biiig cleanup
This commit is contained in:
parent
ab804fb9b5
commit
447dfc9f22
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@ -1,14 +1,14 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::Player;
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use crate::GameState;
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use crate::GameState;
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use crate::GameOver;
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use crate::GameOver;
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use crate::GameData;
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pub fn setup(
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pub fn setup(
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mut commands: Commands,
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mut commands: Commands,
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_asset_server: Res<AssetServer>,
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_asset_server: Res<AssetServer>,
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mut player_query: Query<&mut Player>
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game_data: Res<GameData>,
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) {
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) {
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if let Ok(player) = player_query.get_single_mut() {
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let container_node = NodeBundle {
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let container_node = NodeBundle {
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style: Style {
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style: Style {
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width: Val::Percent(100.0),
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width: Val::Percent(100.0),
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@ -43,7 +43,7 @@ pub fn setup(
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);
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);
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let bottom_text_node = TextBundle::from_section(
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let bottom_text_node = TextBundle::from_section(
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format!("final score : {}", player.score),
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format!("final score : {}", game_data.score),
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bottom_text_style,
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bottom_text_style,
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);
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);
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@ -52,7 +52,6 @@ pub fn setup(
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commands.entity(container).push_children(&[top_text, bottom_text]);
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commands.entity(container).push_children(&[top_text, bottom_text]);
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}
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}
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}
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pub fn player_interact(
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pub fn player_interact(
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keys: Res<ButtonInput<KeyCode>>,
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keys: Res<ButtonInput<KeyCode>>,
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@ -6,14 +6,12 @@ pub fn player_mouse_move (
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buttons: Res<ButtonInput<MouseButton>>,
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buttons: Res<ButtonInput<MouseButton>>,
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mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
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mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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// debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
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) {
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) {
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let Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
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let Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
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return;
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return;
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};
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};
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let local_transform = &global_transform.compute_transform();
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let local_transform = &global_transform.compute_transform();
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// Check if left mouse button is pressed
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if !buttons.pressed(MouseButton::Left) {
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if !buttons.pressed(MouseButton::Left) {
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player.dragging_pos = None;
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player.dragging_pos = None;
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return;
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return;
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@ -30,12 +28,10 @@ pub fn player_mouse_move (
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return;
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return;
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};
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};
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// Check if cursor has moved significantly
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if old_cursor.distance(new_cursor) < 3.0 {
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if old_cursor.distance(new_cursor) < 3.0 {
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return;
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return;
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}
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}
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// Raycasting from the camera based on the cursor positions
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let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
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let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
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return;
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return;
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};
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};
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@ -44,40 +40,31 @@ pub fn player_mouse_move (
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return;
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return;
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};
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};
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let delta_rotation = rotate_to_align(new_ray, old_ray); // oposite direction and never stop
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let delta_rotation = rotate_to_align(new_ray, old_ray);
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//debug_vector(debug_line_query, new_ray.get_point(SKY_RADIUS), axis*10.0);
