distributed_physics_test/src/game/setup.rs
2025-07-05 21:36:17 -04:00

129 lines
3.6 KiB
Rust

use std::{f32::consts::PI, ops::Range};
use avian2d::prelude::*;
use bevy::{
color::palettes::{
css::WHITE,
tailwind::{LIME_400, RED_400},
},
prelude::*,
};
use rand::{Rng as _, SeedableRng};
use wyrand::WyRand;
use super::state::AppState;
use super::{
objects::{Ball, Player, Radius, Wall},
rng::thread_rng,
seed::Seed,
};
const BALL_COUNT: u8 = 32;
const BALL_SIZES: Range<f32> = 10.0..25.0;
const DIMENSION_SIZES: Range<f32> = 500.0..2000.0;
pub fn check_for_seed(seed: Option<Res<Seed>>, mut next_state: ResMut<NextState<AppState>>) {
if seed.is_some() {
next_state.set(AppState::InGame);
}
}
/// The size of the playable area (x, y)
#[derive(Resource, Debug)]
pub struct PlayableArea(f32, f32);
/// Initialize deterministic values
pub fn setup_from_seed(mut commands: Commands, seed: Res<Seed>) {
let mut rng = WyRand::from_seed((*seed).into());
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_camera(mut commands: Commands) {
commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
}
/// Create the playable character
pub fn setup_player(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
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))),
));
}
/// Create a random distribution of balls in the playable area
pub fn setup_balls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
region: Res<PlayableArea>,
) {
let mut random = thread_rng();
for i in 0..BALL_COUNT {
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 * radius) + radius - region.0 / 2.0,
random.random::<f32>() * (region.1 - 2.0 * radius) + radius - region.1 / 2.0,
0.0,
),
));
}
}
/// Create the 4 walls that enclose the playable area
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((
Name::new(format!("Wall[{i}]")),
Wall,
Collider::rectangle(length, thickness),
Mesh2d(meshes.add(Rectangle::new(length, thickness))),
MeshMaterial2d(materials.add(Color::from(WHITE))),
transform,
));
}
}