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}
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pub fn startup(
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mut assets: ResMut<AssetLoader>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let props = asset_server.load("img/Props.png");
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let player = asset_server.load("img/Player.png");
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let player_atlas = TextureAtlasLayout::from_grid(
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UVec2::new(32, 64),
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3,
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1,
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Some(UVec2 { x: 0, y: 0 }),
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Some(UVec2 { x: 0, y: 0 }),
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);
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let statue_atlas =
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TextureAtlasLayout::from_grid(UVec2::new(40, 74), 1, 1, None, Some(UVec2::new(443, 20)));
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let player_atlas_handle = texture_atlases.add(player_atlas);
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let statue_atlas_handle = texture_atlases.add(statue_atlas);
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*assets = AssetLoader {
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images: Images {
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player,
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statue: props.clone(),
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},
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layouts: Layouts {
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player: player_atlas_handle,
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statue: statue_atlas_handle,
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},
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sounds: Sounds {
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meow: asset_server.load("sfx/meow.wav"),
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},
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fonts: Fonts {
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iosevkalytemin: asset_server.load("font/iosevka-lyteterm-regular.subset.ttf"),
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},
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};
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}
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@ -2,8 +2,8 @@ use bevy::prelude::*;
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use bevy::render::camera::Camera;
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pub fn startup(mut commands: Commands) {
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let bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
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// bundle.0.projection.scale = 1;
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let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
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bundle.0.projection.scale = 1.;
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commands.spawn(bundle);
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}
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4
src/game.rs
Normal file
4
src/game.rs
Normal file
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@ -0,0 +1,4 @@
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use crate::prelude::*;
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#[derive(Component, Default)]
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pub struct Gameobject;
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53
src/input.rs
Normal file
53
src/input.rs
Normal file
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@ -0,0 +1,53 @@
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use bevy::prelude::*;
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#[derive(Resource, Default, Debug, Clone, PartialEq)]
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pub struct Input {
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pub movement: Vec2,
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pub angle: f32,
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pub action: bool,
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pub cancel: bool,
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}
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pub fn process_input(
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mut input: ResMut<Input>,
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keys: Res<ButtonInput<KeyCode>>,
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// mouse: Res<ButtonInput<MouseButton>>,
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) {
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input.movement.x = 0.;
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input.movement.y = 0.;
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for key in keys.get_pressed() {
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match key {
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KeyCode::KeyA | KeyCode::ArrowLeft => {
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input.movement -= Vec2::X;
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}
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KeyCode::KeyD | KeyCode::ArrowRight => {
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input.movement += Vec2::X;
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}
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KeyCode::KeyW | KeyCode::ArrowUp => {
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input.movement += Vec2::Y;
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}
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KeyCode::KeyS | KeyCode::ArrowDown => {
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input.movement -= Vec2::Y;
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}
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_ => {}
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}
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}
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input.movement = input.movement.normalize_or_zero();
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// input.target // not set using keyboard, see mouse
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input.action = input.action || keys.any_pressed([KeyCode::Space, KeyCode::Enter]);
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input.cancel = input.cancel || keys.just_pressed(KeyCode::Escape);
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info!("Input: {:#?}", input);
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}
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// TODO: controller input: https://bevy-cheatbook.github.io/input/gamepad.html
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// Iterate controllers on startup and assign to players/units?
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// What logic for handling controller connection/disconnection?
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// Will we have splitscreen?
