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@ -1,12 +1,5 @@
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// Bevy basically forces "complex types" with Querys
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#![allow(clippy::type_complexity)]
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use games::*;
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// TODO: Detect when piece is going to go out of bounds and restirct parent from moving there
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// TODO: When shape touches the rest of the pieces, re-parent to line entity
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// TODO: When line is "full" (has 10 children) clear line and add to score
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fn main() {
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App::new()
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.add_plugins(BaseGamePlugin {
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@ -15,28 +8,13 @@ fn main() {
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game_type: GameType::Two,
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..default()
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})
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.init_state::<Falling>()
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.add_systems(Startup, (init_pieces, init_debug_ui))
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.add_systems(Startup, init_pieces)
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.add_systems(
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Update,
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(
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kb_input.run_if(on_event::<KeyboardInput>),
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kb_movement.run_if(on_event::<KeyboardInput>),
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update_position,
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falling
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.run_if(in_state(Falling::On))
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.run_if(clock_cycle(1.0)),
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set_piece
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.run_if(any_component_added::<Shape>
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.or(any_component_changed::<Shape>)
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.or(any_component_added::<Orientation>)
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.or(any_component_changed::<Orientation>)
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),
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set_relative_piece_positions.run_if(
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any_component_added::<RelativePosition>
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.or(any_component_changed::<RelativePosition>),
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),
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sync_singleton_to_ui::<Shape>.run_if(any_component_changed::<Shape>),
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sync_singleton_to_ui::<Orientation>.run_if(any_component_changed::<Orientation>),
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update_orientation,
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),
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)
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.add_systems(Update, draw_grid)
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@ -45,117 +23,21 @@ fn main() {
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const SCALE: f32 = 30.0;
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/// A shape, e.g., the long piece
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#[derive(Component, Debug, Default)]
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enum Shape {
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#[default]
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O,
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T,
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L,
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J,
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S,
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Z,
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I,
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}
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impl Display for Shape {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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Shape::O => write!(f, "O"),
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Shape::T => write!(f, "T"),
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Shape::L => write!(f, "L"),
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Shape::J => write!(f, "J"),
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Shape::S => write!(f, "S"),
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Shape::Z => write!(f, "Z"),
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Shape::I => write!(f, "I"),
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}
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}
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}
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/// A part of a piece, i.e., a single square of a piece
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#[derive(Component, Debug)]
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struct ShapePiece;
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#[derive(Component, Debug)]
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struct RelativePosition {
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x: i8,
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y: i8,
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}
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impl From<(i8, i8)> for RelativePosition {
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fn from((x, y): (i8, i8)) -> RelativePosition {
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RelativePosition { x, y }
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}
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}
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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#[derive(Component, Default, Debug, Clone, Copy)]
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#[require(Transform, Visibility)]
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struct GridPosition {
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x: usize,
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y: usize,
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}
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impl GridPosition {
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fn move_up(&self) -> Self {
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Self {
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y: if self.y + 1 < 20 {
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self.y.saturating_add(1)
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} else {
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self.y
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},
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x: self.x,
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}
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}
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fn move_down(&mut self) -> Self {
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Self {
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y: self.y.saturating_sub(1),
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x: self.x,
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}
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}
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fn move_left(&mut self) -> Self {
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Self {
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x: self.x.saturating_sub(1),
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y: self.y,
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}
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}
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fn move_right(&mut self) -> Self {
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Self {
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x: if self.x + 1 < 10 {
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self.x.saturating_add(1)
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} else {
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self.x
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},
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y: self.y,
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}
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}
