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151 lines
5.5 KiB
Rust

use games::*;
fn main() {
App::new()
.add_plugins((BaseGamePlugin {
name: "parallax example".into(),
title: "Parallax".into(),
game_type: GameType::Two,
},))
.add_systems(Startup, spawn_background)
.add_systems(Update, move_camera)
.add_systems(Update, parallax_gizmos)
.add_systems(Update, wrap_parallax_items.run_if(any_component_changed::<ViewVisibility>))
.run();
}
fn spawn_background(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mesh = Mesh2d(meshes.add(Circle::new(1.0)));
commands.spawn((
Name::new("Depth: 1"),
Transform::default().with_scale(Vec3::splat(50.0)),
mesh.clone(),
MeshMaterial2d(materials.add(ColorMaterial::from_color(RED))),
ParallaxDepth(1.0),
Visibility::Inherited,
children![(Text2d("1.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 2"),
Transform::default().with_scale(Vec3::splat(50.0)),
mesh.clone(),
MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
ParallaxDepth(2.0),
Visibility::Inherited,
children![(Text2d("2.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 4"),
Transform::default().with_scale(Vec3::splat(50.0)),
mesh.clone(),
MeshMaterial2d(materials.add(ColorMaterial::from_color(BLUE))),
ParallaxDepth(4.0),
Visibility::Inherited,
children![(Text2d("4.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 8"),
Transform::default().with_scale(Vec3::splat(50.0)),
mesh.clone(),
MeshMaterial2d(materials.add(ColorMaterial::from_color(YELLOW))),
ParallaxDepth(8.0),
Visibility::Inherited,
children![(Text2d("8.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
}
fn move_camera(mut t: Single<&mut Transform, With<Camera2d>>, keys: Res<ButtonInput<KeyCode>>) {
if keys.pressed(KeyCode::ArrowLeft) {
t.translation.x -= 5.0;
} else if keys.pressed(KeyCode::ArrowRight) {
t.translation.x += 5.0;
}
if keys.pressed(KeyCode::ArrowDown) {
t.translation.y -= 5.0;
} else if keys.pressed(KeyCode::ArrowUp) {
t.translation.y += 5.0;
}
}
fn parallax_gizmos(mut gizmos: Gizmos, q: Query<&Transform, With<ParallaxDepth>>) {
// Closest to camera
// Parallax(1)
q.iter().for_each(|t| {
gizmos
.grid_2d(
t.translation.truncate(),
UVec2::new(5, 5),
Vec2::splat(10.),
MAGENTA,
)
.outer_edges();
});
}
fn wrap_parallax_items(
mut items: Query<(&mut Transform, &GlobalTransform, &ViewVisibility), (With<ParallaxDepth>, Without<Camera2d>, Changed<ViewVisibility>)>,
camera: Single<(&Camera, &GlobalTransform), With<Camera2d>>,
window: Single<&Window>,
) {
if !items.is_empty() {
let (cam, cam_gt) = *camera;
// get the window size in world space
let window_size_in_world_space = {
let top_left = cam.viewport_to_world_2d(cam_gt, Vec2::ZERO).unwrap();
let bottom_right = cam.viewport_to_world_2d(cam_gt, window.size()).unwrap();
Vec2::abs(Vec2::new(bottom_right.x - top_left.x, bottom_right.y - top_left.y))
};
info!("Window size: {:?}", window_size_in_world_space);
// for each item in the paralax items
items.iter_mut().for_each(|(mut t, gt, v)| {
if !v.get() {
info!("The item is not visible");
// Get the total size (window + scale)
let total_size = window_size_in_world_space + (t.scale.truncate() * 2.0);
info!("Window size: {:?} | Object size: {:?}", window_size_in_world_space, t.scale.truncate());
info!("Total size: {:?}", total_size);
// Double check that item is out of bounds
let bounds_check = Vec2::abs(cam_gt.translation().truncate() - gt.translation().truncate());
let out_of_bounds = (total_size / 2.0) - bounds_check;
info!("Bounds check {:?}", bounds_check);
info!("Out of bounds: {:?}", out_of_bounds);
info!("Starting position: {:?}", t.translation);
if out_of_bounds.x < 0.0 {
info!("Object is actually out of bounds horizontally");
// determine if should move to the left or right relative to camera
let move_right = cam_gt.translation().x > gt.translation().x;
// move left or right
if move_right {
t.translation.x += total_size.x;
} else {
t.translation.x -= total_size.x;
}
}
if out_of_bounds.y < 0.0 {
info!("Object is actually out of bounds vertically");
let move_up = cam_gt.translation().y > gt.translation().y;
// move up or down
if move_up {
t.translation.y += total_size.y;
} else {
t.translation.y -= total_size.y;
}
}
info!("Moved to {:?}", t.translation);
}
});
}
}