feat: add scrolling starfield background

Add 150 stars with randomized positions, sizes, speeds, and brightness.
Stars scroll downward with parallax depth effect and wrap around at
screen edges. Also fixes Bevy 0.13 API issues in game_state.rs
(KeyCode::R → KeyR, Input → ButtonInput).
This commit is contained in:
Harald Hoyer 2026-05-06 15:05:32 +02:00
parent c9188f58f6
commit 9d80626cc6
7 changed files with 72 additions and 6 deletions

48
src/starfield.rs Normal file
View file

@ -0,0 +1,48 @@
use bevy::prelude::*;
use crate::components::Star;
use crate::constants::{
STAR_COUNT, STAR_MAX_SIZE, STAR_MAX_SPEED, STAR_MIN_SIZE, STAR_MIN_SPEED,
STAR_Z_DEPTH, WINDOW_HEIGHT, WINDOW_WIDTH,
};
pub fn spawn_starfield(commands: &mut Commands) {
for _ in 0..STAR_COUNT {
let size = fastrand::f32() * (STAR_MAX_SIZE - STAR_MIN_SIZE) + STAR_MIN_SIZE;
let speed = fastrand::f32() * (STAR_MAX_SPEED - STAR_MIN_SPEED) + STAR_MIN_SPEED;
let brightness = fastrand::f32() * 0.5 + 0.5; // 0.5 to 1.0
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::rgb(brightness, brightness, brightness),
custom_size: Some(Vec2::new(size, size)),
..default()
},
transform: Transform::from_translation(Vec3::new(
fastrand::f32() * WINDOW_WIDTH - WINDOW_WIDTH / 2.0,
fastrand::f32() * WINDOW_HEIGHT - WINDOW_HEIGHT / 2.0,
STAR_Z_DEPTH,
)),
..default()
},
Star { speed },
));
}
}
pub fn scroll_starfield(mut star_query: Query<(&mut Transform, &Star)>, time: Res<Time>) {
let dt = time.delta_seconds();
let half_height = WINDOW_HEIGHT / 2.0;
let half_width = WINDOW_WIDTH / 2.0;
for (mut transform, star) in star_query.iter_mut() {
let parallax = -transform.translation.y * 0.01;
transform.translation.y -= (star.speed + parallax) * dt;
if transform.translation.y < -half_height {
transform.translation.y = half_height;
transform.translation.x = fastrand::f32() * WINDOW_WIDTH - half_width;
}
}
}