138 lines
3.8 KiB
Rust
138 lines
3.8 KiB
Rust
use bevy::{
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prelude::*,
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render::{camera::Camera, render_graph::base::camera::CAMERA_2D},
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};
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#[derive(Default, Debug)]
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struct Player {
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entity: Option<Entity>,
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x: isize,
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y: isize,
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}
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#[derive(Default)]
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struct GameState {
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player: Player,
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score: u32,
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camera_focus: Vec3,
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}
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fn main() {
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App::build()
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.init_resource::<GameState>()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(movement.system())
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.add_system(focus_camera.system())
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut state: ResMut<GameState>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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state.score = 0;
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// assuming that bounds are (900, 600)
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state.player.x = 0;
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state.player.y = -50;
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// cameras
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(UiCameraBundle::default());
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// create the player
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state.player.entity = Some(
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commands
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.spawn_bundle(SpriteBundle {
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material: materials.add(Color::GOLD.into()),
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transform: Transform::from_xyz(0.0, -50.0, 1.0),
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sprite: Sprite::new(Vec2::new(30.0, 30.0)),
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..Default::default()
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})
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.id(),
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);
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// Add walls!
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let wall_thickness = 10.0;
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let bounds = Vec2::new(900.0, 600.0);
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// left
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commands.spawn_bundle(SpriteBundle {
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transform: Transform::from_xyz(-bounds.x / 2.0, 0.0, 0.0),
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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..Default::default()
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});
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// right
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commands.spawn_bundle(SpriteBundle {
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transform: Transform::from_xyz(bounds.x / 2.0, 0.0, 0.0),
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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..Default::default()
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});
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// bottom
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commands.spawn_bundle(SpriteBundle {
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transform: Transform::from_xyz(0.0, -bounds.y / 2.0, 0.0),
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sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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..Default::default()
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});
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commands.spawn_bundle(SpriteBundle {
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transform: Transform::from_xyz(0.0, bounds.y / 2.0, 0.0),
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sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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..Default::default()
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});
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}
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fn movement(
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keyboard_input: Res<Input<KeyCode>>,
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mut query: Query<&mut Transform>,
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mut game: ResMut<GameState>,
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) {
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let mut moved = false;
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if keyboard_input.pressed(KeyCode::Left) {
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game.player.x -= 5;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::Right) {
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game.player.x += 5;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::Up) {
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game.player.y += 5;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::Down) {
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game.player.y -= 5;
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moved = true;
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}
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// limit movement of player
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game.player.x = game.player.x.min(435).max(-435);
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game.player.y = game.player.y.min(285).max(-285);
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if moved {
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if let Some(entity) = game.player.entity {
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*query.get_mut(entity).unwrap() = Transform {
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translation: Vec3::new(game.player.x as f32, game.player.y as f32, 0.0),
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..Default::default()
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};
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}
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}
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}
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fn focus_camera(
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mut game: ResMut<GameState>,
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mut transforms: QuerySet<(Query<(&mut Transform, &Camera)>, Query<&Transform>)>,
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) {
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if let Some(player_entity) = game.player.entity {
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if let Ok(player_transform) = transforms.q1().get(player_entity) {
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game.camera_focus = player_transform.translation;
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}
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}
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for (mut transform, camera) in transforms.q0_mut().iter_mut() {
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if camera.name == Some(CAMERA_2D.to_string()) {
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*transform.translation = *game.camera_focus;
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}
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}
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}
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