mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
410 lines
12 KiB
Rust
410 lines
12 KiB
Rust
//! Eat the cakes. Eat them all. An example 3D game.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::prelude::*;
|
|
use rand::{Rng, SeedableRng};
|
|
use rand_chacha::ChaCha8Rng;
|
|
|
|
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
|
|
enum GameState {
|
|
#[default]
|
|
Playing,
|
|
GameOver,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct BonusSpawnTimer(Timer);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_resource::<Game>()
|
|
.insert_resource(BonusSpawnTimer(Timer::from_seconds(
|
|
5.0,
|
|
TimerMode::Repeating,
|
|
)))
|
|
.init_state::<GameState>()
|
|
.add_systems(Startup, setup_cameras)
|
|
.add_systems(OnEnter(GameState::Playing), setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
move_player,
|
|
focus_camera,
|
|
rotate_bonus,
|
|
scoreboard_system,
|
|
spawn_bonus,
|
|
)
|
|
.run_if(in_state(GameState::Playing)),
|
|
)
|
|
.add_systems(OnExit(GameState::Playing), teardown)
|
|
.add_systems(OnEnter(GameState::GameOver), display_score)
|
|
.add_systems(
|
|
Update,
|
|
gameover_keyboard.run_if(in_state(GameState::GameOver)),
|
|
)
|
|
.add_systems(OnExit(GameState::GameOver), teardown)
|
|
.run();
|
|
}
|
|
|
|
struct Cell {
|
|
height: f32,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct Player {
|
|
entity: Option<Entity>,
|
|
i: usize,
|
|
j: usize,
|
|
move_cooldown: Timer,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct Bonus {
|
|
entity: Option<Entity>,
|
|
i: usize,
|
|
j: usize,
|
|
handle: Handle<Scene>,
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
struct Game {
|
|
board: Vec<Vec<Cell>>,
|
|
player: Player,
|
|
bonus: Bonus,
|
|
score: i32,
|
|
cake_eaten: u32,
|
|
camera_should_focus: Vec3,
|
|
camera_is_focus: Vec3,
|
|
}
|
|
|
|
#[derive(Resource, Deref, DerefMut)]
|
|
struct Random(ChaCha8Rng);
|
|
|
|
const BOARD_SIZE_I: usize = 14;
|
|
const BOARD_SIZE_J: usize = 21;
|
|
|
|
const RESET_FOCUS: [f32; 3] = [
|
|
BOARD_SIZE_I as f32 / 2.0,
|
|
0.0,
|
|
BOARD_SIZE_J as f32 / 2.0 - 0.5,
|
|
];
|
|
|
|
fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
|
|
game.camera_should_focus = Vec3::from(RESET_FOCUS);
|
|
game.camera_is_focus = game.camera_should_focus;
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(
|
|
-(BOARD_SIZE_I as f32 / 2.0),
|
|
2.0 * BOARD_SIZE_J as f32 / 3.0,
|
|
BOARD_SIZE_J as f32 / 2.0 - 0.5,
|
|
)
|
|
.looking_at(game.camera_is_focus, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
|
|
let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
|
ChaCha8Rng::seed_from_u64(19878367467713)
|
|
} else {
|
|
ChaCha8Rng::from_entropy()
|
|
};
|
|
|
|
// reset the game state
|
|
game.cake_eaten = 0;
|
|
game.score = 0;
|
|
game.player.i = BOARD_SIZE_I / 2;
|
|
game.player.j = BOARD_SIZE_J / 2;
|
|
game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
|
|
|
|
commands.spawn((
|
|
PointLight {
|
|
intensity: 2_000_000.0,
|
|
shadows_enabled: true,
|
|
