forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 1
/
alien_cake_addict.rs
423 lines (389 loc) · 12.9 KB
/
alien_cake_addict.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
//! Eat the cakes. Eat them all. An example 3D game.
use std::f32::consts::PI;
use bevy::prelude::*;
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
enum GameState {
#[default]
Playing,
GameOver,
}
#[derive(Resource)]
struct BonusSpawnTimer(Timer);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Game>()
.insert_resource(BonusSpawnTimer(Timer::from_seconds(
5.0,
TimerMode::Repeating,
)))
.init_state::<GameState>()
.add_systems(Startup, setup_cameras)
.add_systems(OnEnter(GameState::Playing), setup)
.add_systems(
Update,
(
move_player,
focus_camera,
rotate_bonus,
scoreboard_system,
spawn_bonus,
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(OnExit(GameState::Playing), teardown)
.add_systems(OnEnter(GameState::GameOver), display_score)
.add_systems(
Update,
gameover_keyboard.run_if(in_state(GameState::GameOver)),
)
.add_systems(OnExit(GameState::GameOver), teardown)
.run();
}
struct Cell {
height: f32,
}
#[derive(Default)]
struct Player {
entity: Option<Entity>,
i: usize,
j: usize,
move_cooldown: Timer,
}
#[derive(Default)]
struct Bonus {
entity: Option<Entity>,
i: usize,
j: usize,
handle: Handle<Scene>,
}
#[derive(Resource, Default)]
struct Game {
board: Vec<Vec<Cell>>,
player: Player,
bonus: Bonus,
score: i32,
cake_eaten: u32,
camera_should_focus: Vec3,
camera_is_focus: Vec3,
}
#[derive(Resource, Deref, DerefMut)]
struct Random(ChaCha8Rng);
const BOARD_SIZE_I: usize = 14;
const BOARD_SIZE_J: usize = 21;
const RESET_FOCUS: [f32; 3] = [
BOARD_SIZE_I as f32 / 2.0,
0.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
];
fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
game.camera_is_focus = game.camera_should_focus;
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(
-(BOARD_SIZE_I as f32 / 2.0),
2.0 * BOARD_SIZE_J as f32 / 3.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
)
.looking_at(game.camera_is_focus, Vec3::Y),
..default()
});
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
ChaCha8Rng::seed_from_u64(19878367467713)
} else {
ChaCha8Rng::from_entropy()
};
// reset the game state
game.cake_eaten = 0;
game.score = 0;
game.player.i = BOARD_SIZE_I / 2;
game.player.j = BOARD_SIZE_J / 2;
game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 10.0, 4.0),
point_light: PointLight {
intensity: 2_000_000.0,
shadows_enabled: true,
range: 30.0,
..default()
},
..default()
});
// spawn the game board
let cell_scene =
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/tile.glb"));
game.board = (0..BOARD_SIZE_J)
.map(|j| {
(0..BOARD_SIZE_I)
.map(|i| {
let height = rng.gen_range(-0.1..0.1);
commands.spawn(SceneBundle {
transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
scene: cell_scene.clone(),
..default()
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(-PI / 2.),
..default()
},
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/alien.glb")),
..default()
})
.id(),
);
// load the scene for the cake
game.bonus.handle =
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/cakeBirthday.glb"));
// scoreboard
commands.spawn(
TextBundle::from_section(
"Score:",
TextStyle {
font_size: 40.0,
color: Color::srgb(0.5, 0.5, 1.0),
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),
);
commands.insert_resource(Random(rng));
}
// remove all entities that are not a camera or window
fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
for entity in &entities {
commands.entity(entity).despawn();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut game: ResMut<Game>,
mut transforms: Query<&mut Transform>,
time: Res<Time>,
) {
if game.player.move_cooldown.tick(time.delta()).finished() {
let mut moved = false;
let mut rotation = 0.0;
if keyboard_input.pressed(KeyCode::ArrowUp) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowDown) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = PI;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowLeft) {
if game.player.j > 0 {
game.player.j -= 1;
}
rotation = 0.0;
moved = true;
}
// move on the board
if moved {
game.player.move_cooldown.reset();
*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(rotation),
..default()
};
}
}
// eat the cake!
