restore after broken git

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nquidox 2026-04-10 20:28:55 +03:00
commit 138c62ac34
51 changed files with 7559 additions and 0 deletions

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use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use crate::states::level::components::{Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath};
use crate::states::level::system::SLOT_SIZE;
pub fn setup_cannon(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let texture: Handle<Image> = asset_server.load("cannon/cannon.png");
commands.spawn((
LevelMarker,
Cannon,
Transform::from_xyz(579.0-(1280.0/2.0), (768.0/2.0)-150.0, 1.0),
Sprite::from_image(texture),
Visibility::Visible,
));
}
pub fn rotate_cannon(
mut query: Query<&mut Transform, With<Cannon>>,
window_query: Query<&Window, With<PrimaryWindow>>,
camera_query: Query<(&Camera, &GlobalTransform)>,
) {
let Ok(mut cannon_tf) = query.single_mut() else { return };
let Ok(window) = window_query.single() else { return };
let Some(cursor_pos) = window.cursor_position() else { return };
let Ok((camera, camera_tf)) = camera_query.single() else { return };
// Конвертируем экранные координаты курсора в мировые
let Ok(world_cursor_pos) = camera.viewport_to_world_2d(camera_tf, cursor_pos) else { return };
// Вектор направления от пушки к курсору
let cannon_pos = Vec2::new(cannon_tf.translation.x, cannon_tf.translation.y);
let direction = world_cursor_pos - cannon_pos;
// Применяем вращение по оси Z
let angle = direction.to_angle() - std::f32::consts::FRAC_PI_2;
cannon_tf.rotation = Quat::from_rotation_z(angle);
}
pub fn spawn_projectile_from_cannon(
mut commands: Commands,
cannon_query: Query<&Transform, With<Cannon>>,
mouse_input: Res<ButtonInput<MouseButton>>,
asset_server: Res<AssetServer>,
) {
if !mouse_input.just_pressed(MouseButton::Left) { return; }
let Ok(cannon_tf) = cannon_query.single() else { return; };
let ball_type = BallType::First; // TODO: рандом/цикл
let image = asset_server.load(ball_type.asset_path());
let offset = 100.0;
let direction = cannon_tf.rotation.mul_vec3(Vec3::Y).truncate().normalize();
let spawn_pos_2d = cannon_tf.translation.truncate() + direction * offset;
let spawn_pos = spawn_pos_2d.extend(10.0); // z=10, чтобы было поверх трека
commands.spawn((
LevelMarker,
Transform::from_translation(spawn_pos),
Sprite {
image,
custom_size: Some(Vec2::splat(SLOT_SIZE)),
..default()
},
Visibility::Visible,
BallProjectile {
velocity: direction * 800.0,
previous_position: spawn_pos_2d,
ball_type,
},
));
}
pub fn move_projectiles(
mut commands: Commands,
mut projectiles: Query<(Entity, &mut BallProjectile, &mut Transform)>,
time: Res<Time>,
) {
for (entity, mut proj, mut transform) in projectiles.iter_mut() {
// Обновляем позицию
let new_pos = proj.previous_position + proj.velocity * time.delta_secs();
transform.translation = new_pos.extend(transform.translation.z);
proj.previous_position = new_pos;
// Опционально: удаляем снаряды, улетевшие за экран
if new_pos.x.abs() > 2000.0 || new_pos.y.abs() > 2000.0 {
commands.entity(entity).despawn();
}
}
}
pub fn detect_projectile_hit(
mut commands: Commands,
track: Res<TrackPath>,
mut projectiles: Query<(Entity, &mut BallProjectile)>,
mut balls: Query<&mut Ball>, // <-- нужен мутабельный доступ для сдвига
) {
for (proj_entity, proj) in projectiles.iter_mut() {
let mut nearest_idx = 0;
let mut min_dist = f32::MAX;
for (idx, &slot_pos) in track.points.iter().enumerate() {
let dist = proj.previous_position.distance(slot_pos);
if dist < min_dist {
min_dist = dist;
nearest_idx = idx;
}
}
const HIT_THRESHOLD: f32 = SLOT_SIZE;
if min_dist < HIT_THRESHOLD {
let occupied_slots: Vec<usize> = balls.iter()
.map(|ball| ball.slot_index)
.collect();
if occupied_slots.contains(&nearest_idx) {
let left_progress = if nearest_idx > 0 {
balls.iter()
.find(|b| b.slot_index == nearest_idx - 1)
.map(|b| b.slot_progress)
.unwrap_or(0.0)
} else {
0.0
};
// 2. Сдвигаем правую часть очереди вправо
for mut ball in balls.iter_mut() {
if ball.slot_index >= nearest_idx {
ball.slot_index += 1;
ball.slot_progress = 0.0;
}
}
commands.entity(proj_entity)
.insert(Ball {
ball_type: proj.ball_type,
slot_index: nearest_idx,
slot_progress: left_progress,
})
.remove::<BallProjectile>();
println!("Hit! Inserted at slot {}", nearest_idx);
} else {
commands.entity(proj_entity).despawn();
println!("Miss: slot {} is empty", nearest_idx);
}
}
}
}