bevy_stock_photo_battles/src/gameplay/navi.rs

157 lines
4.3 KiB
Rust

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