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12
README.md
12
README.md
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@ -5,15 +5,3 @@ A Stellarium game made for The icam Game jam 2024, using the Bevy game engine
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Star data from : [YaleBrightStarCatalog (Bretton Wade)](https://github.com/brettonw/YaleBrightStarCatalog/blob/master/bsc5-short.json) (MIT License, Copyright (c) 2016 Bretton Wade)
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Constellation data from :[Lizard Tail (Isana Kashiwai)](https://www.lizard-tail.com/isana/lab/starlitnight/)
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## Tips
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There is one information that is not yet explained in the game : you can left click and drag to move around.
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## Demo
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You can check it out [on my website](https://www.penwing.org/assets/games/Astraea/web/index.html)
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but here is a sneak peek :
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![](doc/screenshot.png)
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Binary file not shown.
Before Width: | Height: | Size: 29 KiB |
7
doc/todo
7
doc/todo
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@ -1,7 +0,0 @@
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#music
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zoom - web
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right drag to rotate
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baby gyroscope
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rounded corners buttons
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star temperature
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@ -1,11 +0,0 @@
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nix develop
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cargo build --release --target wasm32-unknown-unknown
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exit
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----
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nix-shell -p wasm-bindgen-cli --argstr nixpkgs https://nixos.org/channels/nixpkgs-unstable
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wasm-bindgen target/wasm32-unknown-unknown/release/astraea.wasm --out-dir ./out --target web
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exit
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-----
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cd out/
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nix-shell -p python3
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python3 -m http.server
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@ -1,82 +1,19 @@
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use bevy::prelude::*;
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use bevy::input::mouse::MouseScrollUnit;
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use bevy::input::mouse::MouseWheel;
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use std::f32::consts::{E, PI};
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use crate::Player;
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use crate::GameState;
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use crate::ConstellationModel;
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use crate::Sky;
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use crate::MainGame;
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use crate::spawn_cons_lines;
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use crate::CONS_VIEW_RADIUS;
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use crate::MOVE_SPEED;
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use crate::ROT_SPEED;
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#[derive(Component)]
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pub struct InfoLabel;
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pub fn setup (
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sky : Res<Sky>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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for constellation in sky.content.iter() {
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spawn_cons_lines(&mut commands, &mut meshes, &mut materials, constellation.clone());
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}
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let centered_container_node = NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.0),
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top: Val::Px(20.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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..default()
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};
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let info_label_node = TextBundle::from_section(
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"info",
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 20.0,
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color: Color::srgb(0.7, 0.7, 0.7),
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..default()
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},
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);
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let centered_container = commands.spawn(centered_container_node).id();
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let info_label = commands.spawn((info_label_node, MainGame, InfoLabel)).id();
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commands.entity(centered_container).push_children(&[info_label]);
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}
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pub fn player_mouse_move (
