Spawn logic
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1a11e0d670
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f56ae2bc04
4 changed files with 49 additions and 2 deletions
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@ -17,6 +17,17 @@ pub struct Movable {
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pub max_rotation_speed: f32,
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}
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impl Movable {
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pub fn new(max_linear_speed: f32, max_rotation_speed: f32) -> Movable {
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Movable {
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linear_speed: 0.,
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rotation_speed: 0.,
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max_linear_speed: max_linear_speed,
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max_rotation_speed: max_rotation_speed,
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}
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}
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}
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fn movement_system(time: Res<Time>, query: Query<(&Movable, &mut Transform)>) {
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for (movable, mut transform) in query {
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transform.rotate_z(movable.rotation_speed * time.delta_secs());
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@ -1,4 +1,16 @@
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use bevy::prelude::*;
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use crate::{collision::Collider, movable::Movable};
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#[derive(Component)]
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pub struct Enemy;
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pub fn spawn_enemy(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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commands.spawn((
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Enemy,
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Collider::new(8.),
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Movable::new(500., f32::to_radians(360.)),
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Sprite::from(sprite),
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Transform::from_xyz(at.x, at.y, 0.),
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));
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}
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@ -6,5 +6,19 @@ pub mod player;
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pub struct ShipsPlugin;
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impl Plugin for ShipsPlugin {
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fn build(&self, app: &mut bevy::app::App) {}
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fn build(&self, app: &mut bevy::app::App) {
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app.insert_resource(Time::<Fixed>::from_hz(60.))
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.add_systems(Startup, startup)
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.add_systems(FixedUpdate, player::player_movement_system);
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}
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}
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fn startup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let player_sprite: Handle<Image> = asset_server.load("player.png");
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let enemy_sprite: Handle<Image> = asset_server.load("enemy.png");
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commands.spawn(Camera2d);
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player::spawn_player(&mut commands, player_sprite, Vec2::new(0., 0.));
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enemy::spawn_enemy(&mut commands, enemy_sprite.clone(), Vec2::new(100., 100.));
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}
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@ -1,4 +1,4 @@
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use crate::movable::Movable;
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use crate::{collision::Collider, movable::Movable};
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use bevy::prelude::*;
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#[derive(Component)]
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@ -6,6 +6,16 @@ pub struct Player {
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pub(super) acceleration: f32,
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}
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pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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commands.spawn((
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Player { acceleration: 100. },
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Collider::new(8.),
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Movable::new(500., f32::to_radians(360.)),
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Sprite::from(sprite),
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Transform::from_xyz(at.x, at.y, 0.),
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));
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}
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pub(super) fn player_movement_system(
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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