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b95dde79a1
...
0f7882d3fb
13 changed files with 87 additions and 386 deletions
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@ -13,7 +13,7 @@ mod ui;
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use crate::states::game::state::MainGameState;
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use crate::states::game::state::MainGameState;
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use crate::states::main_menu::state::MainMenuState;
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use crate::states::main_menu::state::MainMenuState;
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use crate::states::settings_menu::state::SettingsMenuState;
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use crate::states::settings_menu::state::SettingsMenuState;
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use crate::states::linear::plugin::LinearPlayPlugin;
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use crate::states::linear::plugin::LinearPlugin;
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const FACTOR: u32 = 80;
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const FACTOR: u32 = 80;
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const WIDTH: u32 = 16;
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const WIDTH: u32 = 16;
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@ -25,7 +25,7 @@ fn main() {
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.add_message::<ExitRequestMessage>()
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.add_message::<ExitRequestMessage>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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primary_window: Some(Window {
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title: "alpha v0.2".into(),
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title: "alpha".into(),
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resolution: (WIDTH * FACTOR, HEIGHT * FACTOR).into(),
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resolution: (WIDTH * FACTOR, HEIGHT * FACTOR).into(),
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resizable: true,
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resizable: true,
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..default()
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..default()
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@ -37,7 +37,7 @@ fn main() {
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MainMenuState,
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MainMenuState,
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SettingsMenuState,
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SettingsMenuState,
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MainGameState,
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MainGameState,
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LinearPlayPlugin,
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LinearPlugin,
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))
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))
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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.add_systems(Update, exit_system)
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.add_systems(Update, exit_system)
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@ -7,6 +7,6 @@ pub enum AppState {
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SettingsMenu,
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SettingsMenu,
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GameState,
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GameState,
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GameRestart,
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GameRestart,
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LinearPlayState,
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LevelState,
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LinearGameRestart,
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LinearState,
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}
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}
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@ -2,6 +2,3 @@ use bevy::prelude::*;
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#[derive(Component)]
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#[derive(Component)]
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pub struct LinearStateMarker;
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pub struct LinearStateMarker;
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#[derive(Component, Copy, Clone)]
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pub struct LinearRestartMarker;
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@ -1,35 +0,0 @@
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use bevy::prelude::Component;
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use rand::prelude::IndexedRandom;
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#[derive(Component, Debug, Clone, Copy)]
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pub struct RoundBall {
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pub ball_type: RoundBallType,
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pub track_progress: f32,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
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pub enum RoundBallType {
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#[default]
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Red,
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Green,
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Blue,
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Purple,
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}
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impl RoundBallType {
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pub const fn asset_path(&self) -> &'static str {
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match self {
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RoundBallType::Red => "sprites/round/red.png",
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RoundBallType::Green => "sprites/round/green.png",
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RoundBallType::Blue => "sprites/round/blue.png",
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RoundBallType::Purple => "sprites/round/purple.png",