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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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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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ui_query: Query<&Interaction, With<Button>>,
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) {
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for interaction in ui_query.iter() {
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if *interaction == Interaction::Pressed {
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// Button clicked
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return;
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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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return;
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};
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let local_transform = &global_transform.compute_transform();
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if !buttons.pressed(MouseButton::Left) {
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player.l_drag_pos = None;
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player.dragging_pos = None;
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return;
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}
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@ -86,8 +23,8 @@ pub fn player_mouse_move (
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return;
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};
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let Some(old_cursor) = player.l_drag_pos else {
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player.l_drag_pos = Some(new_cursor);
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let Some(old_cursor) = player.dragging_pos else {
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player.dragging_pos = Some(new_cursor);
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return;
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};
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@ -106,96 +43,7 @@ pub fn player_mouse_move (
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let delta_rotation = rotate_to_align(new_ray, old_ray);
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player.target_rotation = Some(delta_rotation * local_transform.rotation );
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player.l_drag_pos = Some(new_cursor);
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}
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pub fn player_mouse_rotate (
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buttons: Res<ButtonInput<MouseButton>>,
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mut player_query: Query<(&mut Player, &mut GlobalTransform)>,
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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ui_query: Query<&Interaction, With<Button>>,
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) {
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for interaction in ui_query.iter() {
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if *interaction == Interaction::Pressed {
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// Button clicked
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return;
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}
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}
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let Ok((mut player, global_transform)) = player_query.get_single_mut() else {
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return;
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};
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let local_transform = &global_transform.compute_transform();
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if !buttons.pressed(MouseButton::Right) {
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player.r_drag_pos = None;
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return;
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}
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let window = window_query.single();
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let Some(new_cursor) = window.cursor_position() else {
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return;
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};
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let Some(old_cursor) = player.r_drag_pos else {
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player.r_drag_pos = Some(new_cursor);
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return;
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};
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if old_cursor.distance(new_cursor) < 1.0 {
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return;
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}
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let center = Vec2::new(window.width()/2.0, window.height()/2.0);
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let old_vec = old_cursor - center;
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let new_vec = new_cursor - center;
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if new_vec.length() < f32::EPSILON || old_vec.length() < f32::EPSILON {
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player.r_drag_pos = Some(new_cursor);
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return;
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}
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let angle = (old_vec.dot(new_vec) / (old_vec.length() * new_vec.length())).acos() * ROT_SPEED;
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let signed_angle = if old_vec.perp_dot(new_vec) < 0.0 {
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angle
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} else {
