iii
Signed-off-by: Harald Hoyer <harald@hoyer.xyz>
This commit is contained in:
parent
ef055fe3c5
commit
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3
.roo/mcp.json
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3
.roo/mcp.json
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{
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"mcpServers": {}
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}
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113
src/bullet.rs
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113
src/bullet.rs
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use bevy::prelude::*;
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use crate::components::{Bullet, Enemy, EnemyBullet, EnemyType};
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use crate::constants::{
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BULLET_ENEMY_COLLISION_THRESHOLD, BULLET_SIZE, BULLET_SPEED, ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD,
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ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED, WINDOW_HEIGHT,
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};
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use crate::resources::{PlayerLives, PlayerRespawnTimer, Score};
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use crate::game_state::AppState;
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use crate::components::Player; // Needed for check_enemy_bullet_player_collisions
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use crate::components::Invincible; // Needed for check_enemy_bullet_player_collisions
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// --- Player Bullet Systems ---
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pub fn move_bullets(
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mut query: Query<(Entity, &mut Transform), With<Bullet>>,
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time: Res<Time>,
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mut commands: Commands,
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) {
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for (entity, mut transform) in query.iter_mut() {
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transform.translation.y += BULLET_SPEED * time.delta_seconds();
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if transform.translation.y > WINDOW_HEIGHT / 2.0 + BULLET_SIZE.y {
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commands.entity(entity).despawn();
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}
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}
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}
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pub fn check_bullet_collisions(
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mut commands: Commands,
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bullet_query: Query<(Entity, &Transform), With<Bullet>>,
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enemy_query: Query<(Entity, &Transform, &Enemy), With<Enemy>>, // Fetch Enemy component too
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mut score: ResMut<Score>, // Add Score resource
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) {
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for (bullet_entity, bullet_transform) in bullet_query.iter() {
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for (enemy_entity, enemy_transform, enemy) in enemy_query.iter() {
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// Get Enemy component
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let distance = bullet_transform
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.translation
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.distance(enemy_transform.translation);
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if distance < BULLET_ENEMY_COLLISION_THRESHOLD {
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commands.entity(bullet_entity).despawn();
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commands.entity(enemy_entity).despawn();
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// Increment score based on enemy type
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let points = match enemy.enemy_type {
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EnemyType::Grunt => 100,
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EnemyType::Boss => 100, // Same points as Grunt for now
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};
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score.value += points;
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println!("Enemy hit by player bullet! Score: {}", score.value); // Log score update
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break; // Bullet only hits one enemy
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}
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}
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}
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}
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// --- Enemy Bullet Systems ---
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pub fn move_enemy_bullets(
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mut commands: Commands,
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time: Res<Time>,
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mut query: Query<(Entity, &mut Transform), With<EnemyBullet>>,
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) {
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for (entity, mut transform) in query.iter_mut() {
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transform.translation.y -= ENEMY_BULLET_SPEED * time.delta_seconds();
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// Despawn if off screen (bottom)
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if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_BULLET_SIZE.y {
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commands.entity(entity).despawn();
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}
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}
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}
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// Check collisions between enemy bullets and the player
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pub fn check_enemy_bullet_player_collisions(
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mut commands: Commands,
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mut lives: ResMut<PlayerLives>,
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mut respawn_timer: ResMut<PlayerRespawnTimer>,
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mut next_state: ResMut<NextState<AppState>>,
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// Player query matching the run_if condition (player exists and is vulnerable)
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player_query: Query<(Entity, &Transform), (With<Player>, Without<Invincible>)>,
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enemy_bullet_query: Query<(Entity, &Transform), With<EnemyBullet>>,
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) {
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if let Ok((player_entity, player_transform)) = player_query.get_single() {
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for (bullet_entity, bullet_transform) in enemy_bullet_query.iter() {
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let distance = player_transform
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.translation
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.distance(bullet_transform.translation);
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if distance < ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD {
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println!("Player hit by enemy bullet!");
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commands.entity(bullet_entity).despawn(); // Despawn bullet
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lives.count = lives.count.saturating_sub(1);
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println!("Lives remaining: {}", lives.count);
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commands.entity(player_entity).despawn(); // Despawn player
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if lives.count > 0 {
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respawn_timer.timer.reset();
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respawn_timer.timer.unpause();
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println!("Respawn timer started.");
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} else {
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println!("GAME OVER!");
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next_state.set(AppState::GameOver);
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}
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// Break because the player can only be hit once per frame
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break;
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}
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}
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}
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}
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57
src/components.rs
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57
src/components.rs
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use bevy::prelude::*;
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use std::time::Duration; // Needed for Timer in Player
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// --- Components ---
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#[derive(Component)]
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pub struct Player {
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pub speed: f32,
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pub shoot_cooldown: Timer,
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}
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#[derive(Component)]
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pub struct Bullet;
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#[derive(Component, Clone, Copy, PartialEq, Eq, Debug)] // Added derive for common traits
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pub enum EnemyType {
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Grunt,
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Boss, // Added Boss type
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}
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#[derive(Component)]
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pub struct Enemy {
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pub enemy_type: EnemyType, // Add type field
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pub shoot_cooldown: Timer,
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}
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#[derive(Component)]
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pub struct Invincible {
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pub timer: Timer,
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}
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#[derive(Component)]
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pub struct FormationTarget {
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pub position: Vec3,
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}
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// Enum defining different ways an enemy can attack
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#[derive(Component, Clone, Copy, PartialEq, Debug)]
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pub enum AttackPattern {
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SwoopDive, // Original pattern: dive towards center, then off screen
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DirectDive, // Dive straight down