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}
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}
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pub fn random_from_4() -> Self {
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[Self::Red, Self::Green, Self::Blue, Self::Purple]
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.choose(&mut rand::rng())
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.copied()
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.unwrap_or_default()
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}
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}
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@ -27,10 +27,7 @@ pub enum PathSegment {
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#[derive(Resource)]
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#[derive(Resource)]
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pub struct PrecalculatedTrack{
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pub struct PrecalculatedTrack{
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pub segments: Vec<PTSegment>,
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pub segments: Vec<PTSegment>
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pub min_spawn_gap: f32, //нормализован
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pub total_length: f32,
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pub speed_norm: f32,
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}
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}
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#[derive(Debug)]
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#[derive(Debug)]
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@ -44,7 +41,6 @@ pub struct PTSegment {
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pub radius: f32,
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pub radius: f32,
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pub start_angle: f32,
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pub start_angle: f32,
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pub sweep_sign: f32,
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pub sweep_sign: f32,
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pub length: f32,
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}
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}
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone, Copy)]
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@ -1,18 +0,0 @@
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use crate::FACTOR;
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use bevy::color::Color;
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pub const CENTER_X: f32 = 0.0;
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pub const CENTER_Y: f32 = 0.0;
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// pub const FACTOR_RADIUS: f32 = FACTOR as f32 / 2.0;
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pub const STEP: f32 = FACTOR as f32 / SCALE;
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pub const SCALE: f32 = 2.0;
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// Z-INDEXES
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pub const ROUND_BALL_Z: f32 = 10.0;
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// COLORS
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pub const PINK: Color = Color::srgb_u8(250, 0, 155);
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pub const BLUE: Color = Color::srgb_u8(0, 0, 255);
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pub const GREEN: Color = Color::srgb_u8(0, 255, 0);
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@ -11,15 +11,3 @@ pub use components_track::*;
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mod systems_track;
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mod systems_track;
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pub use systems_track::*;
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pub use systems_track::*;
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mod components_ball;
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pub use components_ball::*;
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mod system_ball;
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pub use system_ball::*;
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mod constants;
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pub use constants::*;
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mod ui;
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pub use ui::*;
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@ -1,36 +1,16 @@
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use crate::states::AppState;
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use crate::states::AppState::{LinearGameRestart, LinearPlayState};
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use crate::states::linear::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::states::AppState::LinearState;
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use crate::states::level::GameOver;
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use crate::states::linear::*;
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pub struct LinearPlayPlugin;
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pub struct LinearPlugin;
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// создаем енум, чтоб не указывать run_if(in_state) для каждой системы
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impl Plugin for LinearPlugin {
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum LinearUpdateSet {
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Track,
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}
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impl Plugin for LinearPlayPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app
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app
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.add_systems(OnEnter(LinearPlayState), setup)
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.add_systems(OnEnter (LinearState), setup)
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.add_systems(OnEnter(LinearGameRestart), linear_restart)
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.add_systems(Update, (draw_track_gizmos).run_if(in_state(LinearState)))
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.add_plugins(LinearUIPlugin)