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}
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impl Default for GridPosition {
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fn default() -> Self {
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GridPosition { x: 5, y: 20 }
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}
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x: isize,
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y: isize,
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}
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impl From<&GridPosition> for Vec3 {
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fn from(GridPosition { x, y }: &GridPosition) -> Vec3 {
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// Grid Positions start in the bottom left of the area
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// So (0, 0) is the bottom left, (0, 9) is the bottom right, etc
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// TODO: Custom offset allowing pieces like O and I to have correct center
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let x_0 = -SCALE * 5.0 + (0.5 * SCALE);
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let x = x_0 + ((*x as f32) * SCALE);
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let y_0 = -SCALE * 10.0 + (0.5 * SCALE);
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let y = y_0 + ((*y as f32) * SCALE);
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Vec3::new(x, y, 0.0)
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Vec3::new((*x as f32) * SCALE, (*y as f32) * SCALE, 0.0)
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}
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}
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impl From<(usize, usize)> for GridPosition {
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fn from((x, y): (usize, usize)) -> GridPosition {
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impl From<(isize, isize)> for GridPosition {
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fn from((x, y): (isize, isize)) -> GridPosition {
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GridPosition { x, y }
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}
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}
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@ -171,12 +53,6 @@ impl std::ops::Add for GridPosition {
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}
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}
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impl std::ops::AddAssign<&GridPosition> for GridPosition {
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fn add_assign(&mut self, rhs: &GridPosition) {
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*self = *self + *rhs;
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}
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}
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#[derive(Component, Default, Debug)]
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enum Orientation {
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#[default]
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@ -206,273 +82,89 @@ impl Orientation {
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}
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}
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impl Display for Orientation {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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Orientation::Up => write!(f, "up"),
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Orientation::Down => write!(f, "down"),
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Orientation::Left => write!(f, "<-"),
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Orientation::Right => write!(f, "->"),
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}
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impl From<&Orientation> for Quat {
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fn from(other: &Orientation) -> Quat {
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let z = match other {
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Orientation::Up => 0.0,
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Orientation::Left => -PI * 0.5,
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Orientation::Down => -PI,
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Orientation::Right => -PI * 1.5,
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};
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Quat::from_rotation_z(z)
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}
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}
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#[derive(States, Clone, Eq, PartialEq, Debug, Hash, Default, Component)]
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enum Falling {
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#[default]
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On,
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Off,
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}
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#[derive(Resource, Debug)]
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struct Visuals {
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material: Handle<ColorMaterial>,
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mesh: Handle<Mesh>,
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}
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fn init_pieces(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.insert_resource(Visuals {
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material: materials.add(ColorMaterial {
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commands
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.spawn((Orientation::default(), GridPosition::default()))
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.with_children(|parent| {
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let mat = materials.add(ColorMaterial {
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color: WHITE.into(),
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..default()
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}),
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mesh: meshes.add(Rectangle::new(SCALE, SCALE)),
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});
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commands.spawn((Orientation::default(), GridPosition::default(), Shape::T));
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}
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fn init_debug_ui(
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mut commands: Commands,
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) {
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commands.spawn((Node {
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top: Val::Px(0.0),
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left: Val::Px(0.0),
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..default()
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}, DebuggingState::On)).with_children(|parent| {
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parent.spawn((
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Node::default(),
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children![
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(Text::new("SHAPE"), SyncSingleton::<Shape>::default()),
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(Text::new("ORIENTATION"), SyncSingleton::<Orientation>::default()),
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]
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Mesh2d(meshes.add(Rectangle::new(SCALE, SCALE))),
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MeshMaterial2d(mat.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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});
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}
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fn set_piece(
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query: Query<(Entity, &Shape, &Orientation), Or<(Added<Shape>, Changed<Shape>, Added<Orientation>, Changed<Orientation>)>>,
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mut commands: Commands,
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visuals: Res<Visuals>,
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) {
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query.iter().for_each(|(e, s, o)| {
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debug!("{e:?} {s:?} {o:?}");
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commands
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.entity(e)
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.despawn_related::<Children>()
