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use bevy::ecs::error::warn; |
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use bevy::prelude::*; |
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use rand::RngExt; |
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|
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fn main() { |
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println!(); |
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println!("Press 'A' to add enemy ships and 'R' to remove them."); |
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println!("Player ship will wait for enemy ships and track one if it exists,"); |
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println!("but will stop tracking if there are more than one."); |
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println!(); |
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App::new() |
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|
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.set_error_handler(warn) |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems(Update, (user_input, move_targets, track_targets).chain()) |
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|
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.add_systems(Update, do_nothing_fail_validation) |
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.run(); |
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} |
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#[derive(Component, Default)] |
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struct Enemy { |
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origin: Vec2, |
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radius: f32, |
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rotation: f32, |
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rotation_speed: f32, |
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} |
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#[derive(Component, Default)] |
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struct Player { |
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speed: f32, |
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rotation_speed: f32, |
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min_follow_radius: f32, |
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} |
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { |
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commands.spawn(Camera2d); |
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let texture = asset_server.load("textures/simplespace/ship_C.png"); |
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commands.spawn(( |
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Player { |
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speed: 100.0, |
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rotation_speed: 2.0, |
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min_follow_radius: 50.0, |
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}, |
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Sprite { |
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image: texture, |
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color: bevy::color::palettes::tailwind::BLUE_800.into(), |
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..Default::default() |
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}, |
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Transform::from_translation(Vec3::ZERO), |
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)); |
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} |
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fn user_input( |
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mut commands: Commands, |
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enemies: Query<Entity, With<Enemy>>, |
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keyboard_input: Res<ButtonInput<KeyCode>>, |
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asset_server: Res<AssetServer>, |
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) { |
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let mut rng = rand::rng(); |
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if keyboard_input.just_pressed(KeyCode::KeyA) { |
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let texture = asset_server.load("textures/simplespace/enemy_A.png"); |
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commands.spawn(( |
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Enemy { |
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origin: Vec2::new( |
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rng.random_range(-200.0..200.0), |
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rng.random_range(-200.0..200.0), |
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), |
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radius: rng.random_range(50.0..150.0), |
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rotation: rng.random_range(0.0..std::f32::consts::TAU), |
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rotation_speed: rng.random_range(0.5..1.5), |
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}, |
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Sprite { |
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image: texture, |
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color: bevy::color::palettes::tailwind::RED_800.into(), |
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..default() |
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}, |
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Transform::from_translation(Vec3::ZERO), |
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)); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::KeyR) |
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&& let Some(entity) = enemies.iter().next() |
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{ |
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commands.entity(entity).despawn(); |
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} |
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} |
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fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) { |
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for (mut transform, mut target) in &mut *enemies { |
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target.rotation += target.rotation_speed * time.delta_secs(); |
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transform.rotation = Quat::from_rotation_z(target.rotation); |
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let offset = transform.right() * target.radius; |
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transform.translation = target.origin.extend(0.0) + offset; |
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} |
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} |
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fn track_targets( |
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mut player: Single<(&mut Transform, &Player)>, |
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enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>, |
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time: Res<Time>, |
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) { |
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let (player_transform, player) = &mut *player; |
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if let Some(enemy_transform) = enemy { |
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|
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let delta = enemy_transform.translation - player_transform.translation; |
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let distance = delta.length(); |
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let front = delta / distance; |
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let up = Vec3::Z; |
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let side = front.cross(up); |
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player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up)); |
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let max_step = distance - player.min_follow_radius; |
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if 0.0 < max_step { |
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let velocity = (player.speed * time.delta_secs()).min(max_step); |
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player_transform.translation += front * velocity; |
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} |
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} else { |
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player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_secs()); |
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} |
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} |
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fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {} |