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Kamikaze(Vec3), // Dive towards a specific target location (e.g., player's last known position) - Needs target Vec3
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// Add more patterns later (e.g., FigureEight, Looping)
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}
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#[derive(Component, Clone, PartialEq, Debug)] // Added Debug derive
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pub enum EnemyState {
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Entering, // Flying onto the screen towards formation target
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InFormation, // Holding position in the formation
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Attacking(AttackPattern), // Diving towards the player using a specific pattern
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}
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#[derive(Component)]
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pub struct EnemyBullet;
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// Game Over UI Component (might move to ui.rs later if more UI exists)
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#[derive(Component)]
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pub struct GameOverUI;
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33
src/constants.rs
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src/constants.rs
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use bevy::math::Vec2;
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// --- Constants ---
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pub const WINDOW_WIDTH: f32 = 600.0;
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pub const WINDOW_HEIGHT: f32 = 800.0;
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pub const PLAYER_SPEED: f32 = 300.0;
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pub const BULLET_SPEED: f32 = 500.0;
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pub const ENEMY_SPEED: f32 = 100.0;
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pub const PLAYER_SIZE: Vec2 = Vec2::new(30.0, 30.0);
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pub const ENEMY_SIZE: Vec2 = Vec2::new(40.0, 40.0);
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pub const BULLET_SIZE: Vec2 = Vec2::new(5.0, 15.0);
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// Player bullet
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pub const ENEMY_BULLET_SIZE: Vec2 = Vec2::new(8.0, 8.0);
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// Enemy bullet
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pub const ENEMY_BULLET_SPEED: f32 = 300.0;
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pub const ENEMY_SHOOT_INTERVAL: f32 = 1.5;
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// Formation constants
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const FORMATION_ROWS: usize = 4;
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pub const FORMATION_COLS: usize = 8;
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pub const FORMATION_ENEMY_COUNT: usize = FORMATION_ROWS * FORMATION_COLS;
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pub const FORMATION_X_SPACING: f32 = 60.0;
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pub const FORMATION_Y_SPACING: f32 = 50.0;
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pub const FORMATION_BASE_Y: f32 = WINDOW_HEIGHT / 2.0 - 150.0;
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// Top area for formation
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pub const STARTING_LIVES: u32 = 3;
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pub const PLAYER_RESPAWN_DELAY: f32 = 2.0;
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pub const PLAYER_INVINCIBILITY_DURATION: f32 = 2.0;
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// Collision thresholds
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pub const BULLET_ENEMY_COLLISION_THRESHOLD: f32 = (BULLET_SIZE.x + ENEMY_SIZE.x) * 0.5;
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// 22.5
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pub const PLAYER_ENEMY_COLLISION_THRESHOLD: f32 = (PLAYER_SIZE.x + ENEMY_SIZE.x) * 0.5;
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// 35.0
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pub const ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD: f32 = (ENEMY_BULLET_SIZE.x + PLAYER_SIZE.x) * 0.5;
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356
src/enemy.rs
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src/enemy.rs
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use bevy::prelude::*;
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use std::time::Duration;
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use crate::components::{Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget};
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use crate::constants::{ // Added WINDOW_WIDTH
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ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD, ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED,
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ENEMY_SHOOT_INTERVAL, ENEMY_SIZE, ENEMY_SPEED, FORMATION_BASE_Y, FORMATION_COLS,
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FORMATION_ENEMY_COUNT, FORMATION_X_SPACING, FORMATION_Y_SPACING, WINDOW_HEIGHT, WINDOW_WIDTH,
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};
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use crate::resources::{
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AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives,
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PlayerRespawnTimer, StageConfigurations, // Make sure StageConfigurations is imported if not already
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};
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use crate::game_state::AppState;
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pub fn spawn_enemies(
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mut commands: Commands,
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time: Res<Time>,
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mut timer: ResMut<EnemySpawnTimer>,
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mut stage: ResMut<CurrentStage>,
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mut formation_state: ResMut<FormationState>,
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stage_configs: Res<StageConfigurations>, // Use imported name
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) {
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// Get current stage config, looping if stage number exceeds defined configs
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let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
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let current_config = &stage_configs.stages[config_index];
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let stage_enemy_count = current_config.enemy_count;
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// Tick the timer every frame
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timer.timer.tick(time.delta());
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// Only spawn if we haven't spawned the full formation for this stage yet
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// AND the timer just finished this frame
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if formation_state.total_spawned_this_stage < stage_enemy_count
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&& timer.timer.just_finished()
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{
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let slot_index = formation_state.next_slot_index;
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// Ensure slot_index is within bounds of the formation layout
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if slot_index >= current_config.formation_layout.positions.len() {
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println!("Warning: slot_index {} out of bounds for formation layout '{}' (size {})",
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slot_index, current_config.formation_layout.name, current_config.formation_layout.positions.len());
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// Optionally, reset the timer and skip spawning this frame, or handle differently
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timer.timer.reset();
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return;
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}
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// Get target position from the stage's formation layout
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let target_pos = current_config.formation_layout.positions[slot_index];
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// Spawn position (random at the top) - Corrected to use WINDOW_WIDTH
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let spawn_x = (fastrand::f32() - 0.5) * (WINDOW_WIDTH - ENEMY_SIZE.x);
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let spawn_y = WINDOW_HEIGHT / 2.0 + ENEMY_SIZE.y / 2.0; // Spawn slightly above screen
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// Determine enemy type (can be randomized or based on stage config later)
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let enemy_type = EnemyType::Grunt;
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// Determine sprite color based on type
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let sprite_color = match enemy_type {
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EnemyType::Grunt => Color::rgb(1.0, 0.2, 0.2),
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EnemyType::Boss => Color::rgb(0.8, 0.2, 1.0),
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};
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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color: sprite_color,
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custom_size: Some(ENEMY_SIZE),
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..default()
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},
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transform: Transform::from_translation(Vec3::new(spawn_x, spawn_y, 0.0)),
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..default()
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},
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Enemy {
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enemy_type,
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// Use shoot interval from stage config
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shoot_cooldown: Timer::new(
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Duration::from_secs_f32(current_config.enemy_shoot_interval),
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TimerMode::Once,
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),
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},
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FormationTarget { position: target_pos },
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EnemyState::Entering,
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));
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// Use stage_enemy_count for cycling index
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formation_state.next_slot_index = (slot_index + 1) % stage_enemy_count;
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formation_state.total_spawned_this_stage += 1;
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// Mark that we are now waiting for enemies to be cleared
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stage.waiting_for_clear = true;
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// Reset timer only if we are still spawning more enemies for the formation