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// Once a controller is assigned to a player, we can handle its input
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// pub fn controller_input(
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// axes: Res<Axis<GamepadAxis>>,
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// buttons: Res<ButtonInput<GamepadButton>>,
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// my_gamepad: Option<Res<MyGamepad>>,
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// ) {
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// }
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121
src/main.rs
121
src/main.rs
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@ -1,15 +1,20 @@
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use bevy::audio::{AudioPlugin, SpatialScale};
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use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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use bevy::prelude::{default, *};
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use bevy::window::{PrimaryWindow, WindowMode};
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mod assets;
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mod camera;
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mod game;
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mod input;
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mod main_menu;
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mod movement;
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mod player;
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mod prelude;
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mod statue;
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use bevy::asset::load_internal_binary_asset;
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use bevy::audio::{AudioPlugin, SpatialScale};
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use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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use bevy::window::{PrimaryWindow, WindowMode};
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use input::Input;
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use prelude::*;
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use statue::SpawnStatueEvent;
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum Game {
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#[default]
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@ -39,7 +44,8 @@ fn main() -> AppExit {
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Kodo Tag".into(),
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mode: bevy::window::WindowMode::BorderlessFullscreen,
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// mode: bevy::window::WindowMode::BorderlessFullscreen,
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mode: bevy::window::WindowMode::Windowed,
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// resolution: (640. * 2., 360. * 2.).into(),
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..default()
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}),
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})
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.set(ImagePlugin::default_nearest()),
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FrameTimeDiagnosticsPlugin,
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))
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.init_resource::<assets::AssetLoader>()
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));
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load_internal_binary_asset!(
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app,
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TextStyle::default().font,
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"../assets/font/iosevka-lyteterm-regular.subset.ttf",
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|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
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);
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app.init_resource::<input::Input>()
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.init_state::<View>()
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.init_state::<Game>()
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.add_systems(OnEnter(View::MainMenu), main_menu::startup)
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.init_state::<Game>();
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app.configure_sets(
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Update,
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(
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MainMenuSet.run_if(in_state(View::MainMenu)),
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InGameSet
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.run_if(in_state(View::InGame))
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.after(input::process_input),
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),
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);
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app.add_event::<SpawnStatueEvent>();
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app.add_systems(OnEnter(View::MainMenu), main_menu::startup)
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.add_systems(OnExit(View::MainMenu), main_menu::exit)
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.add_systems(OnEnter(View::InGame), (player::startup, statue::startup))
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.add_systems(OnExit(View::InGame), (player::exit, statue::exit))
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.add_systems(
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OnEnter(View::LoadingScreen),
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(startup, assets::startup, camera::startup),
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)
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.add_systems(OnEnter(View::LoadingScreen), (startup, camera::startup))
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.add_systems(
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Update,
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(
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update,
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finish_setup.run_if(in_state(View::LoadingScreen)),
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input::process_input,
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(update,).after(input::process_input),
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(
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player::sprite_select,
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player::controls,
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player::control,
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statue::spawn_statue,
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movement::update_velocity_by_heading,
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movement::resolve_velocity.after(movement::update_velocity_by_heading),
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movement::ysort.after(movement::update_velocity_by_heading),
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camera::update
