157 lines
4.3 KiB
Rust
157 lines
4.3 KiB
Rust
use bevy::{
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camera::visibility::RenderLayers, post_process::bloom::Bloom, prelude::*, sprite::Anchor,
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};
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use rand::Rng;
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use crate::{
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GameState, PauseState,
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gameplay::combat::StartCombat,
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utils::input::{GameInputPlugin, InputButton, InputPressStatus},
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};
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const PLAYER_SPEED: f32 = 100.;
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pub struct NaviGameplayPlugin;
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impl Plugin for NaviGameplayPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, (setup_scene, spawn_bus, spawn_enemy))
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.add_systems(
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Update,
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(
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move_player
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.run_if(in_state(GameState::Navi).and(in_state(PauseState::Running))),
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detect_colision
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.run_if(in_state(GameState::Navi).and(in_state(PauseState::Running))),
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follow_player,
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),
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);
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}
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}
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#[derive(Component)]
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pub struct PlayerVWBus;
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#[derive(Component)]
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struct MainCamera;
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pub fn setup_scene(
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mut commands: Commands,
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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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commands.spawn((
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Mesh2d(meshes.add(Rectangle::new(1000., 70.))),
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MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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));
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commands.spawn((
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MainCamera,
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Camera2d,
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Camera {
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order: 1,
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// clear_color: ClearColorConfig::None,
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..default()
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},
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// Bloom::NATURAL,
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RenderLayers::layer(0),
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));
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}
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pub fn spawn_bus(mut commands: Commands, asset_server: Res<AssetServer>) {
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let texture = asset_server.load("bus/basicbus.png");
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commands.spawn((
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PlayerVWBus,
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Sprite {
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image: texture,
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custom_size: Some(Vec2::new(192., 133.)),
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..default()
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},
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Transform::from_xyz(2., 0., 3.),
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Anchor::CENTER,
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));
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}
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#[derive(Component)]
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pub struct MapEncounter(i32);
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pub fn spawn_enemy(
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mut commands: Commands,
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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 mut rng = rand::rng();
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for i in 0..10 {
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commands.spawn((
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MapEncounter(i),
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Mesh2d(meshes.add(Circle::new(10.))),
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MeshMaterial2d(materials.add(Color::srgb(1.1, 0.2, 0.3))),
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Transform::from_xyz(
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rng.random_range(-600..600) as f32,
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rng.random_range(-600..600) as f32,
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1.,
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),
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));
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}
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}
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pub fn move_player(
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mut player: Single<&mut Transform, With<PlayerVWBus>>,
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mut player_sprite: Single<&mut Sprite, With<PlayerVWBus>>,
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time: Res<Time>,
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buttons_pressed: Res<InputPressStatus>,
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) {
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let mut direction = Vec2::ZERO;
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if buttons_pressed.contains(InputButton::Up) {
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direction.y += 1.;
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}
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if buttons_pressed.contains(InputButton::Down) {
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direction.y -= 1.;
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}
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if buttons_pressed.contains(InputButton::Left) {
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direction.x -= 1.;
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}
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if buttons_pressed.contains(InputButton::Right) {
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direction.x += 1.;
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}
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let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_secs();
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player.translation += move_delta.extend(0.);
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if direction.x > 0. {
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player_sprite.flip_x = true;
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} else if direction.x < 0. {
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player_sprite.flip_x = false;
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}
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}
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fn detect_colision(
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player: Single<&Transform, With<PlayerVWBus>>,
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enemies: Query<(&Transform, &MapEncounter), (With<MapEncounter>, Without<MainCamera>)>,
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mut start_combat_writer: MessageWriter<StartCombat>,
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mut next_state: ResMut<NextState<GameState>>, // May or may not need
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) {
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for (en_trans, enc) in enemies {
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if (en_trans.translation - player.translation).length() < 30. {
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info!("colide {}", enc.0);
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start_combat_writer.write(StartCombat(enc.0));
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next_state.set(GameState::Combat);
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}
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}
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}
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fn follow_player(
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mut camera: Single<&mut Transform, (With<MainCamera>, Without<PlayerVWBus>)>,
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player: Single<&Transform, (With<PlayerVWBus>, Without<MainCamera>)>,
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time: Res<Time>,
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) {
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let Vec3 { x, y, .. } = player.translation;
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let direction = Vec3::new(x, y, camera.translation.z);
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camera
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.translation
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.smooth_nudge(&direction, 10., time.delta_secs());
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}
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