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.add_systems(OnExit (LinearState), cleanup);
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.configure_sets(
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Update,
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LinearUpdateSet::Track.run_if(in_state(LinearPlayState)),
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)
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.add_systems(
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Update,
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(
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draw_track_gizmos,
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spawn_round_ball,
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move_round_balls,
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)
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.in_set(LinearUpdateSet::Track),
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)
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.add_systems(OnExit(LinearPlayState), cleanup);
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}
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}
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}
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}
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@ -50,9 +30,4 @@ fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>
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// зачищаем ресурсы по типу
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// зачищаем ресурсы по типу
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commands.remove_resource::<Track>();
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commands.remove_resource::<Track>();
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commands.remove_resource::<PrecalculatedTrack>();
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}
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fn linear_restart(mut next_state: ResMut<NextState<AppState>>) {
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next_state.set(LinearPlayState);
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}
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}
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@ -1,74 +0,0 @@
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use std::f32::consts::FRAC_PI_2;
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use crate::states::linear::*;
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use bevy::prelude::*;
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pub fn spawn_round_ball(
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track: Res<PrecalculatedTrack>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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balls: Query<&RoundBall>,
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) {
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// метод all выдаст истину, если все элементы выполняют условие
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let spawn_allowed = balls
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.iter()
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.all(|b| b.track_progress >= track.min_spawn_gap);
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let min_progress = balls
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.iter()
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.map(|b| b.track_progress)
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.reduce(f32::min)
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.unwrap_or(1.0);
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if min_progress >= track.min_spawn_gap {
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let ball_type = RoundBallType::random_from_4();
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let image: Handle<Image> = asset_server.load(ball_type.asset_path());
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commands.spawn((
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Sprite {
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image,
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custom_size: Some(Vec2::splat(STEP)),
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..default()
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},
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Transform::from_translation((track.segments[0].start_pos).extend(ROUND_BALL_Z)),
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RoundBall {
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ball_type,
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track_progress: 0.0,
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},
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LinearStateMarker,
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));
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}
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}
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pub fn move_round_balls(
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track: Res<PrecalculatedTrack>,
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mut balls: Query<(&mut Transform, &mut RoundBall)>,
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time: Res<Time>,
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){
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// собираем все существующие шарики на треке и их трансформы
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for (mut transform, mut ball) in &mut balls {
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// сразу обновляем прогресс
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ball.track_progress += track.speed_norm * time.delta_secs();
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// потом позиционируем визуал
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for seg in &track.segments {
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if ball.track_progress >= seg.t_start && ball.track_progress < seg.t_end {
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// вычисляем локальное нормализованое положение на треке
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let t_local = (ball.track_progress - seg.t_start) / (seg.t_end - seg.t_start);
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let mut pos = Vec2::ZERO;
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match seg.segment_type{
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SegementType::Line {} => {