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player.target_rotation = Some(delta_rotation * local_transform.rotation );
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player.target_rotation = Some(delta_rotation * local_transform.rotation );
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player.dragging_pos = Some(new_cursor);
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player.dragging_pos = Some(new_cursor);
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}
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}
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fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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// Step 1: Get the direction vectors from the rays
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let pos_1 = ray_1.get_point(1.0);
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let pos_1 = ray_1.get_point(1.0);
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let pos_2 = ray_2.get_point(1.0);
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let pos_2 = ray_2.get_point(1.0);
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// Compute direction vectors
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let dir_1 = pos_1.normalize();
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let dir_1 = (pos_1 - Vec3::ZERO).normalize(); // Change Vec3::ZERO to the origin or a relevant point
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let dir_2 = pos_2.normalize();
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let dir_2 = (pos_2 - Vec3::ZERO).normalize();
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// Step 2: Compute the axis of rotation (cross product)
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let axis_of_rotation = dir_1.cross(dir_2).normalize();
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let axis_of_rotation = dir_1.cross(dir_2).normalize();
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// Check if vectors are parallel
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if axis_of_rotation.length_squared() < f32::EPSILON {
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if axis_of_rotation.length_squared() < f32::EPSILON {
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return Quat::IDENTITY;
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return Quat::IDENTITY;
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}
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}
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// Step 3: Compute the angle of rotation (dot product and arccosine)
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0); // Clamp the value to prevent NaN from acos
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let angle_of_rotation = dot_product.acos() * 6.0;
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let angle_of_rotation = dot_product.acos() * 6.0; // Ensure the angle is in radians
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// Handle any potential invalid angle values
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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return Quat::IDENTITY;
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return Quat::IDENTITY;
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}
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}
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// Step 4: Create a quaternion representing the rotation
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Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
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Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
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}
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}
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@ -10,6 +10,7 @@ use crate::Sky;
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use crate::Constellation;
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use crate::Constellation;
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use crate::ConstellationLine;
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use crate::ConstellationLine;
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use crate::PlayerState;
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use crate::PlayerState;
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use crate::GameData;
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use crate::celestial_to_cartesian;
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use crate::celestial_to_cartesian;
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use crate::spawn_cons_lines;
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use crate::spawn_cons_lines;
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@ -167,6 +168,7 @@ pub fn setup(
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pub fn player_interact(
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pub fn player_interact(
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keys: Res<ButtonInput<KeyCode>>,
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keys: Res<ButtonInput<KeyCode>>,
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mut player_query: Query<(&mut Player, &mut Transform)>,
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mut player_query: Query<(&mut Player, &mut Transform)>,
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mut game_data: ResMut<GameData>,
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sky: Res<Sky>,
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sky: Res<Sky>,
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text_query: Query<&mut Text, With<AnswerButton>>,
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text_query: Query<&mut Text, With<AnswerButton>>,
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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@ -176,10 +178,12 @@ pub fn player_interact(
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meshes: ResMut<Assets<Mesh>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
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let Ok((mut player, mut transform)) = player_query.get_single_mut() else {
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return
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};
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if keys.just_pressed(KeyCode::Space) || player.target_cons_name.is_none() {
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if keys.just_pressed(KeyCode::Space) || game_data.target_cons_name.is_none() {
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choose_constellation(&mut player, sky, text_query, button_query, constellation_line_query, commands, game_state);
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choose_constellation(&mut player, sky, text_query, button_query, constellation_line_query, commands, game_state, game_data);
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return
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return
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}
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}
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@ -193,9 +197,9 @@ pub fn player_interact(
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rotation *= Quat::from_rotation_y((-PI / 60.0) as f32);
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rotation *= Quat::from_rotation_y((-PI / 60.0) as f32);
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}
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}