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.after(player::controls)
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.after(player::control)
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.after(movement::resolve_velocity),
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)
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.in_set(InGameSet)
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.run_if(in_state(View::InGame)),
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(main_menu::update)
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.in_set(MainMenuSet)
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.run_if(in_state(View::MainMenu)),
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.in_set(InGameSet),
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(main_menu::update).in_set(MainMenuSet),
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),
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)
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.insert_resource(ClearColor(Color::srgb(0.3, 0.1, 0.5)));
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app.run()
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}
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fn toggle_fullscreen(mut window: Mut<Window>) {
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if window.mode == WindowMode::Windowed {
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window.mode = WindowMode::BorderlessFullscreen
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} else {
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window.mode = WindowMode::Windowed
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}
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}
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#[derive(Component)]
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struct FpsText;
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@ -112,22 +126,21 @@ fn finish_setup(mut app_state: ResMut<NextState<View>>) {
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app_state.set(View::MainMenu);
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}
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fn startup(mut commands: Commands, assets: Res<assets::AssetLoader>) {
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fn startup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
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commands.spawn((
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FpsText,
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TextBundle::from_sections([
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TextSection::new(
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"FPS: ",
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TextStyle {
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font: assets.fonts.iosevkalytemin.clone(),
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font_size: 60.,
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font: assets.fonts.iosevkalytemin.clone(),
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font_size: 60.,
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color: Color::hsla(0.5, 0.5, 0.5, 0.5),
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..default()
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}),
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])
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.with_style(Style {
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@ -137,19 +150,49 @@ fn startup(mut commands: Commands, assets: Res<assets::AssetLoader>) {
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..default()
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}),
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));
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ui_scale.0 = 1.;
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}
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fn update(
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view: Res<State<View>>,
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input: Res<Input>,
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mut next_state: ResMut<NextState<crate::View>>,
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diagnostics: Res<DiagnosticsStore>,
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mut query: Query<&mut Text, With<FpsText>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut window: Query<&mut Window, With<PrimaryWindow>>,
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keys: Res<ButtonInput<KeyCode>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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) {
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if keyboard.just_pressed(KeyCode::Enter)
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&& (keyboard.pressed(KeyCode::AltLeft) || keyboard.pressed(KeyCode::AltRight))
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if input.cancel {
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match view.get() {
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View::InGame => {
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next_state.set(crate::View::MainMenu);
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}
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View::MainMenu => {
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app_exit_events.send(AppExit::Success);
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}
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View::LoadingScreen => {}
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}
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} else if input.action {
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match view.get() {
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View::InGame => {}
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View::MainMenu => {
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next_state.set(crate::View::InGame);
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}
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View::LoadingScreen => {}
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}
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}
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if keys.just_pressed(KeyCode::Enter)
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&& (keys.pressed(KeyCode::AltLeft) || keys.pressed(KeyCode::AltRight))
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{
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if let Ok(window) = window.get_single_mut() {
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toggle_fullscreen(window)
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let mut window = window;
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if window.mode == WindowMode::Windowed {
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window.mode = WindowMode::BorderlessFullscreen
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} else {
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window.mode = WindowMode::Windowed
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}
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}
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}