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pos = seg.start_pos + seg.direction * seg.length * t_local;
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// transform.translation = pos.extend(ROUND_BALL_Z);
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}
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SegementType::Turn {} => {
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let angle = seg.start_angle + FRAC_PI_2 * seg.sweep_sign * t_local;
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pos = seg.center + Vec2::from_angle(angle) * seg.radius;
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}
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}
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transform.translation = pos.extend(ROUND_BALL_Z);
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}
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}
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}
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}
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@ -3,6 +3,10 @@ use bevy::prelude::*;
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use states::linear::*;
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use states::linear::*;
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use std::f32::consts::FRAC_PI_2;
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use std::f32::consts::FRAC_PI_2;
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const PINK: Color = Color::srgb_u8(250, 0, 155);
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const BLUE: Color = Color::srgb_u8(0, 0, 255);
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const GREEN: Color = Color::srgb_u8(0, 255, 0);
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pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
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pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
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let mut current_pos = track.start_point;
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let mut current_pos = track.start_point;
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let mut current_dir = track.start_direction.normalize();
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let mut current_dir = track.start_direction.normalize();
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@ -23,27 +27,12 @@ pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
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// вычисляем нормаль, центр, угол поворота арки и знак
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// вычисляем нормаль, центр, угол поворота арки и знак
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let arc = helper_arc_calculator(current_pos, current_dir, *left, *radius);
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let arc = helper_arc_calculator(current_pos, current_dir, *left, *radius);
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// арки никак не хотели вставать на свои места
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gizmos.arc_2d(
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// gizmos.arc_2d(
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Isometry2d::new(arc.center, Rot2::radians(arc.start_angle)),
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// Isometry2d::new(arc.center, Rot2::degrees(current_angle)),
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FRAC_PI_2,
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// FRAC_PI_2 * arc.sweep_sign,
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*radius,
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// *radius,
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GREEN,
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// GREEN,
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);
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// );
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// поэтому отрисовка поворота через линии
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let steps = 16;
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let mut prev_point = current_pos;
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for i in 1..=steps {
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let t = i as f32 / steps as f32;
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let angle = arc.start_angle + arc.sweep_sign * FRAC_PI_2 * t;
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let point = arc.center + Vec2::from_angle(angle) * *radius;
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gizmos.line_2d(prev_point, point, GREEN);
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prev_point = point;
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}
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current_pos = arc.end_pos;
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current_pos = arc.end_pos;
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current_dir = arc.normal;
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current_dir = arc.normal;
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}
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}
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@ -1,7 +1,17 @@
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use crate::FACTOR;
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use crate::states::linear::*;
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use bevy::prelude::*;
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use std::f32::consts::FRAC_PI_2;
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use std::f32::consts::FRAC_PI_2;
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use crate::states::linear::*;
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use crate::{FACTOR};
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use bevy::prelude::*;
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use bevy::reflect::List;
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pub const CENTER_X: f32 = 0.0;
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pub const CENTER_Y: f32 = 0.0;
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// pub const FACTOR_RADIUS: f32 = FACTOR as f32 / 2.0;
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pub const STEP: f32 = FACTOR as f32 / SCALE;
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pub const SCALE: f32 = 2.0;