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if formation_state.total_spawned_this_stage < stage_enemy_count {
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timer.timer.reset();
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} else {
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println!(
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"Full formation ({}) spawned for Stage {}",
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current_config.formation_layout.name, stage.number
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);
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}
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}
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}
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pub fn move_enemies(
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mut entering_query: Query<
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(Entity, &mut Transform, &FormationTarget, &mut EnemyState),
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(With<Enemy>, With<FormationTarget>),
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>,
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mut attacking_query: Query<
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(Entity, &mut Transform, &EnemyState, &Enemy), // Add &Enemy here
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(With<Enemy>, Without<FormationTarget>),
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>, // Query potential attackers
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time: Res<Time>,
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mut commands: Commands,
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stage: Res<CurrentStage>,
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stage_configs: Res<StageConfigurations>, // Add stage configurations
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) {
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// Get current stage config for speed multiplier
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let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
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let current_config = &stage_configs.stages[config_index];
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let speed_multiplier = current_config.enemy_speed_multiplier;
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// Calculate speeds for this frame
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let base_speed = ENEMY_SPEED * speed_multiplier;
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let attack_speed = base_speed * 1.5; // Attackers are faster
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let arrival_threshold = base_speed * time.delta_seconds() * 1.1; // Threshold for reaching formation target
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// --- Handle Entering Enemies ---
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for (entity, mut transform, target, mut state) in entering_query.iter_mut() {
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// Ensure we only process Entering state here, though query filters it mostly
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if *state == EnemyState::Entering {
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let current_pos = transform.translation;
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let target_pos = target.position;
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let direction = target_pos - current_pos;
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let distance = direction.length();
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if distance < arrival_threshold {
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// Arrived at target
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transform.translation = target_pos;
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commands.entity(entity).remove::<FormationTarget>(); // Remove target component
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*state = EnemyState::InFormation; // Change state
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println!(
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"Enemy {:?} reached formation target and is now InFormation.",
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entity
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);
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} else {
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// Move towards target using base_speed
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let move_delta = direction.normalize() * base_speed * time.delta_seconds();
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transform.translation += move_delta;
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}
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}
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}
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// --- Handle Attacking Enemies ---
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// Note: attack_speed calculated above using multiplier
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for (entity, mut transform, state, _enemy) in attacking_query.iter_mut() {
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// Match on the specific attack pattern using matches! and then get the pattern
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if matches!(state, EnemyState::Attacking(_)) {
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if let EnemyState::Attacking(pattern) = state { // Get the pattern safely now
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let delta_seconds = time.delta_seconds();
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match pattern {
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AttackPattern::SwoopDive => {
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// Original Swooping Dive Logic
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let vertical_movement = attack_speed * delta_seconds;
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let horizontal_speed_factor = 0.5;
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let horizontal_movement = if transform.translation.x < 0.0 {
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attack_speed * horizontal_speed_factor * delta_seconds
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} else if transform.translation.x > 0.0 {
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-attack_speed * horizontal_speed_factor * delta_seconds
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} else { 0.0 };
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transform.translation.y -= vertical_movement;
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transform.translation.x += horizontal_movement;
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// Prevent overshooting center
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if (transform.translation.x > 0.0 && transform.translation.x + horizontal_movement < 0.0) ||
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(transform.translation.x < 0.0 && transform.translation.x + horizontal_movement > 0.0) {
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transform.translation.x = 0.0;
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}
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}
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AttackPattern::DirectDive => {
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// Move straight down
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transform.translation.y -= attack_speed * delta_seconds;
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}
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AttackPattern::Kamikaze(target_pos) => {
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// Move towards the target position
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let direction = *target_pos - transform.translation;
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let distance = direction.length();
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let kamikaze_threshold = attack_speed * delta_seconds * 1.1; // Threshold to stop near target
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if distance > kamikaze_threshold {
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let move_delta = direction.normalize() * attack_speed * delta_seconds;
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transform.translation += move_delta;
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} else {
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// Optionally stop or continue past target - for now, just stop moving towards it
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// Could also despawn here if desired upon reaching target
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}
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}
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// Add cases for other patterns here
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} // Close inner if let
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} // Closes match enemy.enemy_type
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} // Closes if *state == EnemyState::Attacking
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// Despawn if off screen (This should be inside the loop)
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if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y {
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println!(
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"Despawning enemy {:?} that went off screen.", // Generic message as it could be InFormation or Attacking
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entity
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);
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commands.entity(entity).despawn();
|
||||
// TODO: Later, attacking enemies might return to formation or loop
|
||||
}
|
||||
} // Closes for loop
|
||||
}
|
||||
|
||||
// System to check if all spawned enemies have reached their formation position
|
||||
pub fn check_formation_complete(
|
||||
mut formation_state: ResMut<FormationState>,
|
||||
enemy_query: Query<&EnemyState, With<Enemy>>, // Query states directly
|
||||
mut attack_dive_timer: ResMut<AttackDiveTimer>, // Add timer to reset it
|
||||
) {
|
||||
// Only run the check if the formation isn't already marked as complete
|
||||
if !formation_state.formation_complete {
|
||||
// Check if all enemies for the stage have been spawned
|
||||
if formation_state.total_spawned_this_stage == FORMATION_ENEMY_COUNT {
|
||||
// Check if any enemies are still in the Entering state
|
||||
let mut any_entering = false;
|
||||
for state in enemy_query.iter() {
|
||||
if *state == EnemyState::Entering {
|
||||
any_entering = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If all spawned and none are entering, formation is complete
|
||||
if !any_entering {
|
||||
println!(
|
||||
"Formation complete! Resetting attack timer. (Spawned={})",
|
||||
formation_state.total_spawned_this_stage
|
||||
);
|
||||
formation_state.formation_complete = true;
|
||||
attack_dive_timer.timer.reset(); // Reset the dive timer
|
||||
attack_dive_timer.timer.unpause(); // Start the timer now
|
||||
println!("Formation complete! Attack timer unpaused and reset.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
use crate::components::AttackPattern; // Import the new enum
|
||||
use crate::components::Player; // Import Player for Kamikaze target
|
||||
|
||||
pub fn trigger_attack_dives(
|
||||
mut timer: ResMut<AttackDiveTimer>,
|
||||
time: Res<Time>,
|
||||
mut enemy_query: Query<(Entity, &mut EnemyState), With<Enemy>>, // Renamed for clarity
|
||||
formation_state: Res<FormationState>,
|
||||
stage: Res<CurrentStage>, // Need current stage
|
||||
stage_configs: Res<StageConfigurations>, // Need stage configs
|
||||