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-angle
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};
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let delta_rotation = Quat::from_axis_angle(local_transform.forward().into(), signed_angle);
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player.target_rotation = Some(delta_rotation * local_transform.rotation);
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player.r_drag_pos = Some(new_cursor);
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}
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pub fn zoom(
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mut evr_scroll: EventReader<MouseWheel>,
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mut projection_query: Query<&mut Projection, With<Player>>,
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) {
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let Ok(mut projection) = projection_query.get_single_mut() else {
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//info!("no camera projection");
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return;
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};
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let Projection::Perspective(ref mut perspective) = *projection else {
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//info!("no camera perspective");
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return;
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};
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for ev in evr_scroll.read() {
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match ev.unit {
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MouseScrollUnit::Line => {
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perspective.fov = (0.6*PI).min((0.02*PI).max(perspective.fov * 0.9_f32.powf(ev.y)));
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//info!("Scroll (line units): vertical: {}, horizontal: {}", ev.y, ev.x);
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}
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MouseScrollUnit::Pixel => {
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//info!("Scroll (pixel units): vertical: {}, horizontal: {}", ev.y, ev.x);
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}
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}
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}
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player.dragging_pos = Some(new_cursor);
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}
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fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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@ -212,7 +60,7 @@ fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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}
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let angle_of_rotation = dot_product.acos() * MOVE_SPEED;
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let angle_of_rotation = dot_product.acos() * 6.0;
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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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@ -220,80 +68,3 @@ fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
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}
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pub fn rotate_camera(
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mut player_query : Query<(&mut Player, &mut Transform)>
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) {
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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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let Some(target_rotation) = player.target_rotation else {
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return;
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};
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let current_rotation = transform.rotation;
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transform.rotation = current_rotation.slerp(target_rotation, 0.1);
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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player.target_rotation = None;
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}
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}
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pub fn player_interact(
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keys: Res<ButtonInput<KeyCode>>,
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mut game_state: ResMut<NextState<GameState>>,
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//mut player_query: Query<(&mut Player, &mut Transform)>,
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) {
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if keys.just_pressed(KeyCode::Escape) {
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game_state.set(GameState::Start);
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}
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}
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pub fn constellation_opacity(
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mut materials: ResMut<Assets<StandardMaterial>>,
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player_query: Query<(&Player, &Camera, &GlobalTransform)>,
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constellation_query: Query<(&Handle<StandardMaterial>, &ConstellationModel)>, // Query all constellation lines
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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mut info_label_query: Query<&mut Text, With<InfoLabel>>,
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) {
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let (_player, camera, global_transform) = player_query.single();