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for mut text in &mut query {
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|
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@ -1,11 +1,9 @@
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use bevy::prelude::*;
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use crate::assets::AssetLoader;
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#[derive(Component, Debug)]
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pub struct MainMenu;
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pub fn startup(mut commands: Commands, assets: Res<AssetLoader>) {
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pub fn startup(mut commands: Commands) {
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commands
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.spawn((
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MainMenu,
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@ -25,7 +23,6 @@ pub fn startup(mut commands: Commands, assets: Res<AssetLoader>) {
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TextBundle::from_section(
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"Text Example\nPress ENTER to play",
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TextStyle {
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font: assets.fonts.iosevkalytemin.clone(),
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font_size: 100.0,
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..default()
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},
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@ -63,20 +60,4 @@ pub fn exit(mut commands: Commands, q: Query<Entity, With<MainMenu>>) {
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}
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}
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pub fn update(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut next_state: ResMut<NextState<crate::View>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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) {
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for key in keyboard.get_just_pressed() {
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match key {
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KeyCode::Escape => {
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app_exit_events.send(AppExit::Success);
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}
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KeyCode::Enter => {
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next_state.set(crate::View::InGame);
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}
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_ => {}
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}
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}
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}
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pub fn update() {}
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|
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@ -9,7 +9,7 @@ pub struct Heading(pub Vec2);
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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pub struct Speed(pub f32);
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct YSortable;
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pub fn resolve_velocity(mut query: Query<(&Velocity, &mut Transform)>, time: Res<Time>) {
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|
|
189
src/player.rs
189
src/player.rs
|
@ -1,17 +1,19 @@
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use bevy::sprite::MaterialMesh2dBundle;
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use bevy::sprite::Mesh2dHandle;
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use bevy::{prelude::*, window::PrimaryWindow};
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use crate::camera::Watched;
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use crate::movement::YSortable;
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use crate::statue;
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use crate::{
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assets::AssetLoader,
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movement::{Heading, Mover, Speed, Velocity},
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};
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use crate::movement::{Heading, Mover, Speed, Velocity, YSortable};
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use crate::prelude::*;
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use bevy::sprite::MaterialMesh2dBundle;
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const PLAYER_SPEED: f32 = 1000.;
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// #[derive(Resource, Default)]
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// pub struct Layout(Handle<TextureAtlasLayout>);
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// #[derive(Resource)]
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// pub struct CrosshairMaterial(Handle<ColorMaterial>);
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// #[derive(Resource)]
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// pub struct CrosshairMesh(Mesh2dHandle);
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#[derive(Component, Debug)]
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pub struct Player;
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|
@ -20,21 +22,28 @@ pub struct Crosshair;
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pub fn startup(
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mut commands: Commands,
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assets: Res<AssetLoader>,
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assets: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let layout = assets.add(TextureAtlasLayout::from_grid(
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UVec2::new(32, 64),
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3,
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1,
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Some(UVec2 { x: 0, y: 0 }),
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Some(UVec2 { x: 0, y: 0 }),
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));
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commands
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.spawn((
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Player,
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YSortable,
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Watched,
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SpriteBundle {
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texture: assets.images.player.clone(),
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texture: assets.load("img/Player.png"),
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..default()
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},
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TextureAtlas {
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layout: assets.layouts.player.clone(),
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layout,
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..default()