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.with_children(|parent| {
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let mesh = visuals.mesh.clone();
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let mat = visuals.material.clone();
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#[rustfmt::skip]
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let piece_positions: [RelativePosition;4] = match s {
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Shape::O => [
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(0,1).into(),(1,1).into(),
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(0,0).into(),(1,0).into()
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],
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Shape::T => match o {
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Orientation::Up => [
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(0,1).into(),
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(-1,0).into(),(0,0).into(),(1,0).into(),
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],
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Orientation::Down => [
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(-1,0).into(),(0,0).into(),(1,0).into(),
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(0,-1).into(),
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],
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Orientation::Right => [
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(0,1).into(),
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(0,0).into(), (1,0).into(),
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(0,-1).into(),
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],
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Orientation::Left => [
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(0,1).into(),
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(-1,0).into(),(0,0).into(),
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(0,-1).into(),
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]
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},
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Shape::L => match o {
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Orientation::Up => [
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(0,1).into(),
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(0,0).into(),
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(0,-1).into(),(1,-1).into(),
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],
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Orientation::Down => [
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(-1,1).into(),(0,1).into(),
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(0,0).into(),
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(0,-1).into(),
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],
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Orientation::Right => [
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(-1,0).into(),(0,0).into(),(1,0).into(),
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(-1,-1).into(),
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],
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Orientation::Left => [
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(1,1).into(),
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(-1,0).into(),(0,0).into(),(1,0).into(),
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],
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},
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Shape::J => match o {
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Orientation::Up => [
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(0,1).into(),
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(0,0).into(),
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(-1,-1).into(),(0,-1).into(),
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],
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Orientation::Down => [
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(0,1).into(),(1,1).into(),
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(0,0).into(),
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(0,-1).into(),
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],
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Orientation::Left => [
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(-1,0).into(),(0,0).into(),(1,0).into(),
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(1,-1).into(),
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],
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Orientation::Right => [
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(-1,1).into(),
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(-1,0).into(),(0,0).into(),(1,0).into()
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],
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|
|
|
|
},
|
|
|
|
|
Shape::S => match o {
|
|
|
|
|
Orientation::Up => [
|
|
|
|
|
(0,0).into(),(1,0).into(),
|
|
|
|
|
(-1,-1).into(),(0,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Down => [
|
|
|
|
|
(0,1).into(),(1,1).into(),
|
|
|
|
|
(-1,0).into(),(0,0).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Right => [
|
|
|
|
|
(-1,1).into(),
|
|
|
|
|
(-1,0).into(),(0,0).into(),
|
|
|
|
|
(0,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Left => [
|
|
|
|
|
(0,1).into(),
|
|
|
|
|
(0,0).into(),(1,0).into(),
|
|
|
|
|
(1,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
},
|
|
|
|
|
Shape::Z => match o {
|
|
|
|
|
Orientation::Up => [
|
|
|
|
|
(-1,0).into(),(0,0).into(),
|
|
|
|
|
(0,-1).into(),(1,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Down => [
|
|
|
|
|
(-1,1).into(),(0,1).into(),
|
|
|
|
|
(0,0).into(),(1,0).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Left => [
|
|
|
|
|
(1,1).into(),
|
|
|
|
|
(0,0).into(),(1,0).into(),
|
|
|
|
|
(0,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Right => [
|
|
|
|
|
(0,1).into(),
|
|
|
|
|
(-1,0).into(),(0,0).into(),
|
|
|
|
|
(-1,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
},
|
|
|
|
|
// TODO: This does not match tetris!
|
|
|
|
|
Shape::I => match o {
|
|
|
|
|
Orientation::Up => [
|
|
|
|
|
(0,2).into(),
|
|
|
|
|
(0,1).into(),
|
|
|
|
|
(0,0).into(),
|
|
|
|
|
(0,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Down => [
|
|
|
|
|
(-1,2).into(),
|
|
|
|
|
(-1,1).into(),
|
|
|
|
|
(-1,0).into(),
|
|
|
|
|
(-1,-1).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Left => [
|
|
|
|
|
(-2,0).into(),(-1,0).into(),(0,0).into(),(1,0).into(),
|
|
|
|
|
],
|
|
|
|
|
Orientation::Right => [
|
|
|
|
|
(-2,1).into(),(-1,1).into(),(0,1).into(),(1,1).into(),
|
|
|
|
|
]
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
piece_positions.into_iter().for_each(|rp| {
|
|
|
|
|
parent.spawn((Mesh2d(mesh.clone()), MeshMaterial2d(mat.clone()), rp));
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn set_relative_piece_positions(
|
|
|
|
|
query: Query<
|
|
|
|
|
(Entity, &RelativePosition),
|
|
|
|
|
Or<(Added<RelativePosition>, Changed<RelativePosition>)>,
|
|
|
|
|
>,
|
|
|
|
|
mut commands: Commands,
|
|
|
|
|
) {
|
|
|
|
|
query.iter().for_each(|(e, rp)| {
|
|
|
|
|
commands.entity(e).insert(Transform::from_xyz(
|
|
|
|
|
(rp.x as f32) * SCALE,
|
|
|
|
|
(rp.y as f32) * SCALE,
|
|
|
|
|
0.0,
|
|
|
|
|
parent.spawn((
|
|
|
|
|
Mesh2d(meshes.add(Rectangle::new(SCALE, SCALE))),
|
|
|
|
|
MeshMaterial2d(mat.clone()),
|
|
|
|
|
Transform::from_xyz(SCALE, 0.0, 0.0),
|
|
|
|
|
));
|
|
|
|
|
parent.spawn((
|
|
|
|
|
Mesh2d(meshes.add(Rectangle::new(SCALE, SCALE))),
|
|
|
|
|
MeshMaterial2d(mat.clone()),
|
|
|
|
|
Transform::from_xyz(0.0, SCALE, 0.0),
|
|
|
|
|
));
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn update_position(mut query: Query<(&GridPosition, &mut Transform), Changed<GridPosition>>) {
|
|
|
|
|
query.iter_mut().for_each(|(gp, mut t)| {
|
|
|
|
|
let tmp: Vec3 = gp.into();
|
|
|
|
|
debug!("Updating position {:?}", tmp);
|
|
|
|
|
|
|
|
|
|
t.translation = gp.into();
|
|
|
|
|
debug!("Updating position {:?}", t.translation);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn kb_input(
|
|
|
|
|
mut events: EventReader<KeyboardInput>,
|
|
|
|
|
mut query: Query<(&mut GridPosition, &mut Orientation, &mut Shape)>,
|
|
|
|
|
curr: Res<State<Falling>>,
|
|
|
|
|
mut next: ResMut<NextState<Falling>>,
|
|
|
|
|
) {
|
|
|
|
|
fn update_orientation(mut query: Query<(&Orientation, &mut Transform), Changed<Orientation>>) {
|
|
|
|
|
query.iter_mut().for_each(|(o, mut t)| {
|
|
|
|
|
t.rotation = o.into();
|
|
|
|
|
debug!("Setting orientation to {:?}", o);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn kb_movement(mut events: EventReader<KeyboardInput>, mut query: Query<(&mut GridPosition, &mut Orientation)>) {
|
|
|
|
|
events.read().for_each(
|
|
|
|
|
|KeyboardInput {
|
|
|
|
|
key_code, state, ..