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let window = window_query.single();
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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let Some(mouse_ray) = camera.viewport_to_world(&global_transform, cursor_position) else {
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return;
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};
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let cursor_global_pos = mouse_ray.get_point(1.0);
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let mut closest_const_name: String = "".into();
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let mut closest_const_pos: Vec3 = Vec3::ZERO;
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for (material_handle, constellation_model) in constellation_query.iter() {
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let Some(material) = materials.get_mut(material_handle) else {
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continue;
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};
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let distance = constellation_model.center.distance(cursor_global_pos);
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let exponent = -(2.0 * distance / CONS_VIEW_RADIUS).powi(2);
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let opa = E.powf(exponent);
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material.base_color = Color::srgba(opa, opa, opa, opa); // Set the alpha channel to adjust transparency
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if distance < closest_const_pos.distance(cursor_global_pos) {
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closest_const_name = constellation_model.name.clone();
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closest_const_pos = constellation_model.center;
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}
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}
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let Ok(mut info_label) = info_label_query.get_single_mut() else {
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return;
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};
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info_label.sections[0].value = closest_const_name;
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}
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@ -1,4 +1,5 @@
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use bevy::prelude::*;
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use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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use rand::RngCore;
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@ -7,7 +8,9 @@ use crate::GameState;
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use crate::MainGame;
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use crate::Sky;
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use crate::Constellation;
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use crate::ConstellationModel;
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use crate::ConstellationLine;
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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::spawn_cons_lines;
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@ -28,37 +31,6 @@ pub struct ScoreLabel;
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#[derive(Component)]
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pub struct HintLabel;
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#[derive(Resource)]
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pub struct GameData {
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content: Vec<String>,
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pub 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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target_cons_focused: bool,
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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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content: 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,
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target_cons_focused: false,
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}
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}
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}
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#[derive(Default, PartialEq, Debug)]
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enum PlayerState {
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#[default]
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Playing,
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Hinted,
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Answered,
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}
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pub fn setup(
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mut commands: Commands,
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mut game_data: ResMut<GameData>,
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|
@ -200,51 +172,51 @@ pub fn setup(
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pub fn player_interact(
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keys: Res<ButtonInput<KeyCode>>,
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mut player_query: Query<&mut Player>,
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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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text_query: Query<&mut Text, With<AnswerButton>>,
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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constellation_line_query : Query<(Entity, &ConstellationModel)>,
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mut game_state: ResMut<NextState<GameState>>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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commands: Commands,
