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377 lines
12 KiB
Rust

// Bevy basically forces "complex types" with Querys
#![allow(clippy::type_complexity)]
use games::physics3d::*;
use games::*;
fn main() {
App::new()
.add_plugins((
BaseGamePlugin {
name: "flappy bird (with rewind)".into(),
..default()
},
Physics3dPlugin,
))
.init_state::<PlayerState>()
.add_systems(
Startup,
(
init_bird,
init_obstacles,
init_ui,
tweak_camera.after(create_camera_3d),
),
)
.add_systems(OnEnter(PlayerState::Alive), alive_bird)
.add_systems(OnEnter(PlayerState::Pause), pause_bird)
.add_systems(OnEnter(PlayerState::Stasis), pause_bird)
.add_systems(OnEnter(PlayerState::Rewind), pause_bird)
.add_systems(
Update,
(
// Systems to run when player state changes
(
// Print out when this state changes for debugging purposes
debug_state_changes::<PlayerState>,
// Toggle (UI) elements when the player dies/alives
toggle_state_visibility::<PlayerState>,
)
.run_if(state_changed::<PlayerState>),
// Detect if the bird is "dead" by checking if it is visible
// from the point of view of the camera
detect_dead.run_if(in_state(PlayerState::Alive)),
// Toggle rewinding state when "R" is pressed/released
toggle_rewind.run_if(
input_just_pressed(KeyCode::KeyR).or(input_just_released(KeyCode::KeyR)),
),
// Systems to run in the "play" state
(
// Only flap when we press the space key
flap.run_if(input_just_pressed(KeyCode::Space)),
// Rewinding systems
record.run_if(any_component_changed::<Transform>),
)
.run_if(in_state(PlayerState::Alive)),
// Rewinding systems
rewind.run_if(in_state(PlayerState::Rewind)),
// Camera follows when bird moves regardless of player state
camera_follow_bird.run_if(any_component_changed::<Transform>),
// Pause when the player presses Escape
pause_game.run_if(input_just_pressed(KeyCode::Escape)),
// Transition out of the pause screen if the player presses space
un_pause_game
.run_if(input_just_pressed(KeyCode::Space))
.run_if(in_state(PlayerState::Pause)),
),
)
.run();
}
fn tweak_camera(mut camera: Query<(&mut Camera, &mut AmbientLight, &mut Transform), With<Camera>>) {
camera.iter_mut().for_each(|(mut c, mut al, mut t)| {
c.clear_color = ClearColorConfig::Custom(WHITE.into());
al.brightness = 100.0;
// move the camera "back" so everything else is at 0 on the Z axis
t.translation.z = 10.0;
});
}
#[derive(Component)]
struct Bird;
#[derive(States, Clone, Eq, PartialEq, Debug, Hash, Default, Component)]
enum PlayerState {
Alive,
Rewind,
Stasis,
#[default]
Pause,
}
// A tape tracking the bird's state every frame
#[derive(Component, Default)]
struct Tape {
translations: Vec<Vec3>,
rotations: Vec<Quat>,
linear_velocities: Vec<LinearVelocity>,
angular_velocities: Vec<AngularVelocity>,
}
fn init_bird(
mut commands: Commands,
server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let material = MeshMaterial3d(materials.add(StandardMaterial {
base_color_texture: Some(server.load("flappy/bevy.png")),
base_color: WHITE.into(),
alpha_mode: AlphaMode::Blend,
..default()
}));
let mesh = Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0))));
let name = Name::new("bird");
let t = Transform::from_xyz(0.0, 0.0, 0.0).with_rotation(Quat::from_rotation_x(PI / 2.0));
let physics = (
RigidBody::Static,
Collider::capsule(1.0, 1.0),
Mass(1.0),
ExternalImpulse::default().with_persistence(false),
LockedAxes::ROTATION_LOCKED.lock_translation_z(),
);
let tape = Tape::default();
commands.spawn((name, mesh, material, physics, t, Bird, tape));
}
#[derive(Component, Clone)]
struct Ground;
#[derive(Component, Clone)]
struct Pipe;
fn init_obstacles(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let ground = {
let material = MeshMaterial3d(materials.add(StandardMaterial {
base_color: LIGHT_GREEN.into(),
..default()
}));
let mesh = Mesh3d(meshes.add(Cuboid::new(10.0, 1.0, 1.0)));
let name = Name::new("ground");
let physics = (RigidBody::Static, Collider::cuboid(1.0, 1.0, 1.0));
(name, mesh, material, physics, Ground)
};
let pipe = {
let material = MeshMaterial3d(materials.add(StandardMaterial {
base_color: GREEN.into(),
..default()
}));
let mesh = Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0)));
let physics = (RigidBody::Static, Collider::cuboid(1.0, 3.0, 1.0));
let name = Name::new("pipe");
(
name.clone(),
mesh.clone(),
material.clone(),
physics.clone(),
Pipe,
)
};
// TODO: Instead of spawning infinite floor/pipes, we should instead spawn enough for 1-3 a few
// screens and then "move" them around.
// This is considerably more complexity so can be implemented later, but would keep memory
// overhead fairly static.