player_query: Query<&Transform, With<Player>>, // Need player position for Kamikaze
|
||||
) {
|
||||
timer.timer.tick(time.delta());
|
||||
|
||||
// Only proceed if the timer finished AND the formation is complete
|
||||
if timer.timer.just_finished() && formation_state.formation_complete {
|
||||
// Find all enemies currently in formation
|
||||
let mut available_enemies: Vec<Entity> = Vec::new();
|
||||
// Get the current stage config
|
||||
let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
|
||||
let current_config = &stage_configs.stages[config_index];
|
||||
|
||||
// Find all enemies currently in formation
|
||||
let mut available_enemies: Vec<Entity> = Vec::new();
|
||||
for (entity, state) in enemy_query.iter() {
|
||||
// Check the state correctly
|
||||
if matches!(state, EnemyState::InFormation) {
|
||||
available_enemies.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// If there are enemies available, pick one randomly
|
||||
if !available_enemies.is_empty() && !current_config.attack_patterns.is_empty() {
|
||||
let random_index = fastrand::usize(..available_enemies.len());
|
||||
let chosen_entity = available_enemies[random_index];
|
||||
|
||||
// Select a random attack pattern for this stage
|
||||
let pattern_index = fastrand::usize(..current_config.attack_patterns.len());
|
||||
let mut selected_pattern = current_config.attack_patterns[pattern_index]; // Copy the pattern
|
||||
|
||||
// If Kamikaze, get player position (if player exists)
|
||||
if let AttackPattern::Kamikaze(_) = selected_pattern {
|
||||
if let Ok(player_transform) = player_query.get_single() {
|
||||
selected_pattern = AttackPattern::Kamikaze(player_transform.translation);
|
||||
} else {
|
||||
// Fallback if player doesn't exist (e.g., just died)
|
||||
selected_pattern = AttackPattern::DirectDive; // Or SwoopDive
|
||||
println!("Kamikaze target not found, falling back to DirectDive");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Get the chosen enemy's state mutably and change it
|
||||
if let Ok((_, mut state)) = enemy_query.get_mut(chosen_entity) {
|
||||
println!("Enemy {:?} starting attack dive with pattern {:?}!", chosen_entity, selected_pattern);
|
||||
*state = EnemyState::Attacking(selected_pattern); // Set state with pattern
|
||||
// Timer duration is handled elsewhere (e.g., check_formation_complete)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn enemy_shoot(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
// Query attacking enemies: need their transform and mutable Enemy component for the timer
|
||||
mut enemy_query: Query<(&Transform, &mut Enemy, &EnemyState), Without<FormationTarget>>, // Query remains the same
|
||||
) {
|
||||
for (transform, mut enemy, state) in enemy_query.iter_mut() {
|
||||
// Only shoot if in any Attacking state (pattern doesn't matter for shooting)
|
||||
if matches!(state, EnemyState::Attacking(_)) { // Use matches! macro
|
||||
enemy.shoot_cooldown.tick(time.delta());
|
||||
if enemy.shoot_cooldown.finished() {
|
||||
// println!("Enemy {:?} firing!", transform.translation); // Less verbose logging
|
||||
let bullet_start_pos = transform.translation
|
||||
- Vec3::Y * (ENEMY_SIZE.y / 2.0 + ENEMY_BULLET_SIZE.y / 2.0);
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(1.0, 0.5, 0.5),
|
||||
custom_size: Some(ENEMY_BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(bullet_start_pos),
|
||||
..default()
|
||||
},
|
||||
EnemyBullet,
|
||||
));
|
||||
|
||||
// Reset the timer for the next shot
|
||||
enemy.shoot_cooldown.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check collisions between enemy bullets and the player
|
||||
// Moved to player.rs as it affects player state directly
|
||||
|
||||
// New run condition: Check if the formation is complete
|
||||
pub fn is_formation_complete(formation_state: Res<FormationState>) -> bool {
|
||||
formation_state.formation_complete
|
||||
}
|
68
src/game_state.rs
Normal file
68
src/game_state.rs
Normal file
|
@ -0,0 +1,68 @@
|
|||
use bevy::prelude::*;
|
||||
use crate::components::{Bullet, Enemy, GameOverUI}; // Import necessary components
|
||||
|
||||
// --- Game States ---
|
||||
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
#[default]
|
||||
Playing,
|
||||
GameOver,
|
||||
}
|
||||
|
||||
// --- Game Over UI ---
|
||||
|
||||
pub fn setup_game_over_ui(mut commands: Commands) {
|
||||
println!("Entering GameOver state. Setting up UI.");
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"GAME OVER",
|
||||
TextStyle {
|
||||
font_size: 100.0,
|
||||
color: Color::WHITE,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
align_self: AlignSelf::Center,
|
||||
justify_self: JustifySelf::Center,
|
||||
top: Val::Percent(40.0), // Center vertically roughly
|
||||
..default()
|
||||
}),
|
||||
GameOverUI, // Tag the UI element
|
||||
));
|
||||
// TODO: Add "Press R to Restart" text later
|
||||
}
|
||||
|
||||
pub fn cleanup_game_over_ui(mut commands: Commands, query: Query<Entity, With<GameOverUI>>) {
|
||||
println!("Exiting GameOver state. Cleaning up UI.");
|
||||
for entity in query.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cleanup ---
|
||||
|
||||
// Cleanup system when exiting the Playing state
|
||||
pub fn cleanup_game_entities(
|
||||
mut commands: Commands,
|
||||
bullet_query: Query<Entity, With<Bullet>>,
|
||||
enemy_bullet_query: Query<Entity, With<crate::components::EnemyBullet>>, // Need to specify crate::components
|
||||
enemy_query: Query<Entity, With<Enemy>>,
|
||||
// Optionally despawn player too, or handle separately if needed for restart
|
||||
// player_query: Query<Entity, With<Player>>,
|
||||
) {
|
||||
println!("Exiting Playing state. Cleaning up game entities.");
|
||||
for entity in bullet_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in enemy_bullet_query.iter() { // Also despawn enemy bullets
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in enemy_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
// for entity in player_query.iter() {
|
||||
// commands.entity(entity).despawn();
|
||||
// }
|
||||
}
|
925
src/main.rs
925
src/main.rs
|
@ -1,388 +1,46 @@
|
|||
use bevy::prelude::*; // Removed unused AppExit
|
||||
use bevy::prelude::*;
|
||||
use std::time::Duration;
|
||||
// --- Game States ---
|
||||
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
|
||||
enum AppState {
|
||||
#[default]
|
||||
Playing,
|
||||
GameOver,
|
||||
}
|
||||
// --- Constants ---
|
||||
const WINDOW_WIDTH: f32 = 600.0;
|
||||
const WINDOW_HEIGHT: f32 = 800.0;
|
||||
const PLAYER_SPEED: f32 = 300.0;
|
||||
const BULLET_SPEED: f32 = 500.0;
|
||||
const ENEMY_SPEED: f32 = 100.0;
|
||||
const PLAYER_SIZE: Vec2 = Vec2::new(30.0, 30.0);
|
||||
const ENEMY_SIZE: Vec2 = Vec2::new(40.0, 40.0);
|
||||
const BULLET_SIZE: Vec2 = Vec2::new(5.0, 15.0); // Player bullet
|
||||
const ENEMY_BULLET_SIZE: Vec2 = Vec2::new(8.0, 8.0); // Enemy bullet
|
||||
const ENEMY_BULLET_SPEED: f32 = 300.0;
|
||||
const ENEMY_SHOOT_INTERVAL: f32 = 1.5; // Seconds between shots for an attacking enemy
|
||||
|
||||
// Formation constants
|
||||
const FORMATION_ROWS: usize = 4;
|
||||
const FORMATION_COLS: usize = 8;
|
||||
const FORMATION_ENEMY_COUNT: usize = FORMATION_ROWS * FORMATION_COLS;
|
||||
const FORMATION_X_SPACING: f32 = 60.0;
|
||||
const FORMATION_Y_SPACING: f32 = 50.0;
|
||||
const FORMATION_BASE_Y: f32 = WINDOW_HEIGHT / 2.0 - 150.0; // Top area for formation
|
||||
const STARTING_LIVES: u32 = 3;
|
||||
const PLAYER_RESPAWN_DELAY: f32 = 2.0;
|
||||
const PLAYER_INVINCIBILITY_DURATION: f32 = 2.0;
|
||||
pub mod components;
|
||||
pub mod constants;
|
||||
pub mod resources;
|
||||
pub mod game_state;
|
||||
pub mod player;
|
||||
pub mod enemy;
|
||||
pub mod bullet;
|
||||
pub mod stage;
|
||||
pub mod systems;
|
||||
|
||||
// Collision thresholds
|
||||
const BULLET_ENEMY_COLLISION_THRESHOLD: f32 = (BULLET_SIZE.x + ENEMY_SIZE.x) * 0.5; // 22.5
|
||||
const PLAYER_ENEMY_COLLISION_THRESHOLD: f32 = (PLAYER_SIZE.x + ENEMY_SIZE.x) * 0.5; // 35.0
|
||||
const ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD: f32 = (ENEMY_BULLET_SIZE.x + PLAYER_SIZE.x) * 0.5; // ~19.0
|
||||
|
||||
// --- Components ---
|
||||
#[derive(Component)]
|
||||
struct Player {
|
||||
speed: f32,
|
||||
shoot_cooldown: Timer,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Bullet;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Enemy {
|
||||
enemy_type: EnemyType, // Add type field
|
||||
shoot_cooldown: Timer,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Invincible {
|
||||
timer: Timer,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct FormationTarget {
|
||||
position: Vec3,
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, PartialEq)]
|
||||
enum EnemyState {
|
||||
Entering, // Flying onto the screen towards formation target
|
||||
InFormation, // Holding position in the formation
|
||||
Attacking, // Diving towards the player
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct EnemyBullet;
|
||||
#[derive(Component, Clone, Copy, PartialEq, Eq, Debug)] // Added derive for common traits
|
||||
pub enum EnemyType {
|
||||
Grunt,
|
||||
Boss, // Added Boss type
|
||||
}
|
||||
|
||||
// --- Resources ---
|
||||
#[derive(Resource)]
|
||||
struct EnemySpawnTimer {
|
||||
timer: Timer,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct PlayerLives {
|
||||
count: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct PlayerRespawnTimer {
|
||||
timer: Timer,
|
||||
}
|
||||
#[derive(Resource)]
|
||||
struct Score {
|
||||
value: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct CurrentStage {
|
||||
number: u32,
|
||||
waiting_for_clear: bool, // Flag to check if we should check for stage clear
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct FormationState {
|
||||
next_slot_index: usize,
|
||||
total_spawned_this_stage: usize,
|
||||
formation_complete: bool, // Flag to indicate if all enemies are in position
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct AttackDiveTimer {
|
||||
timer: Timer,
|
||||
}
|
||||
// --- Game Over UI ---
|
||||
|
||||
#[derive(Component)]
|
||||
struct GameOverUI;
|
||||
|
||||
fn setup_game_over_ui(mut commands: Commands) {
|
||||
println!("Entering GameOver state. Setting up UI.");
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"GAME OVER",
|
||||
TextStyle {
|
||||
font_size: 100.0,
|
||||
color: Color::WHITE,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
align_self: AlignSelf::Center,
|
||||
justify_self: JustifySelf::Center,
|
||||
top: Val::Percent(40.0), // Center vertically roughly
|
||||
..default()
|
||||
}),
|
||||
GameOverUI, // Tag the UI element
|
||||
));
|
||||
// TODO: Add "Press R to Restart" text later
|
||||
}
|
||||
|
||||
fn cleanup_game_over_ui(mut commands: Commands, query: Query<Entity, With<GameOverUI>>) {
|
||||
println!("Exiting GameOver state. Cleaning up UI.");
|
||||
for entity in query.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cleanup ---
|
||||
|
||||
fn cleanup_game_entities(
|
||||
mut commands: Commands,
|
||||
bullet_query: Query<Entity, With<Bullet>>,
|
||||
enemy_query: Query<Entity, With<Enemy>>,
|
||||
// Optionally despawn player too, or handle separately if needed for restart
|
||||
// player_query: Query<Entity, With<Player>>,
|
||||
) {
|
||||
println!("Exiting Playing state. Cleaning up game entities.");
|
||||
for entity in bullet_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
for entity in enemy_query.iter() {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
// for entity in player_query.iter() {
|
||||
// commands.entity(entity).despawn();
|
||||
// }
|
||||
}
|
||||
|
||||
// --- Stage Management ---
|
||||
|
||||
// Helper to access world directly in check_stage_clear
|
||||
fn check_stage_clear(world: &mut World) {
|
||||
// Use manual resource access because we need mutable access to multiple resources
|
||||
// Separate checks to manage borrows correctly
|
||||
let mut should_clear = false;
|
||||
if let Some(stage) = world.get_resource::<CurrentStage>() {
|
||||
if stage.waiting_for_clear {
|
||||
// Create the query *after* checking the flag