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pub fn setup_linear_track() -> Track {
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pub fn setup_linear_track() -> Track {
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println!("Построение трека начато");
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println!("Построение трека начато");
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@ -13,67 +23,29 @@ pub fn setup_linear_track() -> Track {
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start_direction: Vec2::X,
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start_direction: Vec2::X,
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segments: vec![
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segments: vec![
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PathSegment::Line { length: STEP * 6.0 },
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PathSegment::Line { length: STEP * 6.0 },
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PathSegment::Turn {
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PathSegment::Turn { radius: STEP, left: true },
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radius: STEP,
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left: true,
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},
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PathSegment::Line { length: STEP },
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PathSegment::Line { length: STEP },
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PathSegment::Turn {
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PathSegment::Turn { radius: STEP, left: false },
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radius: STEP,
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PathSegment::Line { length: STEP * 18.0 },
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left: false,
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PathSegment::Turn { radius: STEP, left: true },
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},
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PathSegment::Line {
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length: STEP * 18.0,
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},
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PathSegment::Turn {
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radius: STEP,
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left: true,
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},
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PathSegment::Line { length: STEP * 4.0 },
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PathSegment::Line { length: STEP * 4.0 },
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PathSegment::Turn {
|
PathSegment::Turn { radius: STEP, left: true },
|
||||||
radius: STEP,
|
PathSegment::Turn { radius: STEP, left: false },
|
||||||
left: true,
|
|
||||||
},
|
|
||||||
PathSegment::Turn {
|
|
||||||
radius: STEP,
|
|
||||||
left: false,
|
|
||||||
},
|
|
||||||
PathSegment::Line { length: STEP * 4.0 },
|
PathSegment::Line { length: STEP * 4.0 },
|
||||||
PathSegment::Turn {
|
PathSegment::Turn { radius: STEP, left: true },
|
||||||
radius: STEP,
|
PathSegment::Line { length: STEP * 20.0 },
|
||||||
left: true,
|
PathSegment::Turn { radius: STEP, left: true },
|
||||||
},
|
|
||||||
PathSegment::Line {
|
|
||||||
length: STEP * 20.0,
|
|
||||||
},
|
|
||||||
PathSegment::Turn {
|
|
||||||
radius: STEP,
|
|
||||||
left: true,
|
|
||||||
},
|
|
||||||
PathSegment::Line { length: STEP * 5.0 },
|
PathSegment::Line { length: STEP * 5.0 },
|
||||||
PathSegment::Turn {
|
PathSegment::Turn { radius: STEP, left: true },
|
||||||
radius: STEP,
|
PathSegment::Line { length: STEP * 10.0 },
|
||||||
left: true,
|
PathSegment::Turn { radius: STEP, left: false },
|
||||||
},
|
|
||||||
PathSegment::Line {
|
|
||||||
length: STEP * 10.0,
|
|
||||||
},
|
|
||||||
PathSegment::Turn {
|
|
||||||
radius: STEP,
|
|
||||||
left: false,
|
|
||||||
},
|
|
||||||
PathSegment::Line { length: STEP * 2.0 },
|
PathSegment::Line { length: STEP * 2.0 },
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
let mut pt = PrecalculatedTrack {
|
let mut pt = PrecalculatedTrack { segments: vec![] };
|
||||||
segments: vec![],
|
|
||||||
min_spawn_gap: 0.0,
|
|
||||||
total_length: 0.0,
|
|
||||||
speed_norm: 0.0,
|
|
||||||
};
|
|
||||||
let mut cumulative_length: Vec<f32> = vec![0.0];
|
let mut cumulative_length: Vec<f32> = vec![0.0];
|
||||||
|
|
||||||
let mut current_pos = track.start_point;
|
let mut current_pos = track.start_point;
|
||||||
|
|
@ -81,7 +53,7 @@ pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
|
|
||||||
// на первом проходе заполняем все, кроме t_start и t_end,
|
// на первом проходе заполняем все, кроме t_start и t_end,
|
||||||
// потому что мы не можем посчитать их без общей длины
|
// потому что мы не можем посчитать их без общей длины
|
||||||
for seg in track.segments.iter() {
|
for seg in track.segments.iter(){
|
||||||
match seg {
|
match seg {
|
||||||
PathSegment::Line { length } => {
|
PathSegment::Line { length } => {
|
||||||
let calc_seg = PTSegment {
|
let calc_seg = PTSegment {
|
||||||
|
|
@ -94,7 +66,6 @@ pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
radius: 0.0,
|
radius: 0.0,
|
||||||
start_angle: 0.0,
|
start_angle: 0.0,
|
||||||
sweep_sign: 0.0,
|
sweep_sign: 0.0,
|
||||||
length: *length,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
pt.segments.push(calc_seg);
|
pt.segments.push(calc_seg);
|
||||||
|
|
@ -102,12 +73,11 @@ pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
current_pos = current_pos + length * current_dir;
|
current_pos = current_pos + length * current_dir;
|
||||||
// направление не меняем, пропуск
|
// направление не меняем, пропуск
|
||||||
// накапливаем длину
|
// накапливаем длину
|
||||||
cumulative_length.push(cumulative_length[cumulative_length.len() - 1] + *length);
|
cumulative_length.push(cumulative_length[cumulative_length.len() -1] + *length);
|
||||||
}
|
}
|
||||||
|
|
||||||
PathSegment::Turn { radius, left } => {
|
PathSegment::Turn {radius, left } => {
|
||||||
let arc = helper_arc_calculator(current_pos, current_dir, *left, *radius);
|
let arc = helper_arc_calculator(current_pos, current_dir, *left, *radius);
|
||||||
let arc_len = FRAC_PI_2 * radius;
|
|
||||||
|
|
||||||
let calc_seg = PTSegment {
|
let calc_seg = PTSegment {
|
||||||
t_start: 0.0,
|
t_start: 0.0,
|
||||||
|
|
@ -119,14 +89,13 @@ pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