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game_state: ResMut<NextState<GameState>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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) {
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let Ok(mut player) = player_query.get_single_mut() else {
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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 player.l_drag_pos.is_some() || player.r_drag_pos.is_some() {
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game_data.target_cons_focused = false;
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}
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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, game_data);
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return
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}
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if keys.just_pressed(KeyCode::Escape) {
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game_state.set(GameState::Start);
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let mut rotation = Quat::IDENTITY;
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if keys.pressed(KeyCode::KeyA) {
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rotation *= Quat::from_rotation_y((PI / 60.0) as f32);
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}
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if keys.pressed(KeyCode::KeyI) {
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if game_data.state != PlayerState::Playing {
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info!("Invalid state : {:?}", game_data.state);
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if keys.pressed(KeyCode::KeyD) {
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rotation *= Quat::from_rotation_y((-PI / 60.0) as f32);
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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 keys.pressed(KeyCode::KeyI) && game_data.state == PlayerState::Playing {
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if let Some(target_cons) = game_data.target_cons_name.clone() {
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game_data.state = PlayerState::Hinted;
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spawn_cons_lines(&mut commands, &mut meshes, &mut materials, sky.get_constellation(&target_cons));
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return;
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spawn_cons_lines(commands, meshes, materials, sky, target_cons);
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return
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}
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||||
}
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if keys.pressed(KeyCode::KeyW) {
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game_data.target_cons_focused = true;
|
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let Some(target_constellation_name) = game_data.target_cons_name.clone() else {
|
||||
return;
|
||||
};
|
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if rotation != Quat::IDENTITY {
|
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transform.rotation *= rotation;
|
||||
player.target_rotation = None;
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::KeyR) {
|
||||
if let Some(target_constellation_name) = game_data.target_cons_name.clone() {
|
||||
let mut target_constellation = sky.content[0].clone();
|
||||
for constellation in sky.content.clone() {
|
||||
if constellation.name == target_constellation_name {
|
||||
|
@ -255,26 +227,51 @@ pub fn player_interact(
|
|||
}
|
||||
}
|
||||
|
||||
if keys.pressed(KeyCode::KeyW) {
|
||||
let target_constellation_name: String = "Ursa Minor".into();
|
||||
|
||||
let mut target_constellation = sky.content[0].clone();
|
||||
for constellation in sky.content.clone() {
|
||||
if constellation.name == target_constellation_name {
|
||||
target_constellation = constellation
|
||||
}
|
||||
}
|
||||
|
||||
player.target_rotation = Some(constellation_center(target_constellation));
|
||||
}
|
||||
|
||||
if let Some(target_rotation) = player.target_rotation {
|
||||
let current_rotation = transform.rotation;
|
||||
|
||||
transform.rotation = current_rotation.slerp(target_rotation, 0.1);
|
||||
|
||||
if transform.rotation.angle_between(target_rotation) < 0.01 {
|
||||
player.target_rotation = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ui_labels(
|
||||
mut label_query: Query<(&mut Text, Option<&HealthLabel>, Option<&ScoreLabel>, Option<&HintLabel>)>,
|
||||
mut param_set: ParamSet<(
|
||||
Query<&mut Text, With<HealthLabel>>,
|
||||
Query<&mut Text, With<ScoreLabel>>,
|
||||
Query<&mut Text, With<HintLabel>>,
|
||||
)>,
|
||||
game_data: Res<GameData>
|
||||
) {
|
||||
|
||||
for (mut text, health_label, score_label, hint_label) in label_query.iter_mut() {
|
||||
if health_label.is_some() {
|
||||
text.sections[0].value = "# ".repeat(game_data.health);
|
||||
} else if score_label.is_some() {
|
||||
text.sections[0].value = format!("{}", game_data.score);
|
||||
} else if hint_label.is_some() {
|
||||
if !game_data.target_cons_focused {
|
||||
text.sections[0].value = "press z to re-center".into();
|
||||
} else if game_data.state == PlayerState::Playing {
|
||||
text.sections[0].value = "press i to get an hint".into();
|
||||
} else if game_data.state == PlayerState::Answered {
|
||||
text.sections[0].value = "press space to continue".into();
|
||||
} else {
|
||||
text.sections[0].value = "guess the constellation".into();
|
||||
if let Ok(mut health_text) = param_set.p0().get_single_mut() {
|
||||
health_text.sections[0].value = "# ".repeat(game_data.health);
|
||||
}
|
||||
|
||||
if let Ok(mut score_text) = param_set.p1().get_single_mut() {