|
||||
let mut enemy_query = world.query_filtered::<Entity, With<Enemy>>();
|
||||
if enemy_query.iter(world).next().is_none() {
|
||||
should_clear = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if should_clear {
|
||||
// Get mutable resources only when needed
|
||||
if let Some(mut stage) = world.get_resource_mut::<CurrentStage>() {
|
||||
stage.number += 1;
|
||||
stage.waiting_for_clear = false;
|
||||
println!("Stage cleared! Starting Stage {}...", stage.number);
|
||||
}
|
||||
if let Some(mut formation_state) = world.get_resource_mut::<FormationState>() {
|
||||
formation_state.next_slot_index = 0;
|
||||
formation_state.total_spawned_this_stage = 0;
|
||||
formation_state.formation_complete = false; // Reset flag for new stage
|
||||
}
|
||||
if let Some(mut spawn_timer) = world.get_resource_mut::<EnemySpawnTimer>() {
|
||||
spawn_timer.timer.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Enemy Attack Logic ---
|
||||
|
||||
fn trigger_attack_dives(
|
||||
mut timer: ResMut<AttackDiveTimer>,
|
||||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut EnemyState), With<Enemy>>,
|
||||
formation_state: Res<FormationState>, // Read formation state
|
||||
) {
|
||||
timer.timer.tick(time.delta());
|
||||
|
||||
// Timer is ticked implicitly by the system scheduler when the run condition is met,
|
||||
// or we can tick it explicitly *after* checking formation_complete.
|
||||
// Let's rely on the run condition and internal check for now.
|
||||
// timer.timer.tick(time.delta()); // Removed redundant tick
|
||||
|
||||
// Only proceed if the timer finished AND the formation is complete
|
||||
if timer.timer.just_finished() && formation_state.formation_complete {
|
||||
// Find all enemies currently in formation
|
||||
let mut available_enemies: Vec<Entity> = Vec::new();
|
||||
for (entity, state) in query.iter() {
|
||||
if *state == EnemyState::InFormation {
|
||||
available_enemies.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// If there are enemies available, pick one randomly
|
||||
if !available_enemies.is_empty() {
|
||||
let random_index = fastrand::usize(..available_enemies.len());
|
||||
let chosen_entity = available_enemies[random_index];
|
||||
|
||||
// Get the chosen enemy's state mutably and change it
|
||||
if let Ok((_, mut state)) = query.get_mut(chosen_entity) {
|
||||
println!("Enemy {:?} starting attack dive!", chosen_entity);
|
||||
*state = EnemyState::Attacking;
|
||||
// Timer will automatically repeat due to TimerMode::Repeating,
|
||||
// no need to reset here unless we wanted a different interval after the first dive.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn enemy_shoot(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
// Query attacking enemies: need their transform and mutable Enemy component for the timer
|
||||
mut enemy_query: Query<(&Transform, &mut Enemy, &EnemyState), Without<FormationTarget>>,
|
||||
) {
|
||||
for (transform, mut enemy, state) in enemy_query.iter_mut() {
|
||||
// Only shoot if attacking
|
||||
if *state == EnemyState::Attacking {
|
||||
enemy.shoot_cooldown.tick(time.delta());
|
||||
if enemy.shoot_cooldown.finished() {
|
||||
println!("Enemy {:?} firing!", transform.translation); // Placeholder for entity ID if needed
|
||||
let bullet_start_pos = transform.translation
|
||||
- Vec3::Y * (ENEMY_SIZE.y / 2.0 + ENEMY_BULLET_SIZE.y / 2.0);
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(1.0, 0.5, 0.5), // Different color for enemy bullets
|
||||
custom_size: Some(ENEMY_BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(bullet_start_pos),
|
||||
..default()
|
||||
},
|
||||
EnemyBullet,
|
||||
));
|
||||
|
||||
// Reset the timer for the next shot
|
||||
enemy.shoot_cooldown.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_enemy_bullets(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut Transform), With<EnemyBullet>>,
|
||||
) {
|
||||
for (entity, mut transform) in query.iter_mut() {
|
||||
transform.translation.y -= ENEMY_BULLET_SPEED * time.delta_seconds();
|
||||
|
||||
// Despawn if off screen (bottom)
|
||||
if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_BULLET_SIZE.y {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// System to check if all spawned enemies have reached their formation position
|
||||
fn check_formation_complete(
|
||||
mut formation_state: ResMut<FormationState>,
|
||||
enemy_query: Query<&EnemyState, With<Enemy>>, // Query states directly
|
||||
mut attack_dive_timer: ResMut<AttackDiveTimer>, // Add timer to reset it
|
||||
) {
|
||||
// Only run the check if the formation isn't already marked as complete
|
||||
if !formation_state.formation_complete {
|
||||
// Check if all enemies for the stage have been spawned
|
||||
if formation_state.total_spawned_this_stage == FORMATION_ENEMY_COUNT {
|
||||
// Check if any enemies are still in the Entering state
|
||||
let mut any_entering = false;
|
||||
for state in enemy_query.iter() {
|
||||
if *state == EnemyState::Entering {
|
||||
any_entering = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If all spawned and none are entering, formation is complete
|
||||
if !any_entering {
|
||||
println!(
|
||||
"Formation complete! Resetting attack timer. (Spawned={})",
|
||||
formation_state.total_spawned_this_stage
|
||||
);
|
||||
formation_state.formation_complete = true;
|
||||
attack_dive_timer.timer.reset(); // Reset the dive timer
|
||||
attack_dive_timer.timer.unpause(); // Start the timer now
|
||||
println!("Formation complete! Attack timer unpaused and reset.");
|
||||
}
|
||||
// else { // Optional log
|
||||
// println!("Checking formation complete: Still entering...");
|
||||
// }
|
||||
}
|
||||
// else { // Optional log
|
||||
// println!("Checking formation complete: Not all spawned yet ({}/{})", formation_state.total_spawned_this_stage, FORMATION_ENEMY_COUNT);
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
// Check collisions between enemy bullets and the player
|
||||
fn check_enemy_bullet_player_collisions(
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<PlayerLives>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
// Player query matching the run_if condition
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<Invincible>)>,
|
||||
enemy_bullet_query: Query<(Entity, &Transform), With<EnemyBullet>>,
|
||||
) {
|
||||
if let Ok((player_entity, player_transform)) = player_query.get_single() {
|
||||
for (bullet_entity, bullet_transform) in enemy_bullet_query.iter() {
|
||||
let distance = player_transform
|
||||
.translation
|
||||
.distance(bullet_transform.translation);
|
||||
|
||||
if distance < ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD {
|
||||
println!("Player hit by enemy bullet!");
|
||||
commands.entity(bullet_entity).despawn(); // Despawn bullet
|
||||
|
||||
lives.count = lives.count.saturating_sub(1);
|
||||
println!("Lives remaining: {}", lives.count);
|
||||
|
||||
commands.entity(player_entity).despawn(); // Despawn player
|
||||
|
||||
if lives.count > 0 {
|
||||
respawn_timer.timer.reset();
|
||||
respawn_timer.timer.unpause();
|
||||
println!("Respawn timer started.");
|
||||
} else {
|
||||
println!("GAME OVER!");
|
||||
next_state.set(AppState::GameOver);
|
||||
}
|
||||
// Break because the player can only be hit once per frame
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
use constants::{PLAYER_RESPAWN_DELAY, STARTING_LIVES, WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use resources::{
|
||||
AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives,
|
||||
PlayerRespawnTimer, Score,
|
||||
};
|
||||
use game_state::{
|
||||
cleanup_game_entities, cleanup_game_over_ui, setup_game_over_ui, AppState,
|
||||
};
|
||||
use player::{
|
||||
check_player_enemy_collisions, manage_invincibility, move_player, player_shoot,
|
||||
respawn_player,
|
||||
};
|
||||
use enemy::{
|
||||
check_formation_complete, enemy_shoot, is_formation_complete, move_enemies, spawn_enemies,
|
||||
trigger_attack_dives,
|
||||
};
|
||||
use bullet::{
|
||||
check_bullet_collisions, check_enemy_bullet_player_collisions, move_bullets,
|
||||
move_enemy_bullets,
|
||||
};
|
||||
use stage::check_stage_clear;
|
||||
use systems::{player_exists, player_vulnerable, setup, should_respawn_player, update_window_title};
|
||||
|
||||
fn main() {
|
||||
App::new() // Start App builder
|
||||
.init_state::<AppState>() // Initialize the AppState *after* App::new()
|
||||
App::new()
|
||||
.init_state::<AppState>() // Initialize the AppState
|
||||
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
|
||||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
title: "Galaga :: Stage: 1 Lives: 3 Score: 0".into(), // Initial title with stage
|
||||
title: "Galaga :: Stage: 1 Lives: 3 Score: 0".into(), // Initial title
|
||||
resolution: (WINDOW_WIDTH, WINDOW_HEIGHT).into(),
|
||||
..default()
|
||||
}),
|
||||
|
@ -393,7 +51,6 @@ fn main() {
|
|||
count: STARTING_LIVES,
|
||||
})
|
||||
.insert_resource(PlayerRespawnTimer {
|
||||
// Start paused and finished
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_RESPAWN_DELAY),
|
||||
TimerMode::Once,
|
||||
|
@ -402,67 +59,64 @@ fn main() {
|
|||
.insert_resource(EnemySpawnTimer {
|
||||
timer: Timer::new(Duration::from_secs_f32(0.5), TimerMode::Repeating),
|
||||
})
|
||||
.insert_resource(Score { value: 0 }) // Initialize score
|
||||
.insert_resource(Score { value: 0 })
|
||||
.insert_resource(CurrentStage {
|
||||
number: 1,
|
||||
waiting_for_clear: false,
|
||||
}) // Initialize stage and flag
|
||||
})
|
||||
.insert_resource(FormationState {
|
||||
next_slot_index: 0,
|
||||
total_spawned_this_stage: 0,
|
||||
formation_complete: false,
|
||||
}) // Initialize formation state with flag
|
||||
})
|
||||
.insert_resource(AttackDiveTimer {
|
||||
timer: {
|
||||
let mut timer = Timer::new(Duration::from_secs_f32(3.0), TimerMode::Repeating);
|
||||
timer.pause(); // Start paused until formation is complete
|
||||
timer.pause(); // Start paused
|
||||
timer
|
||||
},
|
||||
}) // Initialize attack timer (e.g., every 3 seconds), initially paused
|
||||
})
|
||||
// Add Systems
|
||||
.add_systems(Startup, setup)
|
||||
// Systems running only when Playing
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
// Player systems
|
||||
move_player,
|
||||
player_shoot.run_if(player_exists),
|
||||
move_bullets,
|
||||
move_enemies,
|
||||
spawn_enemies,
|
||||
check_bullet_collisions,
|
||||
check_player_enemy_collisions.run_if(player_vulnerable),
|
||||
respawn_player.run_if(should_respawn_player),
|
||||
manage_invincibility,
|
||||
// check_formation_complete and trigger_attack_dives added separately below
|
||||
enemy_shoot, // Add enemy shooting system
|
||||
// Bullet systems
|
||||
move_bullets,
|
||||
check_bullet_collisions,
|
||||
move_enemy_bullets,
|
||||
check_enemy_bullet_player_collisions.run_if(player_vulnerable), // Add enemy bullet collision check
|
||||
// check_stage_clear is now added separately below using .pipe(system)
|
||||
// Game Over check is now implicit in check_player_enemy_collisions
|
||||
check_enemy_bullet_player_collisions.run_if(player_vulnerable),
|
||||
// Enemy systems
|
||||
spawn_enemies,
|
||||
move_enemies,
|
||||
enemy_shoot, // Consider run_if attacking state? (Handled internally for now)
|
||||
)
|
||||
.run_if(in_state(AppState::Playing)),
|
||||
)
|
||||
// Add formation check, dive trigger (with run condition), and stage clear separately
|
||||
// Formation/Attack/Stage systems (some need specific ordering or run conditions)
|
||||
.add_systems(
|
||||
Update,
|
||||
check_formation_complete.run_if(in_state(AppState::Playing)),
|
||||
(
|
||||
check_formation_complete,
|
||||
trigger_attack_dives.run_if(is_formation_complete), // Run only when formation is complete
|
||||
check_stage_clear, // Uses world access, run separately
|
||||
)
|
||||
.chain() // Ensure these run in order if needed, check_formation first
|
||||
.run_if(in_state(AppState::Playing)),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
trigger_attack_dives
|
||||
