bevy/examples/games/alien_cake_addict.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

414 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:"),
TextStyle {
font_size: 33.0,
color: Color::srgb(0.5, 0.5, 1.0),
..default()
},
Style {
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_seconds();
// 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_seconds());
cake_transform.scale = Vec3::splat(
1.0 + (game.score as f32 / 10.0 * ops::sin(time.elapsed_seconds())).abs(),
);
}
}
}
// update the score displayed during the game
fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
**query.single_mut() = 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(NodeBundle {
style: Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_child((
Text::new(format!("Cake eaten: {}", game.cake_eaten)),
TextStyle {
font_size: 67.0,
color: Color::srgb(0.5, 0.5, 1.0),
..default()
},
));
}