if let Some(entity) = game.bonus.entity {
if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
game.score += 2;
game.cake_eaten += 1;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
}
}
}
// change the focus of the camera
fn focus_camera(
time: Res<Time>,
mut game: ResMut<Game>,
mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
const SPEED: f32 = 2.0;
// if there is both a player and a bonus, target the mid-point of them
if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
let transform_query = transforms.p1();
if let (Ok(player_transform), Ok(bonus_transform)) = (
transform_query.get(player_entity),
transform_query.get(bonus_entity),
) {
game.camera_should_focus = player_transform
.translation
.lerp(bonus_transform.translation, 0.5);
}
// otherwise, if there is only a player, target the player
} else if let Some(player_entity) = game.player.entity {
if let Ok(player_transform) = transforms.p1().get(player_entity) {
game.camera_should_focus = player_transform.translation;
}
// otherwise, target the middle
} else {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
}
// calculate the camera motion based on the difference between where the camera is looking
// and where it should be looking; the greater the distance, the faster the motion;
// smooth out the camera movement using the frame time
let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
if camera_motion.length() > 0.2 {
camera_motion *= SPEED * time.delta_seconds();
// set the new camera's actual focus
game.camera_is_focus += camera_motion;
}
// look at that new camera's actual focus
for mut transform in transforms.p0().iter_mut() {
*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
}
}
// despawn the bonus if there is one, then spawn a new one at a random location
fn spawn_bonus(
time: Res<Time>,
mut timer: ResMut<BonusSpawnTimer>,
mut next_state: ResMut<NextState<GameState>>,
mut commands: Commands,
mut game: ResMut<Game>,
mut rng: ResMut<Random>,
) {
// make sure we wait enough time before spawning the next cake
if !timer.0.tick(time.delta()).finished() {
return;
}
if let Some(entity) = game.bonus.entity {
game.score -= 3;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
if game.score <= -5 {
next_state.set(GameState::GameOver);
return;
}
}
// ensure bonus doesn't spawn on the player
loop {
game.bonus.i = rng.gen_range(0..BOARD_SIZE_I);
game.bonus.j = rng.gen_range(0..BOARD_SIZE_J);
if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
break;
}
}
game.bonus.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform::from_xyz(
game.bonus.i as f32,
game.board[game.bonus.j][game.bonus.i].height + 0.2,
game.bonus.j as f32,
),
scene: game.bonus.handle.clone(),
..default()
})
.with_children(|children| {
children.spawn(PointLightBundle {
point_light: PointLight {
color: Color::srgb(1.0, 1.0, 0.0),
intensity: 500_000.0,
range: 10.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
})
.id(),
);
}
// let the cake turn on itself
fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
if let Some(entity) = game.bonus.entity {
if let Ok(mut cake_transform) = transforms.get_mut(entity) {
cake_transform.rotate_y(time.delta_seconds());
cake_transform.scale =
Vec3::splat(1.0 + (game.score as f32 / 10.0 * time.elapsed_seconds().sin()).abs());
}
}
}
// update the score displayed during the game
fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
let mut text = query.single_mut();
text.sections[0].value = format!("Sugar Rush: {}", game.score);
}
// restart the game when pressing spacebar
fn gameover_keyboard(
mut next_state: ResMut<NextState<GameState>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
next_state.set(GameState::Playing);
}
}
// display the number of cake eaten before losing
fn display_score(mut commands: Commands, game: Res<Game>) {
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
format!("Cake eaten: {}", game.cake_eaten),
TextStyle {
font_size: 80.0,
color: Color::srgb(0.5, 0.5, 1.0),
..default()
},
));
});
}