.run_if(in_state(AppState::Playing).and_then(is_formation_complete)),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
check_stage_clear.run_if(in_state(AppState::Playing)),
|
||||
) // check_stage_clear uses world access
|
||||
// Systems running regardless of state (or managing state transitions)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
update_window_title, // Keep title updated
|
||||
// Add system to check for restart input in GameOver state later
|
||||
// TODO: Add system to check for restart input in GameOver state
|
||||
bevy::window::close_on_esc, // Allow closing anytime
|
||||
),
|
||||
)
|
||||
|
@ -472,466 +126,3 @@ fn main() {
|
|||
.add_systems(OnExit(AppState::Playing), cleanup_game_entities) // Cleanup when leaving Playing
|
||||
.run();
|
||||
}
|
||||
|
||||
// --- Run Conditions ---
|
||||
fn player_exists(query: Query<&Player>) -> bool {
|
||||
!query.is_empty()
|
||||
}
|
||||
|
||||
fn player_vulnerable(query: Query<&Player, Without<Invincible>>) -> bool {
|
||||
!query.is_empty()
|
||||
}
|
||||
|
||||
fn should_respawn_player(lives: Res<PlayerLives>, player_query: Query<&Player>) -> bool {
|
||||
player_query.is_empty() && lives.count > 0
|
||||
}
|
||||
|
||||
// New run condition: Check if the formation is complete
|
||||
fn is_formation_complete(formation_state: Res<FormationState>) -> bool {
|
||||
formation_state.formation_complete
|
||||
}
|
||||
|
||||
// --- Systems ---
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
spawn_player_ship(&mut commands); // Use helper function
|
||||
}
|
||||
|
||||
// Helper to spawn player (used in setup and respawn)
|
||||
fn spawn_player_ship(commands: &mut Commands) {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(0.0, 0.5, 1.0),
|
||||
custom_size: Some(PLAYER_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::new(
|
||||
0.0,
|
||||
-WINDOW_HEIGHT / 2.0 + PLAYER_SIZE.y / 2.0 + 20.0,
|
||||
0.0,
|
||||
)),
|
||||
..default()
|
||||
},
|
||||
Player {
|
||||
speed: PLAYER_SPEED,
|
||||
shoot_cooldown: Timer::new(Duration::from_secs_f32(0.3), TimerMode::Once),
|
||||
},
|
||||
// Player starts invincible for a short time
|
||||
Invincible {
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_INVINCIBILITY_DURATION),
|
||||
TimerMode::Once,
|
||||
),
|
||||
},
|
||||
));
|
||||
println!("Player spawned!");
|
||||
}
|
||||
|
||||
fn move_player(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &Player)>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
// Using get_single_mut handles the case where player might not exist yet (or was just destroyed)
|
||||
if let Ok((mut transform, player)) = query.get_single_mut() {
|
||||
let mut direction = 0.0;
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) {
|
||||
direction -= 1.0;
|
||||
}
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) {
|
||||
direction += 1.0;
|
||||
}
|
||||
|
||||
transform.translation.x += direction * player.speed * time.delta_seconds();
|
||||
let half_player_width = PLAYER_SIZE.x / 2.0;
|
||||
transform.translation.x = transform.translation.x.clamp(
|
||||
-WINDOW_WIDTH / 2.0 + half_player_width,
|
||||
WINDOW_WIDTH / 2.0 - half_player_width,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn player_shoot(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&Transform, &mut Player)>, // Should only run if player exists due to run_if
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
if let Ok((player_transform, mut player)) = query.get_single_mut() {
|
||||
player.shoot_cooldown.tick(time.delta());
|
||||
|
||||
if (keyboard_input.just_pressed(KeyCode::Space)
|
||||
|| keyboard_input.just_pressed(KeyCode::ArrowUp))
|
||||
&& player.shoot_cooldown.finished()
|
||||
{
|
||||
player.shoot_cooldown.reset();
|
||||
|
||||
let bullet_start_pos = player_transform.translation
|
||||
+ Vec3::Y * (PLAYER_SIZE.y / 2.0 + BULLET_SIZE.y / 2.0);
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(1.0, 1.0, 1.0),
|
||||
custom_size: Some(BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(bullet_start_pos),
|
||||
..default()
|
||||
},
|
||||
Bullet,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_bullets(
|
||||
mut query: Query<(Entity, &mut Transform), With<Bullet>>,
|
||||
time: Res<Time>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut transform) in query.iter_mut() {
|
||||
transform.translation.y += BULLET_SPEED * time.delta_seconds();
|
||||
|
||||
if transform.translation.y > WINDOW_HEIGHT / 2.0 + BULLET_SIZE.y {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_enemies(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut timer: ResMut<EnemySpawnTimer>,
|
||||
mut stage: ResMut<CurrentStage>,
|
||||
mut formation_state: ResMut<FormationState>, // Add formation state resource
|
||||
) {
|
||||
// Tick the timer every frame
|
||||
timer.timer.tick(time.delta());
|
||||
|
||||
// Only spawn if we haven't spawned the full formation for this stage yet
|
||||
// AND the timer just finished this frame
|
||||
if formation_state.total_spawned_this_stage < FORMATION_ENEMY_COUNT
|
||||
&& timer.timer.just_finished()
|
||||
{
|
||||
// Calculate grid position
|
||||
let slot_index = formation_state.next_slot_index;
|
||||
let row = slot_index / FORMATION_COLS;
|
||||
let col = slot_index % FORMATION_COLS;
|
||||
|
||||
// Calculate target position in formation
|
||||
let target_x = (col as f32 - (FORMATION_COLS as f32 - 1.0) / 2.0) * FORMATION_X_SPACING;
|
||||
let target_y = FORMATION_BASE_Y - (row as f32 * FORMATION_Y_SPACING);
|
||||
let target_pos = Vec3::new(target_x, target_y, 0.0);
|
||||
|
||||
// Spawn position (still random at the top for now)
|
||||
let spawn_x = (fastrand::f32() - 0.5) * (WINDOW_WIDTH - ENEMY_SIZE.x);
|
||||
let spawn_y = WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y / 2.0;
|
||||
|
||||
// Determine enemy type (currently always Grunt)
|
||||
let enemy_type = EnemyType::Grunt;
|
||||
|
||||
// Determine sprite color based on type
|
||||
let sprite_color = match enemy_type {
|
||||
EnemyType::Grunt => Color::rgb(1.0, 0.2, 0.2), // Red for Grunts
|
||||
EnemyType::Boss => Color::rgb(0.8, 0.2, 1.0), // Purple for Bosses
|
||||
};
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: sprite_color, // Use determined color
|
||||
custom_size: Some(ENEMY_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::new(spawn_x, spawn_y, 0.0)),
|
||||
..default()
|
||||
},
|
||||
Enemy {
|
||||
enemy_type, // Use the defined type
|
||||
// Initialize cooldown, maybe slightly randomized later
|
||||
shoot_cooldown: Timer::new(
|
||||
Duration::from_secs_f32(ENEMY_SHOOT_INTERVAL),
|
||||
TimerMode::Once,
|
||||
),
|
||||
},
|
||||
FormationTarget {
|
||||
position: target_pos,
|
||||
},
|
||||
EnemyState::Entering, // Start in Entering state
|
||||
));
|
||||
|
||||
formation_state.next_slot_index = (slot_index + 1) % FORMATION_ENEMY_COUNT; // Cycle through slots if needed, though we stop spawning
|
||||
formation_state.total_spawned_this_stage += 1;
|
||||
|
||||
// Mark that we are now waiting for enemies to be cleared
|
||||
stage.waiting_for_clear = true;
|
||||
|
||||
// Reset timer only if we are still spawning more enemies for the formation
|
||||
if formation_state.total_spawned_this_stage < FORMATION_ENEMY_COUNT {
|
||||
timer.timer.reset();
|
||||
} else {
|
||||
println!("Full formation spawned for Stage {}", stage.number);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_enemies(
|
||||
// Query now includes FormationTarget
|
||||
// Query now includes EnemyState, but FormationTarget is optional
|
||||
// We need separate queries or logic paths for different states
|
||||
mut entering_query: Query<
|
||||
(Entity, &mut Transform, &FormationTarget, &mut EnemyState),
|
||||
(With<Enemy>, With<FormationTarget>),
|
||||
>,
|
||||
mut attacking_query: Query<
|
||||
(Entity, &mut Transform, &EnemyState, &Enemy), // Add &Enemy here
|
||||
(With<Enemy>, Without<FormationTarget>),
|
||||
>, // Query potential attackers
|
||||
time: Res<Time>,
|
||||
mut commands: Commands,
|
||||
stage: Res<CurrentStage>, // Add stage resource for speed calculation
|
||||
) {
|
||||
// Increase speed based on stage number
|
||||
let current_speed = ENEMY_SPEED + (stage.number - 1) as f32 * 10.0;
|
||||
let arrival_threshold = current_speed * time.delta_seconds() * 1.1; // Slightly more than one frame's movement
|
||||
|
||||
// --- Handle Entering Enemies ---
|
||||
for (entity, mut transform, target, mut state) in entering_query.iter_mut() {
|
||||
// Ensure we only process Entering state here, though query filters it mostly
|
||||
if *state == EnemyState::Entering {
|
||||
let current_pos = transform.translation;
|
||||
let target_pos = target.position;
|
||||
let direction = target_pos - current_pos;
|
||||
let distance = direction.length();
|
||||
|
||||
if distance < arrival_threshold {
|
||||
// Arrived at target
|
||||
transform.translation = target_pos;
|
||||
commands.entity(entity).remove::<FormationTarget>(); // Remove target component
|
||||
*state = EnemyState::InFormation; // Change state
|
||||
println!(
|
||||
"Enemy {:?} reached formation target and is now InFormation.",
|
||||
entity
|
||||
);
|
||||
} else {
|
||||
// Move towards target
|
||||
let move_delta = direction.normalize() * current_speed * time.delta_seconds();
|
||||
transform.translation += move_delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Handle Attacking Enemies ---
|
||||
let attack_speed = current_speed * 1.5; // Make them dive faster
|
||||
for (entity, mut transform, state, enemy) in attacking_query.iter_mut() {
|
||||
// Get state and enemy
|
||||
// *** Explicitly check if the enemy is actually in the Attacking state ***
|
||||
if *state == EnemyState::Attacking {
|
||||
// --- Apply movement based on EnemyType ---
|
||||
match enemy.enemy_type {
|
||||
EnemyType::Grunt => {
|
||||
// Grunt: Swooping Dive Logic
|
||||
let delta_seconds = time.delta_seconds();
|
||||
let vertical_movement = attack_speed * delta_seconds;
|
||||
|
||||
// Horizontal movement: Move towards the center (x=0)
|
||||
let horizontal_speed_factor = 0.5; // Adjust this to control the swoop intensity
|
||||
let horizontal_movement = if transform.translation.x < 0.0 {
|
||||
attack_speed * horizontal_speed_factor * delta_seconds
|
||||
} else if transform.translation.x > 0.0 {
|
||||
-attack_speed * horizontal_speed_factor * delta_seconds
|
||||
} else {
|
||||
0.0 // No horizontal movement if exactly at center
|
||||
};
|
||||
|
||||
// Apply movement
|
||||
transform.translation.y -= vertical_movement;
|
||||
transform.translation.x += horizontal_movement;
|
||||
|
||||
// Ensure enemy doesn't overshoot the center horizontally if moving towards it
|
||||
if (transform.translation.x - horizontal_movement < 0.0
|
||||
&& transform.translation.x > 0.0)
|
||||
|| (transform.translation.x - horizontal_movement > 0.0
|
||||
&& transform.translation.x < 0.0)
|
||||
{
|
||||
transform.translation.x = 0.0;
|
||||
}
|
||||
} // Add cases for other enemy types later
|
||||
EnemyType::Boss => {
|
||||
// Boss: Same Swooping Dive Logic for now
|
||||
let delta_seconds = time.delta_seconds();
|
||||
let vertical_movement = attack_speed * delta_seconds;
|
||||
let horizontal_speed_factor = 0.5;
|
||||
let horizontal_movement = if transform.translation.x < 0.0 {
|
||||
attack_speed * horizontal_speed_factor * delta_seconds
|
||||
} else if transform.translation.x > 0.0 {
|
||||
-attack_speed * horizontal_speed_factor * delta_seconds
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
transform.translation.y -= vertical_movement;
|
||||
transform.translation.x += horizontal_movement;
|
||||
if (transform.translation.x - horizontal_movement < 0.0
|
||||
&& transform.translation.x > 0.0)
|
||||
|| (transform.translation.x - horizontal_movement > 0.0
|
||||
&& transform.translation.x < 0.0)
|
||||
{
|
||||
transform.translation.x = 0.0;
|
||||
}
|
||||
}
|
||||
} // Closes match enemy.enemy_type
|
||||
} // Closes if *state == EnemyState::Attacking
|
||||
|
||||
// Enemies that are InFormation but Without<FormationTarget> will now be ignored by the movement logic above.