|
||||
score_text.sections[0].value = format!("{}", game_data.score);
|
||||
}
|
||||
|
||||
if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
|
||||
if game_data.state == PlayerState::Answered {
|
||||
hint_text.sections[0].value = "press space to continue".into();
|
||||
} else {
|
||||
hint_text.sections[0].value = "press i to get an hint".into();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -292,9 +289,9 @@ pub fn ui_buttons(
|
|||
>,
|
||||
mut text_query: Query<&mut Text, With<AnswerButton>>,
|
||||
mut game_data: ResMut<GameData>,
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
commands: Commands,
|
||||
meshes: ResMut<Assets<Mesh>>,
|
||||
materials: ResMut<Assets<StandardMaterial>>,
|
||||
sky: Res<Sky>
|
||||
) {
|
||||
if game_data.state == PlayerState::Answered {
|
||||
|
@ -325,7 +322,7 @@ pub fn ui_buttons(
|
|||
};
|
||||
|
||||
if game_data.state == PlayerState::Playing {
|
||||
spawn_cons_lines(&mut commands, &mut meshes, &mut materials, sky.get_constellation(&target_cons));
|
||||
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
|
||||
}
|
||||
|
||||
if target_cons == selected_cons {
|
||||
|
@ -371,7 +368,7 @@ fn choose_constellation(
|
|||
sky: Res<Sky>,
|
||||
mut text_query: Query<&mut Text, With<AnswerButton>>,
|
||||
mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||
constellation_line_query : Query<(Entity, &ConstellationModel)>,
|
||||
constellation_line_query : Query<(Entity, &ConstellationLine)>,
|
||||
mut commands: Commands,
|
||||
mut game_state: ResMut<NextState<GameState>>,
|
||||
mut game_data: ResMut<GameData>,
|
||||
|
@ -411,7 +408,6 @@ fn choose_constellation(
|
|||
}
|
||||
|
||||
game_data.state = PlayerState::Playing;
|
||||
game_data.target_cons_focused = true;
|
||||
}
|
||||
|
||||
fn constellation_center(target_constellation: Constellation) -> Quat {
|
||||
|
|
110
src/main.rs
110
src/main.rs
|
@ -10,8 +10,6 @@ mod start_state;
|
|||
mod game_state;
|
||||
mod explo_state;
|
||||
|
||||
use game_state::GameData;
|
||||
|
||||
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
||||
const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
|
||||
const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
|
||||
|
@ -20,9 +18,6 @@ const EASYNESS: f32 = 1.5;
|
|||
const MAX_STAR_SIZE: f32 = 0.63;
|
||||
const STAR_SCALE: f32 = 0.02;
|
||||
const SKY_RADIUS: f32 = 4.0;
|
||||
const CONS_VIEW_RADIUS: f32 = 0.8;
|
||||
const MOVE_SPEED: f32 = 12.0;
|
||||
const ROT_SPEED: f32 = 9.0;
|
||||
|
||||
#[derive(Serialize, Deserialize, Debug, Clone)]
|
||||
struct StarData {
|
||||
|
@ -57,16 +52,16 @@ impl Sky {
|
|||
for cons in self.content.clone() {
|
||||
cons_names.push(cons.name.clone());
|
||||
}
|
||||
cons_names
|
||||
return cons_names;
|
||||
}
|
||||
|
||||
fn get_constellation(&self, name: &str) -> Constellation {
|
||||
for cons in self.content.clone() {
|
||||
if cons.name == name {
|
||||
if &cons.name == name {
|
||||
return cons;
|
||||
}
|
||||
}
|
||||
self.content[0].clone()
|
||||
return self.content[0].clone();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -97,10 +92,7 @@ struct StarPos {
|
|||
struct Star;
|
||||
|
||||
#[derive(Component)]
|
||||
struct ConstellationModel {
|
||||
name: String,
|
||||
center: Vec3,
|
||||
}
|
||||
struct ConstellationLine;
|
||||
|
||||
#[derive(Component)]
|
||||
struct StartMenu;
|
||||
|
@ -114,15 +106,42 @@ struct GameOver;
|
|||
#[derive(Component, Default)]
|
||||
struct Player {
|
||||
target_rotation: Option<Quat>,
|
||||
r_drag_pos: Option<Vec2>,
|
||||
l_drag_pos: Option<Vec2>,
|
||||
dragging_pos: Option<Vec2>,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct GameData {
|
||||
content: Vec<String>,
|
||||
score: usize,
|
||||
health: usize,
|
||||
state: PlayerState,
|
||||
target_cons_name: Option<String>,
|
||||
}
|
||||
|
||||
impl Default for GameData {
|
||||
fn default() -> Self {
|
||||
GameData {
|
||||
content: vec![],
|
||||
score: 0,
|
||||
health: 3,
|
||||
state: PlayerState::Playing,
|
||||
target_cons_name: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default, PartialEq)]
|
||||
enum PlayerState {
|
||||
#[default]
|
||||
Playing,
|
||||
Hinted,
|
||||
Answered,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
|
||||
enum GameState {
|
||||
#[default]
|
||||
Start,
|
||||
Explo,
|
||||
Game,
|
||||
End,
|
||||
}
|
||||
|
@ -141,51 +160,44 @@ fn main() {
|
|||
.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
|
||||
.add_systems(OnEnter(GameState::Game), game_state::setup)
|
||||
.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
|
||||
.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
|
||||
.add_systems(Update, explo_state::player_mouse_rotate.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
|
||||
.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
|
||||
.add_systems(Update, explo_state::zoom.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
|
||||
.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game)))
|
||||
.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
|
||||
.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
|
||||
.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
|
||||
.add_systems(OnEnter(GameState::End), end_state::setup)
|
||||
.add_systems(Update, end_state::player_interact.run_if(in_state(GameState::End)))
|
||||
.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
|
||||
.add_systems(OnEnter(GameState::Explo), explo_state::setup)
|
||||
.add_systems(Update, explo_state::player_interact.run_if(in_state(GameState::Explo)))
|
||||
.add_systems(Update, explo_state::constellation_opacity.run_if(in_state(GameState::Explo)))
|
||||
.add_systems(OnExit(GameState::Explo), despawn_screen::<MainGame>)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn spawn_cons_lines(
|
||||
commands: &mut Commands,
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
target_constellation: Constellation,
