Three major versions of breaking changes: - Bundles → Required Components (SpriteBundle, NodeBundle, ButtonBundle, TextBundle, Camera2dBundle removed; spawn tuples of components instead) - Style merged into Node; TextStyle split into TextFont + TextColor - Color API: rgb/rgba → srgb/srgba; Color::Rgba pattern matching replaced with .alpha()/.set_alpha(); .r()/.g()/.b() → .to_srgba().red/green/blue - Time: delta_seconds() → delta_secs(); elapsed_seconds() → elapsed_secs() - Query: get_single()/get_single_mut() → single()/single_mut() (now Result) - Timer::finished() → Timer::is_finished() - despawn_recursive() removed (despawn() is now recursive); despawn_descendants() removed — replaced with Children query iteration - BorderColor(c) → BorderColor::all(c) - WindowResolution: From<(f32,f32)> removed → cast to (u32,u32) - flake.nix: added wayland to runtime libs (default-on in 0.18) Tests pass (8/8), clippy clean, headless render verified showing start menu, button, starfield, and player ship. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
61 lines
2.4 KiB
Rust
61 lines
2.4 KiB
Rust
use bevy::math::Vec2;
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use bevy::prelude::*;
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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 =
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(ENEMY_BULLET_SIZE.x + PLAYER_SIZE.x) * 0.5;
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// Tractor beam constants
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pub const TRACTOR_BEAM_WIDTH: f32 = 20.0;
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pub const TRACTOR_BEAM_DURATION: f32 = 3.0;
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pub const TRACTOR_BEAM_COLOR: Color = Color::srgba(0.5, 0.0, 0.8, 0.6);
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pub const CAPTURE_DURATION: f32 = 10.0; // How long the player stays captured
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// Tractor beam visual constants
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pub const BEAM_GLOW_WIDTH: f32 = 40.0;
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pub const BEAM_GLOW_COLOR: Color = Color::srgba(0.3, 0.0, 0.5, 0.25);
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pub const BEAM_CORE_COLOR: Color = Color::srgba(0.7, 0.2, 1.0, 0.7);
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pub const BEAM_PULSE_FREQ: f32 = 3.0;
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pub const BEAM_PULSE_AMPLITUDE: f32 = 0.15;
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// Starfield constants
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pub const STAR_COUNT: usize = 150;
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pub const STAR_MIN_SIZE: f32 = 1.0;
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pub const STAR_MAX_SIZE: f32 = 3.0;
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pub const STAR_MIN_SPEED: f32 = 20.0;
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pub const STAR_MAX_SPEED: f32 = 100.0;
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pub const STAR_Z_DEPTH: f32 = -10.0; // Behind all game entities
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// Explosion constants
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pub const EXPLOSION_DURATION: f32 = 0.4;
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pub const EXPLOSION_BASE_SIZE: Vec2 = Vec2::new(15.0, 15.0);
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pub const EXPLOSION_MAX_SIZE: Vec2 = Vec2::new(50.0, 50.0);
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pub const EXPLOSION_COLOR: Color = Color::srgba(1.0, 0.6, 0.1, 1.0);
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