components and systems refactor

This commit is contained in:
nquidox 2026-04-11 18:09:30 +03:00
parent 04754db916
commit 4da000f1c8
10 changed files with 283 additions and 98 deletions

View file

@ -19,39 +19,6 @@ pub struct TrackPath {
pub buffer_size: usize, pub buffer_size: usize,
} }
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
pub enum BallType {
#[default]
First,
Second,
Third,
Forth,
}
impl BallType {
pub const fn asset_path(&self) -> &'static str {
match self {
BallType::First => "balls/1.png",
BallType::Second => "balls/2.png",
BallType::Third => "balls/3.png",
BallType::Forth => "balls/4.png",
}
}
pub fn random() -> Self {
[Self::First, Self::Second, Self::Third, Self::Forth]
.choose(&mut rand::rng())
.copied()
.unwrap_or_default()
}
}
#[derive(Component, Debug)]
pub struct Ball {
pub ball_type: BallType,
pub slot_index: usize,
pub slot_progress: f32,
}
#[derive(Resource)] #[derive(Resource)]
pub struct SpawnTimer { pub struct SpawnTimer {
@ -90,12 +57,12 @@ pub struct WarmupTarget {
pub target_index: usize, pub target_index: usize,
} }
#[derive(Component)] #[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Cannon; pub enum Direction {
Left,
#[derive(Component)] Right,
pub struct BallProjectile { Top,
pub velocity: Vec2, Bottom,
pub previous_position: Vec2,
pub ball_type: BallType,
} }

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@ -0,0 +1,36 @@
use bevy::prelude::*;
use rand::seq::IndexedRandom;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
pub enum BallType {
#[default]
First,
Second,
Third,
Forth,
}
impl BallType {
pub const fn asset_path(&self) -> &'static str {
match self {
BallType::First => "balls/1.png",
BallType::Second => "balls/2.png",
BallType::Third => "balls/3.png",
BallType::Forth => "balls/4.png",
}
}
pub fn random() -> Self {
[Self::First, Self::Second, Self::Third, Self::Forth]
.choose(&mut rand::rng())
.copied()
.unwrap_or_default()
}
}
#[derive(Component, Debug)]
pub struct Ball {
pub ball_type: BallType,
pub slot_index: usize,
pub slot_progress: f32,
}

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@ -0,0 +1,54 @@
use bevy::math::Vec2;
use bevy::prelude::{Component, Resource};
use crate::states::level::*;
#[derive(Component)]
pub struct Cannon;
#[derive(Resource, Debug, Clone)]
pub struct CannonState {
pub current_type: BallType,
pub next_type: BallType,
}
impl Default for CannonState {
fn default() -> Self {
Self {
current_type: BallType::random(),
next_type: BallType::random(),
}
}
}
impl CannonState {
pub fn fire(&mut self) {
self.current_type = self.next_type;
self.next_type = BallType::random();
}
pub fn cycle_next(&mut self) {
// self.next_type = match self.next_type {
// BallType::First => BallType::Second,
// BallType::Second => BallType::Third,
// BallType::Third => BallType::Forth,
// BallType::Forth => BallType::First,
// };
let cur = self.current_type;
self.current_type = self.next_type;
self.next_type = cur;
}
}
#[derive(Component)]
pub struct CurrentPreviewMarker;
#[derive(Component)]
pub struct NextPreviewMarker;
#[derive(Component)]
pub struct BallProjectile {
pub velocity: Vec2,
pub previous_position: Vec2,
pub ball_type: BallType,
}

View file

@ -1,8 +1,20 @@
pub mod plugin; pub mod plugin;
pub mod components; mod components;
pub mod system; pub use components::*;
pub mod state; mod system;
pub mod system_ball; pub use system::*;
pub mod system_cannon; mod state;
pub mod system_track; pub use state::*;
mod system_ball;
pub use system_ball::*;
mod system_cannon;
pub use system_cannon::*;
mod system_track;
pub use system_track::*;
pub mod system_grid; pub mod system_grid;
pub use system_grid::*;
mod components_cannon;
pub use components_cannon::*;
mod components_ball;
pub use components_ball::*;

