use bevy::prelude::*; use bevy::math::*; use bevy::render::render_resource::PrimitiveTopology; use bevy::render::render_asset::RenderAssetUsages; use std::fs::File; use std::io::Read; use serde::{Deserialize, Serialize}; use std::f64::consts::PI; mod end_state; mod start_state; mod game_state; 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); const EASYNESS: f32 = 1.5; const MAX_STAR_SIZE: f32 = 0.63; const STAR_SCALE: f32 = 0.02; const SKY_RADIUS: f32 = 4.0; #[derive(Serialize, Deserialize, Debug, Clone)] struct StarData { #[serde(rename = "Dec")] dec: String, #[serde(rename = "HR")] hr: String, #[serde(rename = "K")] k: Option, #[serde(rename = "RA")] ra: String, #[serde(rename = "V")] v: String, #[serde(rename = "C")] constellation: Option, #[serde(rename = "F")] f: Option, #[serde(rename = "B")] bayer_designation: Option, #[serde(rename = "N")] name: Option, } #[derive(Resource, Default)] struct Sky { content: Vec, } #[derive(Serialize, Deserialize, Debug, Clone)] struct Constellation { #[serde(rename = "Name")] name: String, #[serde(rename = "RAh")] rah: f64, #[serde(rename = "DEd")] dec: f64, stars: Vec, lines: Vec<[u32; 2]>, } #[derive(Serialize, Deserialize, Debug, Clone)] struct StarPos { id: usize, #[serde(rename = "bfID")] bfid: String, #[serde(rename = "RAh")] rah: f64, #[serde(rename = "DEd")] dec: f64, } #[derive(Component)] struct Star; #[derive(Component)] struct ConstellationLine; #[derive(Component)] struct StartMenu; #[derive(Component)] struct MainGame; #[derive(Component)] struct GameOver; #[derive(Component)] struct Player { target_rotation: Option, target_cons_name: Option, score: usize, health: usize, state: PlayerState, } #[derive(PartialEq)] enum PlayerState { Playing, Hinted, Answered, } #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)] enum GameState { #[default] Start, Game, End, } fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Sky::default()) .init_state::() .add_systems(Startup, star_setup) .add_systems(Startup, cons_setup) .add_systems(OnEnter(GameState::Start), start_state::setup) .add_systems(OnEnter(GameState::Start), start_state::audio_setup) .add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start))) .add_systems(OnExit(GameState::Start), despawn_screen::) .add_systems(OnEnter(GameState::Game), game_state::setup) .add_systems(Update, game_state::player_interact.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::) .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::) .run(); } fn spawn_cons_lines( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, sky: Res, target_constellation_name: String, ) { // Create a material for the line let line_material = materials.add(StandardMaterial { emissive: LinearRgba::rgb(0.5, 0.5, 1.0), // Red color for the line ..default() }); 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 vertices : Vec = vec![]; for line in target_constellation.lines { for star_index in line { let star = target_constellation.stars[star_index as usize].clone(); vertices.push(celestial_to_cartesian(star.rah, star.dec)); } } // Create the mesh and add the vertices let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices); commands.spawn(( PbrBundle { mesh: meshes.add(mesh), material: line_material.clone(), transform: Transform::default(), // Position and scale for the line ..default() }, ConstellationLine, MainGame )); } fn star_setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.insert_resource(ClearColor(Color::BLACK)); let stars = get_stars().unwrap(); //let mesh = meshes.add(Cuboid::new(star_size, star_size, star_size)); let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap()); //let material = materials.add(Color::srgb(1.0, 1.0, 1.0)); let star_material = materials.add(StandardMaterial { emissive: LinearRgba::rgb(1.0, 1.0, 1.0), ..default() }); for star in stars { let star_pos = star_position(star.clone()) * SKY_RADIUS; let star_mag = star.v.parse::().unwrap(); let mut star_size = STAR_SCALE * 2.512f32.powf(-star_mag*0.5); if star.constellation.is_some() { star_size *= EASYNESS; } star_size = star_size.min(MAX_STAR_SIZE*STAR_SCALE); commands.spawn(( PbrBundle { mesh: star_mesh.clone(), material: star_material.clone(), transform: Transform::from_xyz(star_pos.x, star_pos.y, star_pos.z) .with_scale(Vec3::splat(star_size)), ..default() }, Star, )); } } fn get_stars() -> std::io::Result> { let mut file = File::open("data/stars.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; let stars: Vec = 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; let text_dec = star_data.dec; let ra_seconds: f64 = 3600.0 * text_ra[0..2].parse::().unwrap() + 60.0 * text_ra[4..6].parse::().unwrap() + text_ra[8..12].parse::().unwrap(); // Parse Dec let formated_dec = text_dec .replace("°", " ") .replace("′", " ") .replace("″", " "); let dec_parts: Vec<&str> = formated_dec.split_whitespace().collect(); let dec_deg: f64 = dec_parts[0].parse::().unwrap() + dec_parts[1].parse::().unwrap() / 60.0 + dec_parts[2].parse::().unwrap() / 3600.0; celestial_to_cartesian(ra_seconds/3600.0, dec_deg) } fn celestial_to_cartesian(rah: f64, ded: f64) -> Vec3 { let y_rot = 2.0 * PI * rah / 24.0; let x_rot = 2.0 * PI * ded / 360.0; let x : f32 = (y_rot.sin() * x_rot.cos()) as f32; let y : f32 = x_rot.sin() as f32; let z : f32 = (y_rot.cos() * x_rot.cos()) as f32; Vec3::new(x, y, z) } fn cons_setup(mut sky: ResMut) { sky.content = get_cons().unwrap(); } fn get_cons() -> std::io::Result> { let mut file = File::open("data/constellations.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; let sky_data: Vec = 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 fn despawn_screen(to_despawn: Query>, mut commands: Commands) { for entity in &to_despawn { commands.entity(entity).despawn_recursive(); } }