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},
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Mover {
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|
@ -44,7 +53,7 @@ pub fn startup(
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},
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))
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.with_children(|player| {
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let mesh = Mesh2dHandle(meshes.add(Capsule2d::new(3.0, 25.0)));
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let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
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let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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// let global_transform = GlobalTransform::from_xyz(
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// 0.0, 20.0,
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|
@ -62,138 +71,34 @@ pub fn startup(
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player.spawn((
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Crosshair,
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// SpatialBundle::default(),
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// SpatialListener::new(1.),
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// MaterialMesh2dBundle {
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// // global_transform,
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// mesh,
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// material,
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||||
// transform,
|
||||
// ..default()
|
||||
// },
|
||||
// Text2dBundle {
|
||||
// text: Text::from_section(
|
||||
// "You",
|
||||
// TextStyle {
|
||||
// font_size: 11.0,
|
||||
// font: assets.fonts.iosevkalytemin.clone(),
|
||||
// color: Color::WHITE,
|
||||
// ..default()
|
||||
// },
|
||||
// ),
|
||||
// transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
|
||||
// ..default()
|
||||
// },
|
||||
// TODO: crosshair transform?
|
||||
MaterialMesh2dBundle {
|
||||
// global_transform,
|
||||
mesh: mesh.into(),
|
||||
material,
|
||||
transform,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
player.spawn((SpatialBundle::default(), SpatialListener::new(1.)));
|
||||
player.spawn((Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"You",
|
||||
TextStyle {
|
||||
font_size: 18.,
|
||||
color: Color::WHITE,
|
||||
..default()
|
||||
},
|
||||
),
|
||||
transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)),
|
||||
..default()
|
||||
},));
|
||||
});
|
||||
}
|
||||
|
||||
pub fn controls(
|
||||
mut commands: Commands,
|
||||
mut player: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
|
||||
input: Res<ButtonInput<KeyCode>>,
|
||||
mouse_input: Res<ButtonInput<MouseButton>>,
|
||||
assets: Res<AssetLoader>,
|
||||
win: Query<&Window, With<PrimaryWindow>>,
|
||||
cam: Query<(&Camera, &GlobalTransform), With<Camera>>,
|
||||
mut next_state: ResMut<NextState<crate::View>>,
|
||||
mut crosshair: Query<&mut Transform, With<Crosshair>>,
|
||||
) {
|
||||
let (mut sprite, mut texture, mut heading, player_entity) =
|
||||
player.get_single_mut().expect("no player_q entities");
|
||||
let (camera, camera_transform) = cam.single();
|
||||
|
||||
let mouse_world_position = win
|
||||
.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.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
|
||||
.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);
|
||||
commands.spawn(statue::statue_at_position(&assets, spos));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
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.;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn sprite_select(
|
||||
mut q: Query<(&Handle<TextureAtlasLayout>, &mut TextureAtlas), With<Player>>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
texture_atlases: Res<Assets<TextureAtlasLayout>>,
|
||||
) {
|
||||
if keyboard_input.just_pressed(KeyCode::KeyN) {
|
||||
info!("pressed N");
|
||||
if let Ok((texture, mut sprite)) = q.get_single_mut() {
|
||||
info!("next tex: {}", sprite.index);
|
||||
let t = texture_atlases
|
||||
.get(texture)
|
||||
.expect("could not load player texture");
|
||||
if sprite.index < t.textures.len() - 1 {
|
||||
sprite.index += 1;
|
||||
} else {
|
||||
sprite.index = 0;
|
||||
}
|
||||
}
|
||||
pub fn control(input: Res<Input>, mut player: Query<&mut Heading, With<Player>>) {
|
||||
if let Ok(mut heading) = player.get_single_mut() {
|
||||
heading.0 = input.movement;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
3
src/prelude.rs
Normal file
3
src/prelude.rs
Normal file
|
@ -0,0 +1,3 @@
|
|||
pub use crate::game::Gameobject;
|
||||
pub use crate::input::Input;
|
||||
pub use bevy::prelude::*;
|
|
@ -1,36 +1,58 @@
|
|||
use crate::{assets::AssetLoader, movement::YSortable};
|
||||
use bevy::prelude::*;
|
||||
use crate::movement::YSortable;
|
||||
use crate::prelude::*;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
#[derive(Component, Debug, Default)]
|
||||
pub struct Statue;
|
||||
|
||||
pub fn statue_at_position(
|
||||
assets: &Res<AssetLoader>,
|
||||
translation: Vec3,
|
||||
) -> (
|
||||
Statue,
|
||||
YSortable,
|
||||
bevy::prelude::SpriteBundle,
|
||||
bevy::prelude::TextureAtlas,
|
||||
) {
|
||||
(
|
||||
Statue,
|
||||
YSortable,
|
||||
SpriteBundle {
|
||||
transform: Transform::from_translation(translation),
|
||||
texture: assets.images.statue.clone(),
|
||||
..default()
|
||||
},
|
||||
TextureAtlas {
|
||||
layout: assets.layouts.statue.clone(),
|
||||
..default()
|
||||
},
|
||||
)
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct StatueBundle {
|
||||
gameobject: Gameobject,
|
||||
statue: Statue,
|
||||
ysort: YSortable,
|
||||
sprite: SpriteBundle,
|
||||
texture: TextureAtlas,
|
||||
}
|
||||
|
||||
pub fn startup(mut commands: Commands, assets: Res<AssetLoader>) {
|
||||
commands.spawn(statue_at_position(&assets, Vec3::new(50., 50., 0.)));
|
||||
commands.spawn(statue_at_position(&assets, Vec3::new(50., 100., 0.)));
|
||||
pub fn startup(mut events: EventWriter<SpawnStatueEvent>) {
|
||||
events.send_batch([
|
||||
SpawnStatueEvent(Vec3::new(50., 50., 0.)),
|
||||
SpawnStatueEvent(Vec3::new(50., 100., 0.)),
|
||||
]);
|
||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct SpawnStatueEvent(Vec3);
|
||||
|
||||
pub fn spawn_statue(
|
||||
mut events: EventReader<SpawnStatueEvent>,
|
||||
mut commands: Commands,
|
||||
assets: Res<AssetServer>,
|
||||
mut layouts: ResMut<Assets<TextureAtlasLayout>>,
|
||||
) {
|
||||
// TODO: rebuilding this layout each spawn is surely not correct?
|
||||
let layout = layouts.add(TextureAtlasLayout::from_grid(
|
||||
UVec2::new(40, 74),
|
||||
1,
|
||||
1,
|
||||
None,
|
||||
Some(UVec2::new(443, 20)),
|
||||
));
|
||||
|
||||
for ev in events.read() {
|
||||
let bundle = StatueBundle {
|
||||
sprite: SpriteBundle {
|
||||
transform: Transform::from_translation(ev.0),
|
||||
texture: assets.load("img/Props.png"),
|
||||
..default()
|
||||
},
|
||||
texture: TextureAtlas {
|
||||
layout: layout.clone(),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
};
|
||||
commands.spawn(bundle);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn exit(mut commands: Commands, q: Query<Entity, With<Statue>>) {
|
||||
|
|
Loading…
Reference in a new issue