View file

@ -1,10 +1,7 @@
use crate::states::AppState::GameState; use crate::states::AppState::GameState;
use crate::states::level::system_ball::*; use crate::states::level::*;
use crate::states::level::system::*;
use bevy::prelude::*; use bevy::prelude::*;
use crate::states::level::system_cannon::*;
use crate::states::level::components::LevelMarker;
use crate::states::level::system_track::{debug_draw_track};
pub struct LevelPlugin; pub struct LevelPlugin;
@ -23,8 +20,12 @@ impl Plugin for LevelPlugin {
spawn_new_ball, spawn_new_ball,
move_queue_along_track, move_queue_along_track,
check_wave_completion, check_wave_completion,
rotate_cannon, //cannon systems
cycle_cannon_type,
update_cannon_preview,
spawn_projectile_from_cannon, spawn_projectile_from_cannon,
//сохранять порядок верхних трех
rotate_cannon,
move_projectiles, move_projectiles,
detect_projectile_hit, detect_projectile_hit,
) )

View file

@ -1,10 +1,8 @@
use crate::states::level::*;
use crate::states::level::components::*;
use crate::{FACTOR, HEIGHT, WIDTH}; use crate::{FACTOR, HEIGHT, WIDTH};
use bevy::prelude::*; use bevy::prelude::*;
use crate::states::level::system_track::setup_track_with_buffer;
pub const SHIFT: f32 = 2.0; pub const SHIFT: f32 = 1.0;
pub const SLOT_SIZE: f32 = FACTOR as f32 / SHIFT; pub const SLOT_SIZE: f32 = FACTOR as f32 / SHIFT;
pub fn setup_timer(mut commands: Commands){ pub fn setup_timer(mut commands: Commands){
@ -13,6 +11,12 @@ pub fn setup_timer(mut commands: Commands){
pub fn setup_level(mut commands: Commands){ pub fn setup_level(mut commands: Commands){
commands.insert_resource(setup_track_with_buffer()); commands.insert_resource(setup_track_with_buffer());
println!("Track is set up");
commands.insert_resource(WaveState::default()); commands.insert_resource(WaveState::default());
println!("WaveState is set up");
commands.insert_resource(build_cannon_state());
println!("CannonState is set up");
} }

View file

@ -1,6 +1,5 @@
use crate::states::level::components::{Ball, BallType, LevelMarker, TrackPath, WarmupTarget, WaveState};
use crate::states::level::system::SLOT_SIZE;
use bevy::prelude::*; use bevy::prelude::*;
use crate::states::level::*;
pub fn spawn_new_ball( pub fn spawn_new_ball(
mut commands: Commands, mut commands: Commands,