|
||||
|
||||
// Despawn if off screen (This should be inside the loop)
|
||||
if transform.translation.y < -WINDOW_HEIGHT / 2.0 - ENEMY_SIZE.y {
|
||||
println!(
|
||||
"Despawning enemy {:?} that went off screen.", // Generic message as it could be InFormation or Attacking
|
||||
entity
|
||||
);
|
||||
commands.entity(entity).despawn();
|
||||
// TODO: Later, attacking enemies might return to formation or loop
|
||||
}
|
||||
} // Closes for loop
|
||||
}
|
||||
|
||||
fn check_bullet_collisions(
|
||||
mut commands: Commands,
|
||||
bullet_query: Query<(Entity, &Transform), With<Bullet>>,
|
||||
enemy_query: Query<(Entity, &Transform, &Enemy), With<Enemy>>, // Fetch Enemy component too
|
||||
mut score: ResMut<Score>, // Add Score resource
|
||||
) {
|
||||
for (bullet_entity, bullet_transform) in bullet_query.iter() {
|
||||
for (enemy_entity, enemy_transform, enemy) in enemy_query.iter() {
|
||||
// Get Enemy component
|
||||
let distance = bullet_transform
|
||||
.translation
|
||||
.distance(enemy_transform.translation);
|
||||
|
||||
if distance < BULLET_ENEMY_COLLISION_THRESHOLD {
|
||||
commands.entity(bullet_entity).despawn();
|
||||
commands.entity(enemy_entity).despawn();
|
||||
// Increment score based on enemy type
|
||||
let points = match enemy.enemy_type {
|
||||
EnemyType::Grunt => 100,
|
||||
EnemyType::Boss => 100, // Same points as Grunt for now
|
||||
};
|
||||
score.value += points;
|
||||
println!("Enemy hit! Score: {}", score.value); // Log score update
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Modified Collision Check for Player
|
||||
fn check_player_enemy_collisions(
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<PlayerLives>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
mut next_state: ResMut<NextState<AppState>>, // Resource to change state
|
||||
// Query player without Invincible component - relies on run_if condition too
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<Invincible>)>,
|
||||
enemy_query: Query<(Entity, &Transform), With<Enemy>>,
|
||||
) {
|
||||
// This system only runs if player exists and is not invincible, due to run_if
|
||||
if let Ok((player_entity, player_transform)) = player_query.get_single() {
|
||||
for (enemy_entity, enemy_transform) in enemy_query.iter() {
|
||||
let distance = player_transform
|
||||
.translation
|
||||
.distance(enemy_transform.translation);
|
||||
|
||||
if distance < PLAYER_ENEMY_COLLISION_THRESHOLD {
|
||||
println!("Player hit!");
|
||||
commands.entity(enemy_entity).despawn(); // Despawn enemy
|
||||
|
||||
lives.count = lives.count.saturating_sub(1); // Decrement lives safely
|
||||
println!("Lives remaining: {}", lives.count);
|
||||
|
||||
commands.entity(player_entity).despawn(); // Despawn player
|
||||
|
||||
if lives.count > 0 {
|
||||
// Start the respawn timer
|
||||
respawn_timer.timer.reset();
|
||||
respawn_timer.timer.unpause();
|
||||
println!("Respawn timer started.");
|
||||
} else {
|
||||
println!("GAME OVER!");
|
||||
next_state.set(AppState::GameOver); // Transition to GameOver state
|
||||
}
|
||||
// Important: Break after handling one collision per frame for the player
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Respawn Player
|
||||
fn respawn_player(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
// No player query needed here due to run_if condition
|
||||
) {
|
||||
// Tick the timer only if it's actually running
|
||||
if respawn_timer.timer.tick(time.delta()).just_finished() {
|
||||
println!("Respawn timer finished. Spawning player.");
|
||||
spawn_player_ship(&mut commands);
|
||||
respawn_timer.timer.pause(); // Pause timer until next death
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Manage Invincibility
|
||||
fn manage_invincibility(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut Invincible, Option<&mut Visibility>), With<Player>>,
|
||||
) {
|
||||
for (entity, mut invincible, mut visibility) in query.iter_mut() {
|
||||
invincible.timer.tick(time.delta());
|
||||
|
||||
// Blinking effect (optional)
|
||||
if let Some(ref mut vis) = visibility {
|
||||
// Blink roughly 5 times per second
|
||||
let elapsed_secs = invincible.timer.elapsed_secs();
|
||||
**vis = if (elapsed_secs * 10.0).floor() % 2.0 == 0.0 {
|
||||
Visibility::Visible
|
||||
} else {
|
||||
Visibility::Hidden
|
||||
};
|
||||
}
|
||||
|
||||
if invincible.timer.finished() {
|
||||
println!("Invincibility finished.");
|
||||
commands.entity(entity).remove::<Invincible>();
|
||||
// Ensure player is visible when invincibility ends
|
||||
if let Some(ref mut vis) = visibility {
|
||||
**vis = Visibility::Visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Update Window Title with Lives
|
||||
fn update_window_title(
|
||||
lives: Res<PlayerLives>,
|
||||
score: Res<Score>,
|
||||
stage: Res<CurrentStage>, // Add CurrentStage resource
|
||||
mut windows: Query<&mut Window>,
|
||||
) {
|
||||
// Update if lives or score changed
|
||||
// Update if lives, score, or stage changed
|
||||
if lives.is_changed() || score.is_changed() || stage.is_changed() {
|
||||
let mut window = windows.single_mut();
|
||||
window.title = format!(
|
||||
"Galaga :: Stage: {} Lives: {} Score: {}",
|
||||
stage.number, lives.count, score.value
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
189
src/player.rs
Normal file
189
src/player.rs
Normal file
|
@ -0,0 +1,189 @@
|
|||
use bevy::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::components::{Bullet, Enemy, Invincible, Player};
|
||||
use crate::constants::{
|
||||
BULLET_SIZE, PLAYER_ENEMY_COLLISION_THRESHOLD, PLAYER_INVINCIBILITY_DURATION, PLAYER_SIZE,
|
||||
PLAYER_SPEED, WINDOW_HEIGHT, WINDOW_WIDTH,
|
||||
};
|
||||
use crate::game_state::AppState;
|
||||
use crate::resources::{PlayerLives, PlayerRespawnTimer};
|
||||
|
||||
// Helper to spawn player (used in setup and respawn)
|
||||
pub fn spawn_player_ship(commands: &mut Commands) {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(0.0, 0.5, 1.0),
|
||||
custom_size: Some(PLAYER_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::new(
|
||||
0.0,
|
||||
-WINDOW_HEIGHT / 2.0 + PLAYER_SIZE.y / 2.0 + 20.0,
|
||||
0.0,
|
||||
)),
|
||||
..default()
|
||||
},
|
||||
Player {
|
||||
speed: PLAYER_SPEED,
|
||||
shoot_cooldown: Timer::new(Duration::from_secs_f32(0.3), TimerMode::Once),
|
||||
},
|
||||
// Player starts invincible for a short time
|
||||
Invincible {
|
||||
timer: Timer::new(
|
||||
Duration::from_secs_f32(PLAYER_INVINCIBILITY_DURATION),
|
||||
TimerMode::Once,
|
||||
),
|
||||
},
|
||||
));
|
||||
println!("Player spawned!");
|
||||
}
|
||||
|
||||
pub fn move_player(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &Player)>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
// Using get_single_mut handles the case where player might not exist yet (or was just destroyed)
|
||||
if let Ok((mut transform, player)) = query.get_single_mut() {
|
||||
let mut direction = 0.0;
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) {
|
||||
direction -= 1.0;
|
||||
}
|
||||
|
||||
if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) {
|
||||
direction += 1.0;
|
||||
}
|
||||
|
||||
transform.translation.x += direction * player.speed * time.delta_seconds();
|
||||
let half_player_width = PLAYER_SIZE.x / 2.0;
|
||||
transform.translation.x = transform.translation.x.clamp(
|
||||
-WINDOW_WIDTH / 2.0 + half_player_width,
|
||||
WINDOW_WIDTH / 2.0 - half_player_width,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn player_shoot(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<(&Transform, &mut Player)>, // Should only run if player exists due to run_if
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
if let Ok((player_transform, mut player)) = query.get_single_mut() {
|
||||
player.shoot_cooldown.tick(time.delta());
|
||||
|
||||
if (keyboard_input.just_pressed(KeyCode::Space)
|
||||
|| keyboard_input.just_pressed(KeyCode::ArrowUp))
|
||||
&& player.shoot_cooldown.finished()
|
||||
{
|
||||
player.shoot_cooldown.reset();
|
||||
|
||||
let bullet_start_pos = player_transform.translation
|
||||
+ Vec3::Y * (PLAYER_SIZE.y / 2.0 + BULLET_SIZE.y / 2.0);
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::rgb(1.0, 1.0, 1.0),
|
||||
custom_size: Some(BULLET_SIZE),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(bullet_start_pos),
|
||||
..default()
|
||||
},
|
||||
Bullet,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Modified Collision Check for Player vs Enemy
|
||||
pub fn check_player_enemy_collisions(
|
||||
mut commands: Commands,
|
||||
mut lives: ResMut<PlayerLives>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
mut next_state: ResMut<NextState<AppState>>, // Resource to change state
|
||||
// Query player without Invincible component - relies on run_if condition too
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<Invincible>)>,
|
||||
enemy_query: Query<(Entity, &Transform), With<Enemy>>,
|
||||
) {
|
||||
// This system only runs if player exists and is not invincible, due to run_if
|
||||
if let Ok((player_entity, player_transform)) = player_query.get_single() {
|
||||
for (enemy_entity, enemy_transform) in enemy_query.iter() {
|
||||
let distance = player_transform
|
||||
.translation
|
||||
.distance(enemy_transform.translation);
|
||||
|
||||
if distance < PLAYER_ENEMY_COLLISION_THRESHOLD {
|
||||
println!("Player hit by enemy!");
|
||||
commands.entity(enemy_entity).despawn(); // Despawn enemy
|
||||
|
||||
lives.count = lives.count.saturating_sub(1); // Decrement lives safely
|
||||
println!("Lives remaining: {}", lives.count);
|
||||
|
||||
commands.entity(player_entity).despawn(); // Despawn player
|
||||
|
||||
if lives.count > 0 {
|
||||
// Start the respawn timer
|
||||
respawn_timer.timer.reset();
|
||||