|
|
|
|
|
}| {
|
|
|
|
|
if let ButtonState::Pressed = state {
|
|
|
|
|
// TODO: Restict movement based on size/orientation of piece
|
|
|
|
|
// Check if children would be outside play area...
|
|
|
|
|
query.iter_mut().for_each(|(mut gp, mut o, mut s)| {
|
|
|
|
|
match key_code {
|
|
|
|
|
// Up arrow should rotate if in falling mode
|
|
|
|
|
// Only move up if in falling::off mode
|
|
|
|
|
KeyCode::ArrowUp => *o = o.prev(),
|
|
|
|
|
KeyCode::ArrowDown => *gp = gp.move_down(),
|
|
|
|
|
KeyCode::ArrowLeft => *gp = gp.move_left(),
|
|
|
|
|
KeyCode::ArrowRight => *gp = gp.move_right(),
|
|
|
|
|
KeyCode::Space => next.set(match curr.get() {
|
|
|
|
|
Falling::On => Falling::Off,
|
|
|
|
|
Falling::Off => Falling::On,
|
|
|
|
|
}),
|
|
|
|
|
KeyCode::Digit1 => *s = Shape::T,
|
|
|
|
|
KeyCode::Digit2 => *s = Shape::O,
|
|
|
|
|
KeyCode::Digit3 => *s = Shape::L,
|
|
|
|
|
KeyCode::Digit4 => *s = Shape::J,
|
|
|
|
|
KeyCode::Digit5 => *s = Shape::S,
|
|
|
|
|
KeyCode::Digit6 => *s = Shape::Z,
|
|
|
|
|
KeyCode::Digit7 => *s = Shape::I,
|
|
|
|
|
_ => (),
|
|
|
|
|
}
|
|
|
|
|
let diff: GridPosition = match key_code {
|
|
|
|
|
KeyCode::ArrowUp => (0, 1),
|
|
|
|
|
KeyCode::ArrowDown => (0, -1),
|
|
|
|
|
KeyCode::ArrowLeft => (-1, 0),
|
|
|
|
|
KeyCode::ArrowRight => (1, 0),
|
|
|
|
|
_ => (0, 0),
|
|
|
|
|
}
|
|
|
|
|
.into();
|
|
|
|
|
query.iter_mut().for_each(|(mut gp, _)| {
|
|
|
|
|
debug!("Moving by {:?}", diff);
|
|
|
|
|
*gp = *gp + diff;
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if let KeyCode::Enter = key_code {
|
|
|
|
|
query.iter_mut().for_each(|(_, mut o)| {
|
|
|
|
|
*o = o.next();
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
@ -487,27 +179,3 @@ fn draw_grid(mut gizmos: Gizmos) {
|
|
|
|
|
)
|
|
|
|
|
.outer_edges();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn falling(mut query: Query<&mut GridPosition, With<Shape>>) {
|
|
|
|
|
query.iter_mut().for_each(|mut gp| {
|
|
|
|
|
let next = gp.move_down();
|
|
|
|
|
if next != *gp {
|
|
|
|
|
*gp = next;
|
|
|
|
|
} else {
|
|
|
|
|
// Remove the falling component from this entity
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Run condition that returns `true` every `n` seconds
|
|
|
|
|
fn clock_cycle(n: f32) -> impl FnMut(Res<Time>, Local<f32>) -> bool {
|
|
|
|
|
move |t: Res<Time>, mut buf: Local<f32>| -> bool {
|
|
|
|
|
*buf += t.delta_secs();
|
|
|
|
|
if *buf > n {
|
|
|
|
|
*buf = 0.0;
|
|
|
|
|
true
|
|
|
|
|
} else {
|
|
|
|
|
false
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|