View file

@ -1,20 +1,23 @@
use crate::states::level::components::{
Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath, WaveState,
};
use crate::states::level::system::SLOT_SIZE;
use bevy::prelude::*; use bevy::prelude::*;
use crate::states::level::*;
use bevy::window::PrimaryWindow; use bevy::window::PrimaryWindow;
const CANNON_Z_INDEX: f32 = 10.0;
const PROJECTILE_Z_INDEX: f32 = 11.0;
const CURRENT_SHOT_Z_INDEX: f32 = 12.0;
const NEXT_SHOT_Z_INDEX: f32 = 12.0;
pub fn setup_cannon(mut commands: Commands, asset_server: Res<AssetServer>) { pub fn setup_cannon(mut commands: Commands, asset_server: Res<AssetServer>) {
let texture: Handle<Image> = asset_server.load("cannon/cannon.png"); let texture: Handle<Image> = asset_server.load("cannon/cannon.png");
commands.spawn(( commands.spawn((
LevelMarker, LevelMarker,
Cannon, Cannon,
Transform::from_xyz(579.0 - (1280.0 / 2.0), (768.0 / 2.0) - 150.0, 1.0), Transform::from_xyz(579.0 - (1280.0 / 2.0), (768.0 / 2.0) - 150.0, CANNON_Z_INDEX),
Sprite::from_image(texture), Sprite::from_image(texture),
Visibility::Visible, Visibility::Visible,
)); ));
println!("Cannon visuals is set up");
} }
pub fn rotate_cannon( pub fn rotate_cannon(
@ -54,6 +57,7 @@ pub fn spawn_projectile_from_cannon(
cannon_query: Query<&Transform, With<Cannon>>, cannon_query: Query<&Transform, With<Cannon>>,
mouse_input: Res<ButtonInput<MouseButton>>, mouse_input: Res<ButtonInput<MouseButton>>,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
mut cannon_state: ResMut<CannonState>
) { ) {
if !mouse_input.just_pressed(MouseButton::Left) { if !mouse_input.just_pressed(MouseButton::Left) {
return; return;
@ -63,13 +67,13 @@ pub fn spawn_projectile_from_cannon(
return; return;
}; };
let ball_type = BallType::First; // TODO: рандом/цикл let ball_type = cannon_state.current_type;
let image = asset_server.load(ball_type.asset_path()); let image = asset_server.load(ball_type.asset_path());
let offset = 100.0; // сдвиг от центра к дулу пушки let offset = 100.0; // сдвиг от центра к дулу пушки
let direction = cannon_tf.rotation.mul_vec3(Vec3::Y).truncate().normalize(); let direction = cannon_tf.rotation.mul_vec3(Vec3::Y).truncate().normalize();
let spawn_pos_2d = cannon_tf.translation.truncate() + direction * offset; 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 let spawn_pos = spawn_pos_2d.extend(PROJECTILE_Z_INDEX);
commands.spawn(( commands.spawn((
LevelMarker, LevelMarker,
@ -86,6 +90,7 @@ pub fn spawn_projectile_from_cannon(
ball_type, ball_type,
}, },
)); ));
cannon_state.fire();
} }
pub fn move_projectiles( pub fn move_projectiles(
@ -147,14 +152,14 @@ pub fn detect_projectile_hit(
target_progress = target_ball.slot_progress; target_progress = target_ball.slot_progress;
// Определяем индекс вставки // Определяем индекс вставки
insert_idx = if target_progress <= 0.5 { insert_idx = if target_progress <= 0.5 { //TODO check correction
nearest_idx_any nearest_idx_any - 1
} else { } else {
nearest_idx_any + 1 nearest_idx_any
}; };
} else { } else {
// Слот пуст — снаряд пролетает мимо // Слот пуст — снаряд пролетает мимо
commands.entity(proj_entity).despawn(); // commands.entity(proj_entity).despawn();
continue; continue;
} }
@ -191,3 +196,68 @@ pub fn detect_projectile_hit(
// Разблокировка (структурные изменения завершены) // Разблокировка (структурные изменения завершены)
wave.is_queue_locked = false; wave.is_queue_locked = false;
} }
pub fn cycle_cannon_type(
mut cannon_state: ResMut<CannonState>,
mouse_input: Res<ButtonInput<MouseButton>>,
) {
if mouse_input.just_pressed(MouseButton::Right) {
cannon_state.cycle_next();
}
}
pub fn update_cannon_preview(
mut commands: Commands,
cannon_state: Res<CannonState>,
asset_server: Res<AssetServer>,
cannon_query: Query<Entity, With<Cannon>>,
muzzle_query: Query<Entity, With<CurrentPreviewMarker>>,
next_query: Query<Entity, With<NextPreviewMarker>>,
) {
let Ok(cannon_entity) = cannon_query.single() else { return };
let muzzle_image = asset_server.load(cannon_state.current_type.asset_path());
if let Ok(muzzle_entity) = muzzle_query.single() {
// усли шарик у дула есть, то обновляем спрайт
commands.entity(muzzle_entity).insert(Sprite::from_image(muzzle_image));
} else {
//иначе создаем
let preview_entity = commands.spawn((
CurrentPreviewMarker,
Sprite{
image: muzzle_image,
custom_size: Some(Vec2::splat(SLOT_SIZE)),
..default()
},
Transform::from_xyz(0.0, 100.0, CURRENT_SHOT_Z_INDEX),
Visibility::Visible,
)).id();
commands.entity(cannon_entity).add_child(preview_entity);
}
let next_image = asset_server.load(cannon_state.next_type.asset_path());
if let Ok(next_entity) = next_query.single() {
commands.entity(next_entity).insert(Sprite::from_image(next_image));
} else {
let preview_entity = commands.spawn((
NextPreviewMarker,
Sprite{
image: next_image,
custom_size: Some(Vec2::splat(SLOT_SIZE)),
..default()
},
Transform::from_xyz(0.0, -50.0, NEXT_SHOT_Z_INDEX),
Visibility::Visible,
)).id();
commands.entity(cannon_entity).add_child(preview_entity);
}
}
pub fn build_cannon_state() -> CannonState {
CannonState {
current_type: BallType::random(),
next_type: BallType::random(),
}
}