respawn_timer.timer.unpause();
|
||||
println!("Respawn timer started.");
|
||||
} else {
|
||||
println!("GAME OVER!");
|
||||
next_state.set(AppState::GameOver); // Transition to GameOver state
|
||||
}
|
||||
// Important: Break after handling one collision per frame for the player
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Respawn Player
|
||||
pub fn respawn_player(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut respawn_timer: ResMut<PlayerRespawnTimer>,
|
||||
// No player query needed here due to run_if condition
|
||||
) {
|
||||
// Tick the timer only if it's actually running
|
||||
if respawn_timer.timer.tick(time.delta()).just_finished() {
|
||||
println!("Respawn timer finished. Spawning player.");
|
||||
spawn_player_ship(&mut commands);
|
||||
respawn_timer.timer.pause(); // Pause timer until next death
|
||||
}
|
||||
}
|
||||
|
||||
// New System: Manage Invincibility
|
||||
pub fn manage_invincibility(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut query: Query<(Entity, &mut Invincible, Option<&mut Visibility>), With<Player>>,
|
||||
) {
|
||||
for (entity, mut invincible, mut visibility) in query.iter_mut() {
|
||||
invincible.timer.tick(time.delta());
|
||||
|
||||
// Blinking effect (optional)
|
||||
if let Some(ref mut vis) = visibility {
|
||||
// Blink roughly 5 times per second
|
||||
let elapsed_secs = invincible.timer.elapsed_secs();
|
||||
**vis = if (elapsed_secs * 10.0).floor() % 2.0 == 0.0 {
|
||||
Visibility::Visible
|
||||
} else {
|
||||
Visibility::Hidden
|
||||
};
|
||||
}
|
||||
|
||||
if invincible.timer.finished() {
|
||||
println!("Invincibility finished.");
|
||||
commands.entity(entity).remove::<Invincible>();
|
||||
// Ensure player is visible when invincibility ends
|
||||
if let Some(ref mut vis) = visibility {
|
||||
**vis = Visibility::Visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
126
src/resources.rs
Normal file
126
src/resources.rs
Normal file
|
@ -0,0 +1,126 @@
|
|||
use bevy::prelude::*;
|
||||
use std::time::Duration; // Needed for Timer
|
||||
|
||||
// --- Resources ---
|
||||
#[derive(Resource)]
|
||||
pub struct EnemySpawnTimer {
|
||||
pub timer: Timer,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct PlayerLives {
|
||||
pub count: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct PlayerRespawnTimer {
|
||||
pub timer: Timer,
|
||||
}
|
||||
|
||||
// New struct to define formation positions
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct FormationLayout {
|
||||
pub name: String, // Optional name for debugging/identification
|
||||
pub positions: Vec<Vec3>,
|
||||
}
|
||||
|
||||
// Default implementation for easy initialization
|
||||
impl Default for FormationLayout {
|
||||
fn default() -> Self {
|
||||
// Default to the original grid formation for now
|
||||
let mut positions = Vec::with_capacity(crate::constants::FORMATION_ENEMY_COUNT);
|
||||
for i in 0..crate::constants::FORMATION_ENEMY_COUNT {
|
||||
let row = i / crate::constants::FORMATION_COLS;
|
||||
let col = i % crate::constants::FORMATION_COLS;
|
||||
let target_x = (col as f32 - (crate::constants::FORMATION_COLS as f32 - 1.0) / 2.0) * crate::constants::FORMATION_X_SPACING;
|
||||
let target_y = crate::constants::FORMATION_BASE_Y - (row as f32 * crate::constants::FORMATION_Y_SPACING);
|
||||
positions.push(Vec3::new(target_x, target_y, 0.0));
|
||||
}
|
||||
FormationLayout {
|
||||
name: "Default Grid".to_string(),
|
||||
positions,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Configuration for a single stage
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct StageConfig {
|
||||
pub formation_layout: FormationLayout,
|
||||
pub enemy_count: usize, // Allow overriding enemy count per stage
|
||||
pub attack_patterns: Vec<crate::components::AttackPattern>, // Possible patterns for this stage
|
||||
pub attack_dive_interval: f32, // Time between attack dives for this stage
|
||||
pub enemy_speed_multiplier: f32, // Speed multiplier for this stage
|
||||
pub enemy_shoot_interval: f32, // Shoot interval for this stage
|
||||
}
|
||||
|
||||
// Resource to hold all stage configurations
|
||||
#[derive(Resource, Debug, Clone)]
|
||||
pub struct StageConfigurations {
|
||||
pub stages: Vec<StageConfig>,
|
||||
}
|
||||
|
||||
impl Default for StageConfigurations {
|
||||
fn default() -> Self {
|
||||
use crate::components::AttackPattern;
|
||||
use crate::constants::*; // Import constants for default values
|
||||
|
||||
// Define configurations for a few stages
|
||||
let stage1 = StageConfig {
|
||||
formation_layout: FormationLayout::default(), // Use the default grid
|
||||
enemy_count: FORMATION_ENEMY_COUNT,
|
||||
attack_patterns: vec![AttackPattern::SwoopDive],
|
||||
attack_dive_interval: 3.0,
|
||||
enemy_speed_multiplier: 1.0,
|
||||
enemy_shoot_interval: ENEMY_SHOOT_INTERVAL,
|
||||
};
|
||||
|
||||
let stage2_layout = {
|
||||
let mut positions = Vec::new();
|
||||
let radius = WINDOW_WIDTH / 4.0;
|
||||
let center_y = FORMATION_BASE_Y - 50.0;
|
||||
let count = 16; // Example: Fewer enemies in a circle
|
||||
for i in 0..count {
|
||||
let angle = (i as f32 / count as f32) * 2.0 * std::f32::consts::PI;
|
||||
positions.push(Vec3::new(angle.cos() * radius, center_y + angle.sin() * radius, 0.0));
|
||||
}
|
||||
FormationLayout { name: "Circle".to_string(), positions }
|
||||
};
|
||||
let stage2 = StageConfig {
|
||||
formation_layout: stage2_layout,
|
||||
enemy_count: 16,
|
||||
attack_patterns: vec![AttackPattern::SwoopDive, AttackPattern::DirectDive], // Add direct dive
|
||||
attack_dive_interval: 2.5, // Faster dives
|
||||
enemy_speed_multiplier: 1.2, // Faster enemies
|
||||
enemy_shoot_interval: ENEMY_SHOOT_INTERVAL * 0.8, // Faster shooting
|
||||
};
|
||||
|
||||
// Add more stages here...
|
||||
|
||||
StageConfigurations {
|
||||
stages: vec![stage1, stage2], // Add more stages as needed
|
||||
}
|
||||
}
|
||||
}
|
||||
#[derive(Resource)]
|
||||
pub struct Score {
|
||||
pub value: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct CurrentStage {
|
||||
pub number: u32,
|
||||
pub waiting_for_clear: bool, // Flag to check if we should check for stage clear
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct FormationState {
|
||||
pub next_slot_index: usize,
|
||||
pub total_spawned_this_stage: usize,
|
||||
pub formation_complete: bool, // Flag to indicate if all enemies are in position
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct AttackDiveTimer {
|
||||
pub timer: Timer,
|
||||
}
|
37
src/stage.rs
Normal file
37
src/stage.rs
Normal file
|
@ -0,0 +1,37 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::components::Enemy;
|
||||
use crate::resources::{CurrentStage, EnemySpawnTimer, FormationState};
|
||||
|
||||
// Helper to access world directly in check_stage_clear
|
||||
pub fn check_stage_clear(world: &mut World) {
|
||||
// Use manual resource access because we need mutable access to multiple resources
|
||||
// Separate checks to manage borrows correctly
|
||||
let mut should_clear = false;
|
||||
if let Some(stage) = world.get_resource::<CurrentStage>() {
|
||||
if stage.waiting_for_clear {
|
||||
// Create the query *after* checking the flag
|
||||
let mut enemy_query = world.query_filtered::<Entity, With<Enemy>>();
|
||||
if enemy_query.iter(world).next().is_none() {
|
||||
should_clear = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if should_clear {
|
||||
// Get mutable resources only when needed
|
||||
if let Some(mut stage) = world.get_resource_mut::<CurrentStage>() {
|
||||
stage.number += 1;
|
||||
stage.waiting_for_clear = false;
|
||||
println!("Stage cleared! Starting Stage {}...", stage.number);
|
||||
}
|
||||
if let Some(mut formation_state) = world.get_resource_mut::<FormationState>() {
|
||||
formation_state.next_slot_index = 0;
|
||||
formation_state.total_spawned_this_stage = 0;
|
||||
formation_state.formation_complete = false; // Reset flag for new stage
|
||||
}
|
||||
if let Some(mut spawn_timer) = world.get_resource_mut::<EnemySpawnTimer>() {
|
||||
spawn_timer.timer.reset();
|
||||
}
|
||||
}
|
||||
}
|
45
src/systems.rs
Normal file
45
src/systems.rs
Normal file
|
@ -0,0 +1,45 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::components::{Invincible, Player};
|
||||
use crate::resources::{CurrentStage, FormationState, PlayerLives, Score};
|
||||
use crate::player::spawn_player_ship; // Import the helper function
|
||||
|
||||
// --- Setup ---
|
||||
pub fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
spawn_player_ship(&mut commands); // Use helper function from player module
|
||||
}
|
||||
|
||||
// --- Run Conditions ---
|
||||
pub fn player_exists(query: Query<&Player>) -> bool {
|
||||
!query.is_empty()
|
||||
}
|
||||
|
||||
pub fn player_vulnerable(query: Query<&Player, Without<Invincible>>) -> bool {
|
||||
!query.is_empty()
|
||||
}
|
||||
|
||||
pub fn should_respawn_player(lives: Res<PlayerLives>, player_query: Query<&Player>) -> bool {
|
||||
player_query.is_empty() && lives.count > 0
|
||||
}
|
||||
|
||||
// Moved is_formation_complete to enemy.rs as it's closely related to enemy logic
|
||||
|
||||
// --- General Systems ---
|
||||
|
||||
// Update Window Title with Lives, Score, and Stage
|
||||
pub fn update_window_title(
|
||||
lives: Res<PlayerLives>,
|
||||
score: Res<Score>,
|
||||
stage: Res<CurrentStage>, // Add CurrentStage resource
|
||||
mut windows: Query<&mut Window>,
|
||||
) {
|
||||
// Update if lives, score, or stage changed
|
||||
if lives.is_changed() || score.is_changed() || stage.is_changed() {
|
||||
let mut window = windows.single_mut();
|
||||
window.title = format!(
|
||||
"Galaga :: Stage: {} Lives: {} Score: {}",
|
||||
stage.number, lives.count, score.value
|
||||
);
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue