Extract systems

This commit is contained in:
Michael Bradley 2025-05-19 00:27:12 -04:00
parent cef21f4a00
commit 214e0ceedc
Signed by: MichaelBradley
SSH key fingerprint: SHA256:BKO2eI2LPsCbQS3n3i5SdwZTAIV3F1lHezR07qP+Ob0
9 changed files with 199 additions and 191 deletions

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pub mod objects;
pub mod runtime;
pub mod seed;
pub mod setup;

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src/game/runtime.rs Normal file
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use avian2d::prelude::*;
use bevy::prelude::*;
use super::objects::Player;
pub fn move_player(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut velocity: Single<&mut LinearVelocity, With<Player>>,
) -> Result {
let acceleration = 500.0;
let delta_time = time.delta_secs();
if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
velocity.y += acceleration * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) {
velocity.y -= acceleration * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) {
velocity.x -= acceleration * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) {
velocity.x += acceleration * delta_time;
}
Ok(())
}
pub fn quit(mut exit: EventWriter<AppExit>) {
exit.write(AppExit::Success);
}
pub fn move_camera(
mut camera: Single<&mut Transform, (Without<Player>, With<IsDefaultUiCamera>)>,
player: Single<&Transform, (With<Player>, Without<IsDefaultUiCamera>)>,
) {
camera.translation = camera.translation.lerp(player.translation, 0.05);
}

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src/game/seed.rs Normal file
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use std::hash::{DefaultHasher, Hash, Hasher};
use bevy::prelude::*;
#[derive(Clone, Resource)]
pub struct Seed(u64);
impl From<String> for Seed {
fn from(value: String) -> Self {
Self(value.parse::<u64>().unwrap_or_else(|_| {
let mut state = DefaultHasher::new();
value.hash(&mut state);
state.finish()
}))
}
}
impl From<Seed> for [u8; 8] {
fn from(value: Seed) -> Self {
value.0.to_le_bytes()
}
}

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src/game/setup.rs Normal file
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use std::{f32::consts::PI, ops::Range};
use avian2d::prelude::*;
use bevy::{
color::palettes::{
css::WHITE,
tailwind::{LIME_400, RED_400},
},
prelude::*,
};
use bevy_rand::prelude::{GlobalEntropy, WyRand};
use rand::Rng;
use wyrand::WyRand as LocalRng;
use super::objects::{Ball, Player, Wall};
const BALL_COUNT: u8 = 32;
const BALL_SIZES: Range<f32> = 10.0..25.0;
const DIMENSION_SIZES: Range<f32> = 500.0..2000.0;
#[derive(Resource)]
pub struct PlayableArea(f32, f32);
#[derive(Resource)]
pub struct PlayerSize(f32);
pub fn setup_pseudo_random(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
commands.insert_resource(PlayerSize(rng.random_range(BALL_SIZES)));
commands.insert_resource(PlayableArea(
rng.random_range(DIMENSION_SIZES),
rng.random_range(DIMENSION_SIZES),
));
}
pub fn setup_ui(mut commands: Commands) {
commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
}
pub fn setup_player(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
radius: Res<PlayerSize>,
) {
let circle = Circle::new(radius.0);
commands.spawn((
Player,
Collider::from(circle),
Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(LIME_400))),
));
}
pub fn setup_balls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
region: Res<PlayableArea>,
) {
let mut random = LocalRng::new(Default::default());
for _ in 0..BALL_COUNT {
let circle = Circle::new(random.random_range(BALL_SIZES));
commands.spawn((
Ball,
Collider::from(circle),
Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(RED_400))),
Transform::from_xyz(
random.random_range(
(-region.0 / 2.0 + circle.radius)..(region.0 / 2.0 - circle.radius),
),
random.random_range(
(-region.1 / 2.0 + circle.radius)..(region.1 / 2.0 - circle.radius),
),
0.0,
),
));
}
}
pub fn setup_walls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
region: Res<PlayableArea>,
) {
let thickness = 20.0;
for i in 0..4 {
let (offset, length) = if i % 2 == 0 {
(region.0, region.1 + thickness)
} else {
(region.1, region.0 + thickness)
};
let mut transform = Transform::from_xyz(0.0, offset / 2.0, 0.0);
transform.rotate_around(
Vec3::ZERO,
Quat::from_rotation_z(((i + 1) as f32) * PI / 2.0),
);
commands.spawn((
Wall,
Collider::rectangle(length, thickness),
Mesh2d(meshes.add(Rectangle::new(length, thickness))),
MeshMaterial2d(materials.add(Color::from(WHITE))),
transform,
));
}
}