View file

@ -1,8 +1,7 @@
use bevy::color::Color; use bevy::color::Color;
use bevy::math::{Vec2, Vec3}; use bevy::math::{Vec2, Vec3};
use bevy::prelude::{default, Commands, Gizmos, Text2d, TextColor, TextFont, Transform}; use bevy::prelude::*;
use crate::states::level::components::DebugSlotNumber; use crate::states::level::*;
use crate::states::level::system::{SHIFT, SLOT_SIZE};
use crate::{HEIGHT, WIDTH}; use crate::{HEIGHT, WIDTH};
const GRID_COLS: f32 = WIDTH as f32 * SHIFT; const GRID_COLS: f32 = WIDTH as f32 * SHIFT;

View file

@ -1,8 +1,7 @@
use bevy::color::Color; use bevy::color::Color;
use bevy::math::Vec2; use bevy::math::Vec2;
use bevy::prelude::{Gizmos, Res}; use bevy::prelude::*;
use crate::states::level::components::TrackPath; use crate::states::level::*;
use crate::states::level::system::SLOT_SIZE;
const BUFFER_SLOTS: usize = 20; const BUFFER_SLOTS: usize = 20;
@ -35,8 +34,38 @@ pub fn setup_track_with_buffer() -> TrackPath {
} }
} }
// for debug
fn make_track() -> Vec<Vec2> { fn make_track() -> Vec<Vec2> {
vec![ make_track_80()
}
fn make_track_80() -> Vec<Vec2> {
// let track = generate_track_line(Vec2::new(-600.0, -80.0), Vec2::new(600.0, -80.0), Direction::Right);
let track: Vec<Vec2> = vec![
Vec2::new(-600.0, -80.0),
Vec2::new(-520.0, -80.0),
Vec2::new(-440.0, -80.0),
Vec2::new(-360.0, -80.0),
Vec2::new(-280.0, -80.0),
Vec2::new(-200.0, -80.0),
Vec2::new(-120.0, -80.0),
Vec2::new(-40.0, -80.0),
Vec2::new(40.0, -80.0),
Vec2::new(120.0, -80.0),
Vec2::new(200.0, -80.0),
Vec2::new(280.0, -80.0),
Vec2::new(360.0, -80.0),
Vec2::new(440.0, -80.0),
Vec2::new(520.0, -80.0),
Vec2::new(600.0, -80.0),
];
track
}
fn make_track_40() -> Vec<Vec2> {
let mut track = vec![
//спавн точка за видимой областью //спавн точка за видимой областью
// Vec2::new(-660.0, -140.0), // Vec2::new(-660.0, -140.0),
Vec2::new(-620.0, -140.0), Vec2::new(-620.0, -140.0),
@ -72,7 +101,8 @@ fn make_track() -> Vec<Vec2> {
Vec2::new(300.0, 140.0), Vec2::new(300.0, 140.0),
Vec2::new(340.0, 140.0), Vec2::new(340.0, 140.0),
Vec2::new(380.0, 140.0), Vec2::new(380.0, 140.0),
] ];
track
} }
@ -86,17 +116,30 @@ pub fn debug_draw_track(mut gizmos: Gizmos, track: Res<TrackPath>) {
} }
} }
// fn generate_track(mut commands: Commands) { fn generate_track_line(start: Vec2, end: Vec2, direction: Direction) -> Vec<Vec2> {
// let half_w = crate::states::level::system::GRID_COLS as f32 * SLOT_SIZE / 2.0; //генерируем только точки между началом и концом
// let half_h = crate::states::level::system::GRID_ROWS as f32 * SLOT_SIZE / 2.0; let mut result = vec![end];
//
// let mut points = Vec::with_capacity(crate::states::level::system::GRID_COLS as usize); let step = match direction {
// Direction::Left => Vec2::new(-SLOT_SIZE, 0.0),
// for col in (0..crate::states::level::system::GRID_COLS as u32).rev() { Direction::Right => Vec2::new( SLOT_SIZE, 0.0),
// let x = -half_w + col as f32 * SLOT_SIZE + SLOT_SIZE / 2.0; Direction::Top => Vec2::new(0.0, SLOT_SIZE),
// let y = 0.0; Direction::Bottom => Vec2::new(0.0, -SLOT_SIZE),
// points.push(Vec2::new(x, y)); };
// }
// let steps = match direction {
// commands.insert_resource(TrackPath { points, spawn_index: 0, buffer_size: 0 }); Direction::Left | Direction::Right => {
// } ((end.x - start.x).abs() / SLOT_SIZE) as usize
}
Direction::Top | Direction::Bottom => {
((end.y - start.y).abs() / SLOT_SIZE) as usize
}
};
for i in 0..=steps {
let pos = start + step * i as f32;
result.push(pos);
}
result
}