range: 30.0,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(4.0, 10.0, 4.0),
|
|
));
|
|
|
|
// spawn the game board
|
|
let cell_scene =
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/tile.glb"));
|
|
game.board = (0..BOARD_SIZE_J)
|
|
.map(|j| {
|
|
(0..BOARD_SIZE_I)
|
|
.map(|i| {
|
|
let height = rng.gen_range(-0.1..0.1);
|
|
commands.spawn((
|
|
Transform::from_xyz(i as f32, height - 0.2, j as f32),
|
|
SceneRoot(cell_scene.clone()),
|
|
));
|
|
Cell { height }
|
|
})
|
|
.collect()
|
|
})
|
|
.collect();
|
|
|
|
// spawn the game character
|
|
game.player.entity = Some(
|
|
commands
|
|
.spawn((
|
|
Transform {
|
|
translation: Vec3::new(
|
|
game.player.i as f32,
|
|
game.board[game.player.j][game.player.i].height,
|
|
game.player.j as f32,
|
|
),
|
|
rotation: Quat::from_rotation_y(-PI / 2.),
|
|
..default()
|
|
},
|
|
SceneRoot(
|
|
asset_server
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/alien.glb")),
|
|
),
|
|
))
|
|
.id(),
|
|
);
|
|
|
|
// load the scene for the cake
|
|
game.bonus.handle =
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/cakeBirthday.glb"));
|
|
|
|
// scoreboard
|
|
commands.spawn((
|
|
Text::new("Score:"),
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(Color::srgb(0.5, 0.5, 1.0)),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(5.0),
|
|
left: Val::Px(5.0),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
commands.insert_resource(Random(rng));
|
|
}
|
|
|
|
// remove all entities that are not a camera or window
|
|
fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
|
|
for entity in &entities {
|
|
commands.entity(entity).despawn();
|
|
}
|
|
}
|
|
|
|
// control the game character
|
|
fn move_player(
|
|
mut commands: Commands,
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut game: ResMut<Game>,
|
|
mut transforms: Query<&mut Transform>,
|
|
time: Res<Time>,
|
|
) {
|
|
if game.player.move_cooldown.tick(time.delta()).finished() {
|
|
let mut moved = false;
|
|
let mut rotation = 0.0;
|
|
|
|
if keyboard_input.pressed(KeyCode::ArrowUp) {
|
|
if game.player.i < BOARD_SIZE_I - 1 {
|
|
game.player.i += 1;
|
|
}
|
|
rotation = -PI / 2.;
|
|
moved = true;
|
|
}
|
|
if keyboard_input.pressed(KeyCode::ArrowDown) {
|
|
if game.player.i > 0 {
|
|
game.player.i -= 1;
|
|
}
|
|
rotation = PI / 2.;
|
|
moved = true;
|
|
}
|
|
if keyboard_input.pressed(KeyCode::ArrowRight) {
|
|
if game.player.j < BOARD_SIZE_J - 1 {
|
|
game.player.j += 1;
|
|
}
|
|
rotation = PI;
|
|
moved = true;
|
|
}
|
|
if keyboard_input.pressed(KeyCode::ArrowLeft) {
|
|
if game.player.j > 0 {
|
|
game.player.j -= 1;
|
|
}
|
|
rotation = 0.0;
|
|
moved = true;
|
|
}
|
|
|
|
// move on the board
|
|
if moved {
|
|
game.player.move_cooldown.reset();
|
|
*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
|
|
translation: Vec3::new(
|
|
game.player.i as f32,
|
|
game.board[game.player.j][game.player.i].height,
|
|
game.player.j as f32,
|
|
),
|
|
rotation: Quat::from_rotation_y(rotation),
|
|
..default()
|
|
};
|
|
}
|
|
}
|
|
|
|
// eat the cake!