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
sky: Res<Sky>,
|
||||
target_constellation_name: String,
|
||||
) {
|
||||
let line_material = materials.add(StandardMaterial {
|
||||
emissive: LinearRgba::rgb(0.5, 0.5, 1.0),
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
..default()
|
||||
});
|
||||
|
||||
let mut vertices : Vec<Vec3> = vec![];
|
||||
let mut target_constellation = sky.content[0].clone();
|
||||
for constellation in sky.content.clone() {
|
||||
if constellation.name == target_constellation_name {
|
||||
target_constellation = constellation;
|
||||
}
|
||||
}
|
||||
|
||||
let mut avg_pos : Vec3 = Vec3::ZERO;
|
||||
let num_lines = target_constellation.lines.len();
|
||||
let mut vertices : Vec<Vec3> = vec![];
|
||||
|
||||
for line in target_constellation.lines {
|
||||
for star_index in line {
|
||||
let star = target_constellation.stars[star_index as usize].clone();
|
||||
let star_pos = celestial_to_cartesian(star.rah, star.dec);
|
||||
vertices.push(star_pos);
|
||||
avg_pos += star_pos;
|
||||
vertices.push(celestial_to_cartesian(star.rah, star.dec));
|
||||
}
|
||||
}
|
||||
|
||||
avg_pos /= 2.0 * num_lines as f32;
|
||||
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD);
|
||||
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
|
||||
|
||||
|
@ -196,10 +208,7 @@ fn spawn_cons_lines(
|
|||
transform: Transform::default(),
|
||||
..default()
|
||||
},
|
||||
ConstellationModel {
|
||||
name: target_constellation.name,
|
||||
center: avg_pos,
|
||||
},
|
||||
ConstellationLine,
|
||||
MainGame
|
||||
));
|
||||
}
|
||||
|
@ -211,8 +220,7 @@ fn star_setup(
|
|||
) {
|
||||
commands.insert_resource(ClearColor(Color::BLACK));
|
||||
|
||||
let stars: Vec<StarData> = serde_json::from_str(include_str!("../data/stars.json")).expect("no star json provided");
|
||||
|
||||
let stars = get_stars().unwrap();
|
||||
|
||||
let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
|
||||
|
||||
|
@ -252,6 +260,14 @@ fn star_setup(
|
|||
));
|
||||
}
|
||||
|
||||
fn get_stars() -> std::io::Result<Vec<StarData>> {
|
||||
let data = include_str!("../data/stars.json");
|
||||
|
||||
let stars: Vec<StarData> = serde_json::from_str(&data).unwrap();
|
||||
|
||||
Ok(stars)
|
||||
}
|
||||
|
||||
fn star_position(star_data: StarData) -> Vec3 {
|
||||
// Convert declination to decimal degrees
|
||||
let text_ra = star_data.ra;
|
||||
|
@ -287,7 +303,15 @@ fn celestial_to_cartesian(rah: f64, ded: f64) -> Vec3 {
|
|||
}
|
||||
|
||||
fn cons_setup(mut sky: ResMut<Sky>) {
|
||||
sky.content = serde_json::from_str(include_str!("../data/constellations.json")).expect("no constellation json provided");
|
||||
sky.content = get_cons().unwrap();
|
||||
}
|
||||
|
||||
fn get_cons() -> std::io::Result<Vec<Constellation>> {
|
||||
let data = include_str!("../data/constellations.json");
|
||||
|
||||
let sky_data: Vec<Constellation> = serde_json::from_str(&data).unwrap();
|
||||
|
||||
Ok(sky_data)
|
||||
}
|
||||
|
||||
// Generic system that takes a component as a parameter, and will despawn all entities with that component
|
||||
|
|
|
@ -19,62 +19,48 @@ pub fn audio_setup(asset_server: Res<AssetServer>, mut commands: Commands) {
|
|||
pub fn setup(
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let main_container_node = NodeBundle {
|
||||
let container_node = NodeBundle {
|
||||
style: Style {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
};
|
||||
|
||||
let main_container = commands.spawn(main_container_node).id();
|
||||
let container = commands.spawn(container_node).id();
|
||||
|
||||
let title_text_style = TextStyle {
|
||||
let top_text_style = TextStyle {
|
||||
font_size: 50.0,
|
||||
color: Color::WHITE,
|
||||
// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font if needed
|
||||
..default()
|
||||
};
|
||||
|
||||
let start_text_style = TextStyle {
|
||||
let bottom_text_style = TextStyle {
|
||||
font_size: 30.0,
|
||||
color: Color::WHITE,
|
||||
// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
|
||||
..default()
|
||||
};
|
||||
|
||||
let explo_text_style = TextStyle {
|
||||
font_size: 30.0,
|
||||
color: Color::srgb(0.4,0.4,0.4),
|
||||
// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
|
||||
..default()
|
||||
};
|
||||
|
||||
let title_text_node = TextBundle::from_section(
|
||||
let top_text_node = TextBundle::from_section(
|
||||
"Astraea",
|
||||
title_text_style,
|
||||
top_text_style,
|
||||
);
|
||||
|
||||
let start_text_node = TextBundle::from_section(
|
||||
let bottom_text_node = TextBundle::from_section(
|
||||
"Press Space to Begin",
|
||||
start_text_style,
|
||||
bottom_text_style,
|
||||
);
|
||||
|
||||
let explo_text_node = TextBundle::from_section(
|
||||
"Press E to Explore",
|
||||
explo_text_style,
|
||||
);
|
||||
let top_text = commands.spawn((top_text_node, StartMenu)).id();
|
||||
let bottom_text = commands.spawn((bottom_text_node, StartMenu)).id();
|
||||
|
||||
let title_text = commands.spawn((title_text_node, StartMenu)).id();
|
||||
let start_text = commands.spawn((start_text_node, StartMenu)).id();
|
||||
let explo_text = commands.spawn((explo_text_node, StartMenu)).id();
|
||||
|
||||
commands.entity(main_container).push_children(&[title_text, start_text, explo_text]);
|
||||
commands.entity(container).push_children(&[top_text, bottom_text]);
|
||||
}
|
||||
|
||||
pub fn player_interact(
|
||||
|
@ -83,13 +69,10 @@ pub fn player_interact(
|
|||
mut player_query: Query<(&mut Player, &mut Transform)>,
|
||||
) {
|
||||
if keys.just_pressed(KeyCode::Space) {
|
||||
info!("start space");
|
||||
game_state.set(GameState::Game);
|
||||
}
|
||||
|
||||
if keys.just_pressed(KeyCode::KeyE) {
|
||||
game_state.set(GameState::Explo);
|
||||
}
|
||||
|
||||
if let Ok((_player, mut transform)) = player_query.get_single_mut() {
|
||||
let mut rotation = Quat::IDENTITY;
|
||||
rotation *= Quat::from_rotation_y((PI / 6000.0) as f32);
|
||||
|
|
Loading…
Reference in a new issue