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if keys.pressed(KeyCode::KeyI) && player.state == PlayerState::Playing {
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if keys.pressed(KeyCode::KeyI) && game_data.state == PlayerState::Playing {
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if let Some(target_cons) = player.target_cons_name.clone() {
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if let Some(target_cons) = game_data.target_cons_name.clone() {
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player.state = PlayerState::Hinted;
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game_data.state = PlayerState::Hinted;
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spawn_cons_lines(commands, meshes, materials, sky, target_cons);
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spawn_cons_lines(commands, meshes, materials, sky, target_cons);
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return
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return
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}
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}
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@ -207,7 +211,7 @@ pub fn player_interact(
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}
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}
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if keys.pressed(KeyCode::KeyR) {
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if keys.pressed(KeyCode::KeyR) {
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if let Some(target_constellation_name) = player.target_cons_name.clone() {
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if let Some(target_constellation_name) = game_data.target_cons_name.clone() {
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let mut target_constellation = sky.content[0].clone();
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let mut target_constellation = sky.content[0].clone();
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for constellation in sky.content.clone() {
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for constellation in sky.content.clone() {
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if constellation.name == target_constellation_name {
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if constellation.name == target_constellation_name {
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@ -241,7 +245,6 @@ pub fn player_interact(
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}
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}
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}
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}
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}
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}
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}
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pub fn ui_labels(
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pub fn ui_labels(
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mut param_set: ParamSet<(
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mut param_set: ParamSet<(
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@ -249,26 +252,24 @@ pub fn ui_labels(
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Query<&mut Text, With<ScoreLabel>>,
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Query<&mut Text, With<ScoreLabel>>,
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Query<&mut Text, With<HintLabel>>,
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Query<&mut Text, With<HintLabel>>,
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)>,
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)>,
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mut player_query: Query<(&mut Player, &mut Transform)>,
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game_data: Res<GameData>
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) {
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) {
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if let Ok((player, _)) = player_query.get_single_mut() {
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if let Ok(mut health_text) = param_set.p0().get_single_mut() {
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if let Ok(mut health_text) = param_set.p0().get_single_mut() {
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health_text.sections[0].value = "# ".repeat(player.health);
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health_text.sections[0].value = "# ".repeat(game_data.health);
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}
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}
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if let Ok(mut score_text) = param_set.p1().get_single_mut() {
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if let Ok(mut score_text) = param_set.p1().get_single_mut() {
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score_text.sections[0].value = format!("{}", player.score);
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score_text.sections[0].value = format!("{}", game_data.score);
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}
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}
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if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
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if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
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if player.state == PlayerState::Answered {
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if game_data.state == PlayerState::Answered {
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hint_text.sections[0].value = "press space to continue".into();
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hint_text.sections[0].value = "press space to continue".into();
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} else {
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} else {
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hint_text.sections[0].value = "press i to get an hint".into();
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hint_text.sections[0].value = "press i to get an hint".into();
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}
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}
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}
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}
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}
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}
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}
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pub fn ui_buttons(
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pub fn ui_buttons(
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@ -282,15 +283,14 @@ pub fn ui_buttons(
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With<Button>,
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With<Button>,
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>,
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>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut player_query: Query<&mut Player>,
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mut game_data: ResMut<GameData>,
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commands: Commands,
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commands: Commands,
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meshes: ResMut<Assets<Mesh>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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materials: ResMut<Assets<StandardMaterial>>,
