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Author SHA1 Message Date
0896ccf691
Fix faster diagonal acceleration for the player
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Also always accelerate the player using the same force, so that bigger players aren't overpowered.
2025-05-24 00:43:44 -04:00
10b525e4c7
Make only playable area seeded 2025-05-23 23:49:11 -04:00
4 changed files with 48 additions and 28 deletions

View file

@ -6,9 +6,13 @@ use bevy::prelude::*;
#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform)]
struct GameObject;
/// Radius of a ball
#[derive(Component, Default)]
pub struct Radius(pub f32);
/// A basic ball with which to interact
#[derive(Component, Default)]
#[require(GameObject, RigidBody = RigidBody::Dynamic)]
#[require(GameObject, RigidBody = RigidBody::Dynamic, Radius)]
pub struct Ball;
/// The controllable ball

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@ -1,3 +1,5 @@
use core::f32;
use avian2d::prelude::*;
use bevy::{
input::mouse::{AccumulatedMouseScroll, MouseScrollUnit},
@ -5,32 +7,46 @@ use bevy::{
prelude::*,
};
use super::objects::Player;
use super::objects::{Player, Radius};
/// Move the player character based on the keyboard input
pub fn move_player(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut velocity: Single<&mut LinearVelocity, With<Player>>,
) -> Result {
let acceleration = 500.0;
mut query: Single<(&mut LinearVelocity, &Radius), With<Player>>,
) {
let (ref mut velocity, radius) = *query;
let delta_v = acceleration * time.delta_secs();
let acceleration_energy = 150000.0;
// Although it would arguably be more accurate to divide by pi to get the actual mass (or include the density
// somehow), `acceleration_energy` is in arbitrary units so we can just pretend it's proper physics
let delta_v = acceleration_energy * time.delta_secs() / radius.0.powi(2);
let mut direction = Vec2::ZERO;
if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
velocity.y += delta_v;
direction.y += 1.0;
}
if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) {
velocity.y -= delta_v;
direction.y -= 1.0;
}
if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) {
velocity.x -= delta_v;
direction.x -= 1.0;
}
if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) {
velocity.x += delta_v;
direction.x += 1.0;
}
Ok(())
// This would be easier if I could compare floats with 0 and still sleep at night
let circularize = if direction.x.abs() > 0.0 && direction.y.abs() > 0.0 {
f32::consts::FRAC_1_SQRT_2
} else {
1.0
};
// Kinda annoying I have to manually assign the fields here but I'll leave it in case I remember a better way later
velocity.x += direction.x * delta_v * circularize;
velocity.y += direction.y * delta_v * circularize;
}
/// Neatly exit game

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@ -12,7 +12,7 @@ use bevy_rand::prelude::{GlobalEntropy, WyRand};
use rand::Rng as _;
use super::{
objects::{Ball, Player, Wall},
objects::{Ball, Player, Radius, Wall},
rng::thread_rng,
};
@ -24,19 +24,15 @@ const DIMENSION_SIZES: Range<f32> = 500.0..2000.0;
#[derive(Resource)]
pub struct PlayableArea(f32, f32);
/// The size of the player character
#[derive(Resource)]
pub struct PlayerSize(f32);
/// Initialize deterministic values
pub fn setup_pseudo_random(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
commands.insert_resource(PlayerSize(rng.random_range(BALL_SIZES)));
pub fn setup_from_seed(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
commands.insert_resource(PlayableArea(
rng.random_range(DIMENSION_SIZES),
rng.random_range(DIMENSION_SIZES),
));
}
/// I mean, a camera is technically a user interface, I guess
pub fn setup_ui(mut commands: Commands) {
commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
}
@ -46,12 +42,15 @@ 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);
let mut random = thread_rng();
let radius = random.random_range(BALL_SIZES);
let circle = Circle::new(radius);
commands.spawn((
Name::new("Player"),
Player,
Radius(radius),
Collider::from(circle),
Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(LIME_400))),
@ -66,19 +65,20 @@ pub fn setup_balls(
region: Res<PlayableArea>,
) {
let mut random = thread_rng();
for i in 0..BALL_COUNT {
let circle = Circle::new(random.random_range(BALL_SIZES));
let radius = random.random_range(BALL_SIZES);
let circle = Circle::new(radius);
commands.spawn((
Name::new(format!("Ball[{i}]")),
Ball,
Radius(radius),
Collider::from(circle),
Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(RED_400))),
Transform::from_xyz(
random.random::<f32>() * (region.0 - 2.0 * circle.radius) + circle.radius
- region.0 / 2.0,
random.random::<f32>() * (region.1 - 2.0 * circle.radius) + circle.radius
- region.1 / 2.0,
random.random::<f32>() * (region.0 - 2.0 * radius) + radius - region.0 / 2.0,
random.random::<f32>() * (region.1 - 2.0 * radius) + radius - region.1 / 2.0,
0.0,
),
));

View file

@ -7,7 +7,7 @@ mod game;
use game::{
runtime::{move_camera, move_player, quit, zoom_camera},
seed::Seed,
setup::{setup_balls, setup_player, setup_pseudo_random, setup_ui, setup_walls},
setup::{setup_balls, setup_from_seed, setup_player, setup_ui, setup_walls},
};
/// The initial configuration passed to the game's setup functions.
@ -39,9 +39,9 @@ impl Plugin for AppSettings {
.add_systems(
Startup,
(
setup_pseudo_random,
setup_from_seed,
setup_ui,
(setup_player, setup_balls, setup_walls).after(setup_pseudo_random),
(setup_player, setup_balls, setup_walls).after(setup_from_seed),
),
)
.add_systems(