Spawn logic

This commit is contained in:
Rendo 2025-11-15 10:59:51 +05:00
commit f56ae2bc04
4 changed files with 49 additions and 2 deletions

View file

@ -17,6 +17,17 @@ pub struct Movable {
pub max_rotation_speed: f32,
}
impl Movable {
pub fn new(max_linear_speed: f32, max_rotation_speed: f32) -> Movable {
Movable {
linear_speed: 0.,
rotation_speed: 0.,
max_linear_speed: max_linear_speed,
max_rotation_speed: max_rotation_speed,
}
}
}
fn movement_system(time: Res<Time>, query: Query<(&Movable, &mut Transform)>) {
for (movable, mut transform) in query {
transform.rotate_z(movable.rotation_speed * time.delta_secs());

View file

@ -1,4 +1,16 @@
use bevy::prelude::*;
use crate::{collision::Collider, movable::Movable};
#[derive(Component)]
pub struct Enemy;
pub fn spawn_enemy(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
commands.spawn((
Enemy,
Collider::new(8.),
Movable::new(500., f32::to_radians(360.)),
Sprite::from(sprite),
Transform::from_xyz(at.x, at.y, 0.),
));
}

View file

@ -6,5 +6,19 @@ pub mod player;
pub struct ShipsPlugin;
impl Plugin for ShipsPlugin {
fn build(&self, app: &mut bevy::app::App) {}
fn build(&self, app: &mut bevy::app::App) {
app.insert_resource(Time::<Fixed>::from_hz(60.))
.add_systems(Startup, startup)
.add_systems(FixedUpdate, player::player_movement_system);
}
}
fn startup(mut commands: Commands, asset_server: Res<AssetServer>) {
let player_sprite: Handle<Image> = asset_server.load("player.png");
let enemy_sprite: Handle<Image> = asset_server.load("enemy.png");
commands.spawn(Camera2d);
player::spawn_player(&mut commands, player_sprite, Vec2::new(0., 0.));
enemy::spawn_enemy(&mut commands, enemy_sprite.clone(), Vec2::new(100., 100.));
}

View file

@ -1,4 +1,4 @@
use crate::movable::Movable;
use crate::{collision::Collider, movable::Movable};
use bevy::prelude::*;
#[derive(Component)]
@ -6,6 +6,16 @@ pub struct Player {
pub(super) acceleration: f32,
}
pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
commands.spawn((
Player { acceleration: 100. },
Collider::new(8.),
Movable::new(500., f32::to_radians(360.)),
Sprite::from(sprite),
Transform::from_xyz(at.x, at.y, 0.),
));
}
pub(super) fn player_movement_system(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,