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sky: Res<Sky>
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sky: Res<Sky>
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) {
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) {
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if let Ok(mut player) = player_query.get_single_mut() {
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if game_data.state == PlayerState::Answered {
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if player.state == PlayerState::Answered {
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return;
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return
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}
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}
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let mut pressed_button: Option<String> = None;
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let mut pressed_button: Option<String> = None;
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@ -308,23 +308,29 @@ pub fn ui_buttons(
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}
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}
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}
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}
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if let Some(selected_cons) = pressed_button {
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let Some(selected_cons) = pressed_button else {
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if let Some(target_cons) = player.target_cons_name.clone() {
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return;
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if player.state == PlayerState::Playing {
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};
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let Some(target_cons) = game_data.target_cons_name.clone() else {
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return;
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};
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if game_data.state == PlayerState::Playing {
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spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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}
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}
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if target_cons == selected_cons {
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if target_cons == selected_cons {
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if player.state == PlayerState::Hinted {
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if game_data.state == PlayerState::Hinted {
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player.score += 20;
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game_data.score += 20;
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} else {
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} else {
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player.score += 100;
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game_data.score += 100;
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}
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}
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} else {
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} else {
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player.health -= 1;
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game_data.health -= 1;
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}
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}
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player.state = PlayerState::Answered;
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game_data.state = PlayerState::Answered;
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for (
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for (
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_interaction,
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_interaction,
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@ -349,9 +355,6 @@ pub fn ui_buttons(
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}
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}
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}
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}
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}
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}
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}
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}
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}
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fn choose_constellation(
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fn choose_constellation(
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player: &mut Player,
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player: &mut Player,
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@ -360,9 +363,10 @@ fn choose_constellation(
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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mut commands: Commands,
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mut commands: Commands,
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mut game_state: ResMut<NextState<GameState>>
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mut game_state: ResMut<NextState<GameState>>,
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mut game_data: ResMut<GameData>,
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) {
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) {
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if player.health == 0 {
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if game_data.health == 0 {
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game_state.set(GameState::End);
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game_state.set(GameState::End);
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}
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}
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if sky.content.len() >= 4 {
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if sky.content.len() >= 4 {
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@ -375,7 +379,7 @@ fn choose_constellation(
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let target_constellation = &constellations[target_index];
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let target_constellation = &constellations[target_index];
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player.target_rotation = Some(constellation_center(target_constellation.clone()));
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player.target_rotation = Some(constellation_center(target_constellation.clone()));
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player.target_cons_name = Some(target_constellation.name.clone());
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game_data.target_cons_name = Some(target_constellation.name.clone());
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info!("Target constellation: {}", target_constellation.name);
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info!("Target constellation: {}", target_constellation.name);
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@ -392,7 +396,7 @@ fn choose_constellation(
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commands.entity(entity).despawn();
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commands.entity(entity).despawn();
