2024-09-28 19:35:27 +00:00
|
|
|
//! This example demonstrates how fallible parameters can prevent their systems
|
|
|
|
//! from running if their acquiry conditions aren't met.
|
|
|
|
//!
|
|
|
|
//! Fallible parameters include:
|
2024-09-30 18:05:00 +00:00
|
|
|
//! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist.
|
|
|
|
//! - [`Single<D, F>`] - There must be exactly one matching entity.
|
|
|
|
//! - [`Option<Single<D, F>>`] - There must be zero or one matching entity.
|
|
|
|
//! - [`Populated<D, F>`] - There must be at least one matching entity.
|
2024-09-28 19:35:27 +00:00
|
|
|
|
|
|
|
use bevy::prelude::*;
|
|
|
|
use rand::Rng;
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
println!();
|
|
|
|
println!("Press 'A' to add enemy ships and 'R' to remove them.");
|
|
|
|
println!("Player ship will wait for enemy ships and track one if it exists,");
|
|
|
|
println!("but will stop tracking if there are more than one.");
|
|
|
|
println!();
|
|
|
|
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins)
|
|
|
|
.add_systems(Startup, setup)
|
2024-10-03 13:16:55 +00:00
|
|
|
// Systems that fail parameter validation will emit warnings.
|
|
|
|
// The default policy is to emit a warning once per system.
|
|
|
|
// This is good for catching unexpected behavior, but can
|
|
|
|
// lead to spam. You can disable invalid param warnings
|
|
|
|
// per system using the `.never_param_warn()` method.
|
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
(
|
|
|
|
user_input,
|
|
|
|
move_targets.never_param_warn(),
|
|
|
|
move_pointer.never_param_warn(),
|
|
|
|
)
|
|
|
|
.chain(),
|
|
|
|
)
|
|
|
|
// We will leave this systems with default warning policy.
|
|
|
|
.add_systems(Update, do_nothing_fail_validation)
|
2024-09-28 19:35:27 +00:00
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Enemy component stores data for movement in a circle.
|
|
|
|
#[derive(Component, Default)]
|
|
|
|
struct Enemy {
|
|
|
|
origin: Vec2,
|
|
|
|
radius: f32,
|
|
|
|
rotation: f32,
|
|
|
|
rotation_speed: f32,
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Player component stores data for going after enemies.
|
|
|
|
#[derive(Component, Default)]
|
|
|
|
struct Player {
|
|
|
|
speed: f32,
|
|
|
|
rotation_speed: f32,
|
|
|
|
min_follow_radius: f32,
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
|
|
// Spawn 2D camera.
|
|
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
|
|
|
|
// Spawn player.
|
|
|
|
let texture = asset_server.load("textures/simplespace/ship_C.png");
|
|
|
|
commands.spawn((
|
|
|
|
Player {
|
|
|
|
speed: 100.0,
|
|
|
|
rotation_speed: 2.0,
|
|
|
|
min_follow_radius: 50.0,
|
|
|
|
},
|
|
|
|
SpriteBundle {
|
|
|
|
sprite: Sprite {
|
|
|
|
color: bevy::color::palettes::tailwind::BLUE_800.into(),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_translation(Vec3::ZERO),
|
|
|
|
texture,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
2024-10-03 13:16:55 +00:00
|
|
|
/// System that reads user input.
|
|
|
|
/// If user presses 'A' we spawn a new random enemy.
|
|
|
|
/// If user presses 'R' we remove a random enemy (if any exist).
|
2024-09-28 19:35:27 +00:00
|
|
|
fn user_input(
|
|
|
|
mut commands: Commands,
|
|
|
|
enemies: Query<Entity, With<Enemy>>,
|
|
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
) {
|
|
|
|
let mut rng = rand::thread_rng();
|
|
|
|
if keyboard_input.just_pressed(KeyCode::KeyA) {
|
|
|
|
let texture = asset_server.load("textures/simplespace/enemy_A.png");
|
|
|
|
commands.spawn((
|
|
|
|
Enemy {
|
|
|
|
origin: Vec2::new(rng.gen_range(-200.0..200.0), rng.gen_range(-200.0..200.0)),
|
|
|
|
radius: rng.gen_range(50.0..150.0),
|
|
|
|
rotation: rng.gen_range(0.0..std::f32::consts::TAU),
|
|
|
|
rotation_speed: rng.gen_range(0.5..1.5),
|
|
|
|
},
|
|
|
|
SpriteBundle {
|
|
|
|
sprite: Sprite {
|
|
|
|
color: bevy::color::palettes::tailwind::RED_800.into(),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_translation(Vec3::ZERO),
|
|
|
|
texture,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
if keyboard_input.just_pressed(KeyCode::KeyR) {
|
|
|
|
if let Some(entity) = enemies.iter().next() {
|
|
|
|
commands.entity(entity).despawn();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// System that moves the enemies in a circle.
|
2024-09-30 18:05:00 +00:00
|
|
|
// Only runs if there are enemies.
|
|
|
|
fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
|
|
|
|
for (mut transform, mut target) in &mut *enemies {
|
2024-09-28 19:35:27 +00:00
|
|
|
target.rotation += target.rotation_speed * time.delta_seconds();
|
|
|
|
transform.rotation = Quat::from_rotation_z(target.rotation);
|
|
|
|
let offset = transform.right() * target.radius;
|
|
|
|
transform.translation = target.origin.extend(0.0) + offset;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// System that moves the player.
|
|
|
|
/// The player will search for enemies if there are none.
|
|
|
|
/// If there is one, player will track it.
|
|
|
|
/// If there are too many enemies, the player will cease all action (the system will not run).
|
|
|
|
fn move_pointer(
|
|
|
|
// `QuerySingle` ensures the system runs ONLY when exactly one matching entity exists.
|
2024-09-29 03:26:28 +00:00
|
|
|
mut player: Single<(&mut Transform, &Player)>,
|
2024-09-28 19:35:27 +00:00
|
|
|
// `Option<QuerySingle>` ensures that the system runs ONLY when zero or one matching entity exists.
|
2024-09-29 03:26:28 +00:00
|
|
|
enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>,
|
2024-09-28 19:35:27 +00:00
|
|
|
time: Res<Time>,
|
|
|
|
) {
|
|
|
|
let (player_transform, player) = &mut *player;
|
|
|
|
if let Some(enemy_transform) = enemy {
|
|
|
|
// Enemy found, rotate and move towards it.
|
|
|
|
let delta = enemy_transform.translation - player_transform.translation;
|
|
|
|
let distance = delta.length();
|
|
|
|
let front = delta / distance;
|
|
|
|
let up = Vec3::Z;
|
|
|
|
let side = front.cross(up);
|
|
|
|
player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up));
|
|
|
|
let max_step = distance - player.min_follow_radius;
|
|
|
|
if 0.0 < max_step {
|
|
|
|
let velocity = (player.speed * time.delta_seconds()).min(max_step);
|
|
|
|
player_transform.translation += front * velocity;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// No enemy found, keep searching.
|
|
|
|
player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_seconds());
|
|
|
|
}
|
|
|
|
}
|
2024-10-03 13:16:55 +00:00
|
|
|
|
|
|
|
/// This system always fails param validation, because we never
|
|
|
|
/// create an entity with both [`Player`] and [`Enemy`] components.
|
|
|
|
fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {}
|