|
|
if let Some(entity) = game.bonus.entity {
|
|
if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
|
|
game.score += 2;
|
|
game.cake_eaten += 1;
|
|
commands.entity(entity).despawn_recursive();
|
|
game.bonus.entity = None;
|
|
}
|
|
}
|
|
}
|
|
|
|
// change the focus of the camera
|
|
fn focus_camera(
|
|
time: Res<Time>,
|
|
mut game: ResMut<Game>,
|
|
mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
|
|
) {
|
|
const SPEED: f32 = 2.0;
|
|
// if there is both a player and a bonus, target the mid-point of them
|
|
if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
|
|
let transform_query = transforms.p1();
|
|
if let (Ok(player_transform), Ok(bonus_transform)) = (
|
|
transform_query.get(player_entity),
|
|
transform_query.get(bonus_entity),
|
|
) {
|
|
game.camera_should_focus = player_transform
|
|
.translation
|
|
.lerp(bonus_transform.translation, 0.5);
|
|
}
|
|
// otherwise, if there is only a player, target the player
|
|
} else if let Some(player_entity) = game.player.entity {
|
|
if let Ok(player_transform) = transforms.p1().get(player_entity) {
|
|
game.camera_should_focus = player_transform.translation;
|
|
}
|
|
// otherwise, target the middle
|
|
} else {
|
|
game.camera_should_focus = Vec3::from(RESET_FOCUS);
|
|
}
|
|
// calculate the camera motion based on the difference between where the camera is looking
|
|
// and where it should be looking; the greater the distance, the faster the motion;
|
|
// smooth out the camera movement using the frame time
|
|
let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
|
|
if camera_motion.length() > 0.2 {
|
|
camera_motion *= SPEED * time.delta_secs();
|
|
// set the new camera's actual focus
|
|
game.camera_is_focus += camera_motion;
|
|
}
|
|
// look at that new camera's actual focus
|
|
for mut transform in transforms.p0().iter_mut() {
|
|
*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
|
|
}
|
|
}
|
|
|
|
// despawn the bonus if there is one, then spawn a new one at a random location
|
|
fn spawn_bonus(
|
|
time: Res<Time>,
|
|
mut timer: ResMut<BonusSpawnTimer>,
|
|
mut next_state: ResMut<NextState<GameState>>,
|
|
mut commands: Commands,
|
|
mut game: ResMut<Game>,
|
|
mut rng: ResMut<Random>,
|
|
) {
|
|
// make sure we wait enough time before spawning the next cake
|
|
if !timer.0.tick(time.delta()).finished() {
|
|
return;
|
|
}
|
|
|
|
if let Some(entity) = game.bonus.entity {
|
|
game.score -= 3;
|
|
commands.entity(entity).despawn_recursive();
|
|
game.bonus.entity = None;
|
|
if game.score <= -5 {
|
|
next_state.set(GameState::GameOver);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ensure bonus doesn't spawn on the player
|
|
loop {
|
|
game.bonus.i = rng.gen_range(0..BOARD_SIZE_I);
|
|
game.bonus.j = rng.gen_range(0..BOARD_SIZE_J);
|
|
if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
|
|
break;
|
|
}
|
|
}
|
|
game.bonus.entity = Some(
|
|
commands
|
|
.spawn((
|
|
Transform::from_xyz(
|
|
game.bonus.i as f32,
|
|
game.board[game.bonus.j][game.bonus.i].height + 0.2,
|
|
game.bonus.j as f32,
|
|
),
|
|
SceneRoot(game.bonus.handle.clone()),
|
|
))
|
|
.with_child((
|
|
PointLight {
|
|
color: Color::srgb(1.0, 1.0, 0.0),
|
|
intensity: 500_000.0,
|
|
range: 10.0,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 2.0, 0.0),
|
|
))
|
|
.id(),
|
|
);
|
|
}
|
|
|
|
// let the cake turn on itself
|
|
fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
|
|
if let Some(entity) = game.bonus.entity {
|
|
if let Ok(mut cake_transform) = transforms.get_mut(entity) {
|
|
cake_transform.rotate_y(time.delta_secs());
|
|
cake_transform.scale =
|
|
Vec3::splat(1.0 + (game.score as f32 / 10.0 * ops::sin(time.elapsed_secs())).abs());
|
|
}
|
|
}
|
|
}
|
|
|
|
// update the score displayed during the game
|
|
fn scoreboard_system(game: Res<Game>, mut display: Single<&mut Text>) {
|
|
display.0 = format!("Sugar Rush: {}", game.score);
|
|
}
|
|
|
|
// restart the game when pressing spacebar
|
|
fn gameover_keyboard(
|
|
mut next_state: ResMut<NextState<GameState>>,
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
next_state.set(GameState::Playing);
|
|
}
|
|
}
|
|
|
|
// display the number of cake eaten before losing
|
|
fn display_score(mut commands: Commands, game: Res<Game>) {
|
|
commands
|
|
.spawn(Node {
|
|
width: Val::Percent(100.),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
})
|
|
.with_child((
|
|
Text::new(format!("Cake eaten: {}", game.cake_eaten)),
|
|
TextFont {
|
|
font_size: 67.0,
|
|
..default()
|
|
},
|
|
TextColor(Color::srgb(0.5, 0.5, 1.0)),
|
|
));
|
|
}
|