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}
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}
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player.state = PlayerState::Playing;
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game_data.state = PlayerState::Playing;
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} else {
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} else {
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info!("Not enough constellations in the sky (need 4)");
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info!("Not enough constellations in the sky (need 4)");
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}
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}
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52
src/main.rs
52
src/main.rs
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@ -46,6 +46,27 @@ struct Sky {
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content: Vec<Constellation>,
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content: Vec<Constellation>,
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}
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}
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#[derive(Resource)]
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struct GameData {
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seen: Vec<Constellation>,
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score: usize,
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health: usize,
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state: PlayerState,
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target_cons_name: Option<String>,
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}
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impl Default for GameData {
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fn default() -> Self {
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GameData {
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seen: vec![],
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score: 0,
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health: 3,
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state: PlayerState::Playing,
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||||||
|
target_cons_name: None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Serialize, Deserialize, Debug, Clone)]
|
#[derive(Serialize, Deserialize, Debug, Clone)]
|
||||||
struct Constellation {
|
struct Constellation {
|
||||||
#[serde(rename = "Name")]
|
#[serde(rename = "Name")]
|
||||||
|
@ -84,31 +105,15 @@ struct MainGame;
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct GameOver;
|
struct GameOver;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component, Default)]
|
||||||
struct Player {
|
struct Player {
|
||||||
target_rotation: Option<Quat>,
|
target_rotation: Option<Quat>,
|
||||||
target_cons_name: Option<String>,
|
|
||||||
score: usize,
|
|
||||||
health: usize,
|
|
||||||
state: PlayerState,
|
|
||||||
dragging_pos: Option<Vec2>,
|
dragging_pos: Option<Vec2>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Player {
|
#[derive(Default, PartialEq)]
|
||||||
fn default() -> Self {
|
|
||||||
Player {
|
|
||||||
target_rotation: None,
|
|
||||||
target_cons_name: None,
|
|
||||||
score: 0,
|
|
||||||
health: 3,
|
|
||||||
state: PlayerState::Playing,
|
|
||||||
dragging_pos: None,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(PartialEq)]
|
|
||||||
enum PlayerState {
|
enum PlayerState {
|
||||||
|
#[default]
|
||||||
Playing,
|
Playing,
|
||||||
Hinted,
|
Hinted,
|
||||||
Answered,
|
Answered,
|
||||||
|
@ -126,6 +131,7 @@ fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
.add_plugins(DefaultPlugins)
|
.add_plugins(DefaultPlugins)
|
||||||
.insert_resource(Sky::default())
|
.insert_resource(Sky::default())
|
||||||
|
.insert_resource(GameData::default())
|
||||||
.init_state::<GameState>()
|
.init_state::<GameState>()
|
||||||
.add_systems(Startup, star_setup)
|
.add_systems(Startup, star_setup)
|
||||||
.add_systems(Startup, cons_setup)
|
.add_systems(Startup, cons_setup)
|
||||||
|
@ -225,6 +231,14 @@ fn star_setup(
|
||||||
Star,
|
Star,
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
commands.spawn((
|
||||||
|
Camera3dBundle {
|
||||||
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
Player::default(),
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn get_stars() -> std::io::Result<Vec<StarData>> {
|
fn get_stars() -> std::io::Result<Vec<StarData>> {
|
||||||
|
|
|
@ -1,10 +1,10 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use std::f64::consts::PI;
|
use std::f64::consts::PI;
|
||||||
//use bevy::input::mouse::MouseMotion;
|
//use bevy::input::mouse::MouseMotion;
|
||||||
use crate::Player;
|
|
||||||
use crate::GameState;
|
use crate::GameState;
|
||||||
use crate::GameOver;
|
|
||||||
use crate::StartMenu;
|
use crate::StartMenu;
|
||||||
|
use crate::GameData;
|
||||||
|
use crate::Player;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct AudioPlayer;
|
struct AudioPlayer;
|
||||||
|
@ -17,7 +17,10 @@ pub fn audio_setup(asset_server: Res<AssetServer>, mut commands: Commands) {
|
||||||
info!("audio started");
|
info!("audio started");
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
|
pub fn setup(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut game_data: ResMut<GameData>
|
||||||
|
) {
|
||||||
let container_node = NodeBundle {
|
let container_node = NodeBundle {
|
||||||
style: Style {
|
style: Style {
|
||||||
width: Val::Percent(100.0),
|
width: Val::Percent(100.0),
|
||||||
|
@ -61,24 +64,13 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
|
||||||
|
|
||||||
commands.entity(container).push_children(&[top_text, bottom_text]);
|
commands.entity(container).push_children(&[top_text, bottom_text]);
|
||||||
|
|
||||||
commands.spawn((
|
*game_data = GameData::default();
|
||||||
Camera3dBundle {
|
|
||||||
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
Player::default(),
|
|
||||||
GameOver,
|
|
||||||
));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn player_interact(
|
pub fn player_interact(
|
||||||
keys: Res<ButtonInput<KeyCode>>,
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
mut game_state: ResMut<NextState<GameState>>,
|
mut game_state: ResMut<NextState<GameState>>,
|
||||||
mut player_query: Query<(&mut Player, &mut Transform)>,
|
mut player_query: Query<(&mut Player, &mut Transform)>,
|
||||||
//commands: Commands,
|
|
||||||
//mut evr_motion: EventReader<MouseMotion>,
|
|
||||||
//asset_server: Res<AssetServer>,
|
|
||||||
//mut audio_query: Query<&mut AudioPlayer>,
|
|
||||||
) {
|
) {
|
||||||
if keys.just_pressed(KeyCode::Space) {
|
if keys.just_pressed(KeyCode::Space) {
|
||||||
info!("start space");
|
info!("start space");
|
||||||
|
@ -86,12 +78,6 @@ pub fn player_interact(
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Ok((_player, mut transform)) = player_query.get_single_mut() {
|
if let Ok((_player, mut transform)) = player_query.get_single_mut() {
|
||||||
// for _ev in evr_motion.read() {
|
|
||||||
// if let Err(_) = audio_query.get_single_mut() {
|
|
||||||
// audio_setup(asset_server, commands);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
let mut rotation = Quat::IDENTITY;
|
let mut rotation = Quat::IDENTITY;
|
||||||
rotation *= Quat::from_rotation_y((PI / 6000.0) as f32);
|
rotation *= Quat::from_rotation_y((PI / 6000.0) as f32);
|
||||||
rotation *= Quat::from_rotation_x((-PI / 2000.0) as f32);
|
rotation *= Quat::from_rotation_x((-PI / 2000.0) as f32);
|
||||||
|
|
Loading…
Reference in a new issue