radius: *radius,
|
radius: *radius,
|
||||||
start_angle: arc.start_angle,
|
start_angle: arc.start_angle,
|
||||||
sweep_sign: arc.sweep_sign,
|
sweep_sign: arc.sweep_sign,
|
||||||
length: arc_len,
|
|
||||||
};
|
};
|
||||||
pt.segments.push(calc_seg);
|
pt.segments.push(calc_seg);
|
||||||
// сдвигаем позицию для следующего сегмента
|
// сдвигаем позицию для следующего сегмента
|
||||||
current_pos = arc.end_pos;
|
current_pos = arc.end_pos;
|
||||||
current_dir = arc.normal;
|
current_dir = arc.normal;
|
||||||
// накапливаем длину
|
// накапливаем длину
|
||||||
cumulative_length.push(cumulative_length[cumulative_length.len() - 1] + arc_len);
|
cumulative_length.push(cumulative_length[cumulative_length.len() -1] + (FRAC_PI_2 * radius));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -140,42 +109,33 @@ pub fn precalculate_track(track: &Track) -> PrecalculatedTrack {
|
||||||
for (i, seg) in pt.segments.iter_mut().enumerate() {
|
for (i, seg) in pt.segments.iter_mut().enumerate() {
|
||||||
seg.t_start = cumulative_length[i] / total_length;
|
seg.t_start = cumulative_length[i] / total_length;
|
||||||
if i < last_index {
|
if i < last_index {
|
||||||
seg.t_end = cumulative_length[i + 1] / total_length;
|
seg.t_end = cumulative_length[i+1] / total_length;
|
||||||
} else {
|
} else {
|
||||||
seg.t_end = 1.0;
|
seg.t_end = 1.0;
|
||||||
}
|
}
|
||||||
println!("{:?}", seg);
|
println!("{:?}", seg);
|
||||||
}
|
}
|
||||||
|
|
||||||
// считаем нормализованный зазор на треке, когда будет доступен спавн шарика
|
|
||||||
// pt.min_spawn_gap = STEP / total_length;
|
|
||||||
pt.min_spawn_gap = STEP / total_length;
|
|
||||||
pt.total_length = total_length;
|
|
||||||
pt.speed_norm = STEP / total_length; // нормализованное смещение для скорости в пикселях
|
|
||||||
|
|
||||||
println!(
|
|
||||||
"Нормализованное значение размера шарика: {}, уе: {}, общая длина: {}",
|
|
||||||
pt.min_spawn_gap, STEP, total_length
|
|
||||||
);
|
|
||||||
pt
|
pt
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn helper_arc_calculator(pos: Vec2, dir: Vec2, turn_to: bool, radius: f32) -> ArcCalculation {
|
pub fn helper_arc_calculator(pos: Vec2, dir: Vec2, turn_to: bool, radius: f32) -> ArcCalculation{
|
||||||
let (normal, sign): (Vec2, f32) = if turn_to {
|
let (normal, sign): (Vec2, f32) = if turn_to {
|
||||||
(Vec2::new(-dir.y, dir.x), 1.0)
|
(Vec2::new(-dir.y, dir.x), -1.0)
|
||||||
} else {
|
} else {
|
||||||
(Vec2::new(dir.y, -dir.x), -1.0)
|
(Vec2::new(dir.y, -dir.x), 1.0)
|
||||||
};
|
};
|
||||||
|
|
||||||
let center = pos + normal * radius;
|
let center = pos + normal * radius;
|
||||||
let start_vec = pos - center;
|
let start_vec = pos - center;
|
||||||
let angle = start_vec.to_angle();
|
let initial_vec = if turn_to { -start_vec.perp() } else { -start_vec };
|
||||||
|
let angle = initial_vec.to_angle();
|
||||||
|
|
||||||
ArcCalculation {
|
ArcCalculation{
|
||||||
normal,
|
normal,
|
||||||
center,
|
center,
|
||||||
start_angle: angle,
|
start_angle: angle,
|
||||||
sweep_sign: sign,
|
sweep_sign: sign,
|
||||||
end_pos: center - normal.perp() * radius * sign,
|
end_pos: center + normal.perp() * radius * sign,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,77 +0,0 @@
|
||||||
use crate::states::AppState;
|
|
||||||
use crate::states::AppState::LinearPlayState;
|
|
||||||
use crate::states::linear::plugin::LinearUpdateSet;
|
|
||||||
use crate::states::linear::{LinearRestartMarker, LinearStateMarker};
|
|
||||||
use crate::ui::button_click::ButtonClickMessage;
|
|
||||||
use crate::ui::click::handle_click_system;
|
|
||||||
use crate::ui::{ButtonStyle, spawn_button};
|
|
||||||
use bevy::prelude::*;
|
|
||||||
|
|
||||||
pub struct LinearUIPlugin;
|
|
||||||
|
|
||||||
impl Plugin for LinearUIPlugin {
|
|
||||||
fn build(&self, app: &mut App) {
|
|
||||||
app.add_message::<ButtonClickMessage<LinearRestartMarker>>()
|
|
||||||
.add_systems(OnEnter(LinearPlayState), setup_ui)
|
|
||||||
.configure_sets(
|
|
||||||
Update,
|
|
||||||
LinearUpdateSet::Track.run_if(in_state(LinearPlayState)),
|
|
||||||
)
|
|
||||||
.add_systems(
|
|
||||||
Update,
|
|
||||||
(
|
|
||||||
restart_game_button_system,
|
|
||||||
handle_click_system::<LinearRestartMarker>,
|
|
||||||
)
|
|
||||||
.in_set(LinearUpdateSet::Track),
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// хоть ui отделен, но по глобальному маркеру стейта, все сущности будут очищены в основном плагине
|
|
||||||
fn setup_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
||||||
let root = commands
|
|
||||||
.spawn((
|
|
||||||
Node {
|
|
||||||
display: Display::Flex,
|
|
||||||
width: Val::Percent(100.0),
|
|
||||||
height: Val::Percent(100.0),
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
BackgroundColor(Color::NONE),
|
|
||||||
Name::new("Game state background node"),
|
|
||||||
LinearStateMarker,
|
|
||||||
))
|
|
||||||
.id();
|
|
||||||
|
|
||||||
let restart_button_style = ButtonStyle {
|
|
||||||
font: asset_server.load("fonts/QR Ames Beta.otf"),
|
|
||||||
font_size: 24.0,
|
|
||||||
text_color: Color::WHITE,
|
|
||||||
normal_bg: Color::linear_rgba(0.15, 0.15, 0.15, 1.0),
|
|
||||||
hovered_bg: Color::linear_rgb(0.25, 0.25, 0.25),
|
|
||||||
pressed_bg: Color::linear_rgb(0.3, 0.3, 0.3),
|
|
||||||
width: Val::Px(200.0),
|
|
||||||
height: Val::Px(50.0),
|
|
||||||
margin: UiRect::all(Val::Px(10.0)),
|
|
||||||
};
|
|
||||||
|
|
||||||
spawn_button(
|
|
||||||
&mut commands,
|
|
||||||
root,
|
|
||||||
"Restart",
|
|
||||||
&restart_button_style,
|
|
||||||
LinearRestartMarker,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn restart_game_button_system(
|
|
||||||
interaction_query: Query<&Interaction, (Changed<Interaction>, With<LinearRestartMarker>)>,
|
|
||||||
mut next_state: ResMut<NextState<AppState>>,
|
|
||||||
) {
|
|
||||||
for interaction in &interaction_query {
|
|
||||||
if matches!(interaction, Interaction::Pressed) {
|
|
||||||
next_state.set(AppState::LinearGameRestart);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -31,7 +31,7 @@ pub fn linear_button_system(
|
||||||
for interaction in &interaction_query {
|
for interaction in &interaction_query {
|
||||||
if matches!(interaction, Interaction::Pressed) {
|
if matches!(interaction, Interaction::Pressed) {
|
||||||
println!("Линейное нажата");
|
println!("Линейное нажата");
|
||||||
next_state.set(AppState::LinearPlayState);
|
next_state.set(AppState::LinearState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue