bevy/examples/games/alien_cake_addict.rs
Daniel McNab b731ebad1b Allow closing windows at runtime (#3575)
# Objective

Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898

## Solution

Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.

This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.

## Changelog

### Added

- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.

### Changed

Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.

## Fixed

The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. 

## Migration Guide

`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
2022-05-05 13:35:43 +00:00

399 lines
13 KiB
Rust

use bevy::{core::FixedTimestep, ecs::schedule::SystemSet, prelude::*, render::camera::Camera3d};
use rand::Rng;
#[derive(Clone, Eq, PartialEq, Debug, Hash)]
enum GameState {
Playing,
GameOver,
}
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.init_resource::<Game>()
.add_plugins(DefaultPlugins)
.add_state(GameState::Playing)
.add_startup_system(setup_cameras)
.add_system_set(SystemSet::on_enter(GameState::Playing).with_system(setup))
.add_system_set(
SystemSet::on_update(GameState::Playing)
.with_system(move_player)
.with_system(focus_camera)
.with_system(rotate_bonus)
.with_system(scoreboard_system),
)
.add_system_set(SystemSet::on_exit(GameState::Playing).with_system(teardown))
.add_system_set(SystemSet::on_enter(GameState::GameOver).with_system(display_score))
.add_system_set(SystemSet::on_update(GameState::GameOver).with_system(gameover_keyboard))
.add_system_set(SystemSet::on_exit(GameState::GameOver).with_system(teardown))
.add_system_set(
SystemSet::new()
.with_run_criteria(FixedTimestep::step(5.0))
.with_system(spawn_bonus),
)
.add_system(bevy::window::close_on_esc)
.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(Default)]
struct Game {
board: Vec<Vec<Cell>>,
player: Player,
bonus: Bonus,
score: i32,
cake_eaten: u32,
camera_should_focus: Vec3,
camera_is_focus: Vec3,
}
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_bundle(PerspectiveCameraBundle {
transform: 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),
..default()
});
commands.spawn_bundle(UiCameraBundle::default());
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
// 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, false);
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 10.0, 4.0),
point_light: PointLight {
intensity: 3000.0,
shadows_enabled: true,
range: 30.0,
..default()
},
..default()
});
// spawn the game board
let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
game.board = (0..BOARD_SIZE_J)
.map(|j| {
(0..BOARD_SIZE_I)
.map(|i| {
let height = rand::thread_rng().gen_range(-0.1..0.1);
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(
i as f32,
height - 0.2,
j as f32,
)))
.with_children(|cell| {
cell.spawn_scene(cell_scene.clone());
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn_bundle(TransformBundle::from(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(-std::f32::consts::FRAC_PI_2),
..default()
}))
.with_children(|cell| {
cell.spawn_scene(asset_server.load("models/AlienCake/alien.glb#Scene0"));
})
.id(),
);
// load the scene for the cake
game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
// scoreboard
commands.spawn_bundle(TextBundle {
text: Text::with_section(
"Score:",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::rgb(0.5, 0.5, 1.0),
},
Default::default(),
),
style: Style {
position_type: PositionType::Absolute,
position: UiRect {
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
},
..default()
},
..default()
});
}
// remove all entities that are not a camera
fn teardown(mut commands: Commands, entities: Query<Entity, Without<Camera>>) {
for entity in entities.iter() {
commands.entity(entity).despawn_recursive();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<Input<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::Up) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -std::f32::consts::FRAC_PI_2;
moved = true;
}
if keyboard_input.pressed(KeyCode::Down) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = std::f32::consts::FRAC_PI_2;
moved = true;
}
if keyboard_input.pressed(KeyCode::Right) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = std::f32::consts::PI;
moved = true;
}
if keyboard_input.pressed(KeyCode::Left) {
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(
mut state: ResMut<State<GameState>>,
mut commands: Commands,
mut game: ResMut<Game>,
) {
if *state.current() != GameState::Playing {
return;
}
if let Some(entity) = game.bonus.entity {
game.score -= 3;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
if game.score <= -5 {
// We don't particularly care if this operation fails
let _ = state.overwrite_set(GameState::GameOver);
return;
}
}
// ensure bonus doesn't spawn on the player
loop {
game.bonus.i = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
game.bonus.j = rand::thread_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_bundle(TransformBundle::from(Transform::from_xyz(
game.bonus.i as f32,
game.board[game.bonus.j][game.bonus.i].height + 0.2,
game.bonus.j as f32,
)))
.with_children(|children| {
children.spawn_bundle(PointLightBundle {
point_light: PointLight {
color: Color::rgb(1.0, 1.0, 0.0),
intensity: 1000.0,
range: 10.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
children.spawn_scene(game.bonus.handle.clone());
})
.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(Quat::from_rotation_y(time.delta_seconds()));
cake_transform.scale = Vec3::splat(
1.0 + (game.score as f32 / 10.0 * time.seconds_since_startup().sin() as f32).abs(),
);
}
}
}
// update the score displayed during the game
fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
let mut text = query.single_mut();
text.sections[0].value = format!("Sugar Rush: {}", game.score);
}
// restart the game when pressing spacebar
fn gameover_keyboard(mut state: ResMut<State<GameState>>, keyboard_input: Res<Input<KeyCode>>) {
if keyboard_input.just_pressed(KeyCode::Space) {
state.set(GameState::Playing).unwrap();
}
}
// display the number of cake eaten before losing
fn display_score(mut commands: Commands, asset_server: Res<AssetServer>, game: Res<Game>) {
commands
.spawn_bundle(NodeBundle {
style: Style {
margin: UiRect::all(Val::Auto),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
color: Color::NONE.into(),
..default()
})
.with_children(|parent| {
parent.spawn_bundle(TextBundle {
text: Text::with_section(
format!("Cake eaten: {}", game.cake_eaten),
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 80.0,
color: Color::rgb(0.5, 0.5, 1.0),
},
Default::default(),
),
..default()
});
});
}