(1..99).for_each(|i| {
// TODO: Jitter up/down/close/far of pipes for challenge
let above = Transform::from_xyz(5.0 * i as f32, 4.0, 0.0);
let below = Transform::from_xyz(5.0 * i as f32, -4.0, 0.0);
let floor = Transform::from_xyz(1.0 * i as f32, -4.0, 0.0);
commands.spawn((pipe.clone(), above));
commands.spawn((pipe.clone(), below));
commands.spawn((ground.clone(), floor));
});
}
fn init_ui(mut commands: Commands) {
commands.spawn((
Node {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
flex_direction: FlexDirection::Column,
..default()
},
PlayerState::Stasis,
children![Text::new("You Died"), Text::new("Press R to Rewind"),],
));
fn start_game(_trigger: Trigger<Pointer<Click>>, mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Alive);
}
commands
.spawn((
Node {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
flex_direction: FlexDirection::Column,
..default()
},
Button,
// TODO: Add Pause (basically Stasis) state
PlayerState::Pause,
children![Text::new("Go!"),],
))
.observe(start_game);
fn start_rewind(trigger: Trigger<Pointer<Pressed>>, mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Rewind);
}
fn end_rewind(trigger: Trigger<Pointer<Released>>, mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Alive);
}
commands
.spawn((
Node {
align_self: AlignSelf::End,
justify_self: JustifySelf::Center,
flex_direction: FlexDirection::Column,
..default()
},
Button,
children![Text::new("Rewind!"),],
))
.observe(start_rewind)
.observe(end_rewind);
}
/// Pause the game when the player presses "Escape"
fn pause_game(mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Pause);
}
fn un_pause_game(mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Alive);
}
// TODO: Create floor (and ceiling?)
// Q: Move bird + camera or move world around bird & camera?
// TODO: Obstacles
fn flap(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
#[cfg(debug_assertions)] keycode: Res<ButtonInput<KeyCode>>,
mut bird: Query<(&Transform, &mut ExternalImpulse), With<Bird>>,
) {
debug_assert!(
matches!(state.get(), PlayerState::Alive),
"Only flap when playing"
);
debug_assert!(
keycode.just_pressed(KeyCode::Space),
"Only flap when space is just pressed"
);
bird.iter_mut().for_each(|(t, mut f)| {
f.apply_impulse(t.rotation * Vec3::NEG_Z * 5.0 + t.rotation * Vec3::X);
});
}
fn toggle_rewind(keycode: Res<ButtonInput<KeyCode>>, mut next: ResMut<NextState<PlayerState>>) {
debug_assert!(
keycode.just_pressed(KeyCode::KeyR) || keycode.just_released(KeyCode::KeyR),
"Only toggle rewind when R is pressed"
);
if keycode.just_pressed(KeyCode::KeyR) {
debug!("Toggling rewind ON");
next.set(PlayerState::Rewind)
} else {
debug!("Toggling rewind OFF");
next.set(PlayerState::Alive)
}
}
fn record(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
mut birds: Query<(&Transform, &LinearVelocity, &AngularVelocity, &mut Tape), With<Bird>>,
) {
debug_assert!(
matches!(state.get(), PlayerState::Alive),
"Only record in the alive state"
);
birds.iter_mut().for_each(|(transform, linear_velocity, angular_velocity, mut tape)| {
tape.translations.push(transform.translation);
tape.rotations.push(transform.rotation);
tape.linear_velocities.push(*linear_velocity);
tape.angular_velocities.push(*angular_velocity);
});
}
fn rewind(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
mut birds: Query<(&mut Transform, &mut AngularVelocity, &mut LinearVelocity, &mut Tape), With<Bird>>,
) {
debug_assert!(
matches!(state.get(), PlayerState::Rewind),
"Only rewind in the rewinding state"
);
birds.iter_mut().for_each(|(mut transform, mut angular_velocity, mut linear_velocity, mut tape)| {
if let Some(t) = tape.translations.pop() {
transform.translation = t;
}
if let Some(r) = tape.rotations.pop() {
transform.rotation = r;
}
if let Some(av) = tape.angular_velocities.pop() {
*angular_velocity = av;
}
if let Some(lv) = tape.linear_velocities.pop() {
*linear_velocity = lv;
}
});
}
// PERF: May run more than necessary, should be event-driven on aabb intersection
fn detect_dead(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
bird: Single<&ColliderAabb, With<Bird>>,
obstacles: Query<&ColliderAabb, Or<(With<Ground>, With<Pipe>)>>,
mut next: ResMut<NextState<PlayerState>>,
) {
debug_assert!(
matches!(state.get(), PlayerState::Alive),
"Only check if dead while alive"
);
if obstacles.iter().any(|obstacle| bird.intersects(obstacle)) {
next.set(PlayerState::Stasis);
}
}
fn alive_bird(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
mut bird: Single<&mut RigidBody, With<Bird>>,
) {
debug_assert!(matches!(state.get(), PlayerState::Alive));
debug!("Setting bird to Dynamic");
**bird = RigidBody::Dynamic;
}
fn pause_bird(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
mut bird: Single<&mut RigidBody, With<Bird>>,
) {
debug_assert!(!matches!(state.get(), PlayerState::Alive));
debug!("Setting bird to Static");
**bird = RigidBody::Static;
}
fn camera_follow_bird(
bird: Single<&Transform, (With<Bird>, Changed<Transform>)>,
mut camera: Single<&mut Transform, (With<Camera>, Without<Bird>)>,
) {
camera.translation.x = bird.translation.x;
}