bglga/src/constants.rs
Harald Hoyer b2b564f690 chore(deps): upgrade Bevy 0.13 → 0.18
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>
2026-05-06 21:26:48 +02:00

61 lines
2.4 KiB
Rust

use bevy::math::Vec2;
use bevy::prelude::*;
// --- Constants ---
pub const WINDOW_WIDTH: f32 = 600.0;
pub const WINDOW_HEIGHT: f32 = 800.0;
pub const PLAYER_SPEED: f32 = 300.0;
pub const BULLET_SPEED: f32 = 500.0;
pub const ENEMY_SPEED: f32 = 100.0;
pub const PLAYER_SIZE: Vec2 = Vec2::new(30.0, 30.0);
pub const ENEMY_SIZE: Vec2 = Vec2::new(40.0, 40.0);
pub const BULLET_SIZE: Vec2 = Vec2::new(5.0, 15.0);
// Player bullet
pub const ENEMY_BULLET_SIZE: Vec2 = Vec2::new(8.0, 8.0);
// Enemy bullet
pub const ENEMY_BULLET_SPEED: f32 = 300.0;
pub const ENEMY_SHOOT_INTERVAL: f32 = 1.5;
// Formation constants
const FORMATION_ROWS: usize = 4;
pub const FORMATION_COLS: usize = 8;
pub const FORMATION_ENEMY_COUNT: usize = FORMATION_ROWS * FORMATION_COLS;
pub const FORMATION_X_SPACING: f32 = 60.0;
pub const FORMATION_Y_SPACING: f32 = 50.0;
pub const FORMATION_BASE_Y: f32 = WINDOW_HEIGHT / 2.0 - 150.0;
// Top area for formation
pub const STARTING_LIVES: u32 = 3;
pub const PLAYER_RESPAWN_DELAY: f32 = 2.0;
pub const PLAYER_INVINCIBILITY_DURATION: f32 = 2.0;
// Collision thresholds
pub const BULLET_ENEMY_COLLISION_THRESHOLD: f32 = (BULLET_SIZE.x + ENEMY_SIZE.x) * 0.5;
// 22.5
pub const PLAYER_ENEMY_COLLISION_THRESHOLD: f32 = (PLAYER_SIZE.x + ENEMY_SIZE.x) * 0.5;
// 35.0
pub const ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD: f32 =
(ENEMY_BULLET_SIZE.x + PLAYER_SIZE.x) * 0.5;
// Tractor beam constants
pub const TRACTOR_BEAM_WIDTH: f32 = 20.0;
pub const TRACTOR_BEAM_DURATION: f32 = 3.0;
pub const TRACTOR_BEAM_COLOR: Color = Color::srgba(0.5, 0.0, 0.8, 0.6);
pub const CAPTURE_DURATION: f32 = 10.0; // How long the player stays captured
// Tractor beam visual constants
pub const BEAM_GLOW_WIDTH: f32 = 40.0;
pub const BEAM_GLOW_COLOR: Color = Color::srgba(0.3, 0.0, 0.5, 0.25);
pub const BEAM_CORE_COLOR: Color = Color::srgba(0.7, 0.2, 1.0, 0.7);
pub const BEAM_PULSE_FREQ: f32 = 3.0;
pub const BEAM_PULSE_AMPLITUDE: f32 = 0.15;
// Starfield constants
pub const STAR_COUNT: usize = 150;
pub const STAR_MIN_SIZE: f32 = 1.0;
pub const STAR_MAX_SIZE: f32 = 3.0;
pub const STAR_MIN_SPEED: f32 = 20.0;
pub const STAR_MAX_SPEED: f32 = 100.0;
pub const STAR_Z_DEPTH: f32 = -10.0; // Behind all game entities
// Explosion constants
pub const EXPLOSION_DURATION: f32 = 0.4;
pub const EXPLOSION_BASE_SIZE: Vec2 = Vec2::new(15.0, 15.0);
pub const EXPLOSION_MAX_SIZE: Vec2 = Vec2::new(50.0, 50.0);
pub const EXPLOSION_COLOR: Color = Color::srgba(1.0, 0.6, 0.1, 1.0);