Refactor loading

This commit is contained in:
2026-08-26 19:08:58 +02:00
parent 4ff388f9c0
commit 21a5170dbc
40 changed files with 1034 additions and 426 deletions
Generated
+37
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@@ -707,6 +707,36 @@ dependencies = [
"web-sys",
]
[[package]]
name = "bevy_asset_loader"
version = "0.27.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1ef4cba5fb56abd9842dece351e61f9c4f6beaa08a9e92760e5cd9472c43e14d"
dependencies = [
"anyhow",
"bevy_app",
"bevy_asset",
"bevy_asset_loader_derive",
"bevy_ecs",
"bevy_log",
"bevy_platform",
"bevy_reflect",
"bevy_state",
"bevy_utils",
"path-slash",
]
[[package]]
name = "bevy_asset_loader_derive"
version = "0.27.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4c0596de511aeb25cd2d9e0680a67a9e51ce37962806a1c7aaa4b9ad2c6fd4ff"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.119",
]
[[package]]
name = "bevy_asset_macros"
version = "0.19.0"
@@ -3445,6 +3475,7 @@ dependencies = [
"avian3d",
"bevy",
"bevy-inspector-egui",
"bevy_asset_loader",
"bevy_common_assets",
"bevy_egui",
"bevy_ggrs",
@@ -5475,6 +5506,12 @@ version = "1.0.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "57c0d7b74b563b49d38dae00a0c37d4d6de9b432382b2892f0574ddcae73fd0a"
[[package]]
name = "path-slash"
version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1e91099d4268b0e11973f036e885d652fb0b21fedcf69738c627f94db6a44f42"
[[package]]
name = "pathdiff"
version = "0.2.3"
+2 -1
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@@ -29,10 +29,11 @@ serde = "1.0.229"
bitfields = "3.0.0"
clap = { version = "4.6.6", features = ["derive"] }
bevy_wind_waker_shader = { git = "https://github.com/lavaeater/bevy_wind_waker_shader.git" }
fixed = { version = "1.31.0", features = ["serde"] }
fixed = { version = "1.31.0", features = ["serde", "serde-str"] }
strum = "0.28.0"
strum_macros = "0.28.0"
bevy_common_assets = { version = "0.17.0", features = ["ron"] }
bevy_asset_loader = "0.27.0"
# Enable a large amount of optimization in the dev profile for dependencies.
[profile.dev.package."*"]
+31
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@@ -0,0 +1,31 @@
(
id: TestFighter,
model_path: "fighters/test/test-fighter-normal.glb",
attributes: (
base_walk_accel: "0.1",
stick_walk_accel: "0.16",
max_walk_vel: "0.7",
ground_friction: "0.09",
dash_acceleration_duration: 13,
dash_duration: 24,
base_dash_accel: "0.02",
stick_dash_accel: "0.065",
max_dash_vel: "1.1",
short_hop_vertical_velocity: "1.05",
full_jump_vertical_velocity: "1.6",
jump_horizontal_velocity: "0.7",
dash_initial_velocity: "1.4",
terminal_velocity: "2.8",
gravity: "0.23",
jumpsquat_duration: 4,
),
animations: {
Wait: "PlyPurin5K_Share_ACTION_Wait",
Walk: "PlyPurin5K_Share_ACTION_WalkFast",
Run: "PlyPurin5K_Share_ACTION_Run",
Dash: "PlyPurin5K_Share_ACTION_Dash",
JumpSquat: "PlyPurin5K_Share_ACTION_Landing"
JumpForward: "PlyPurin5K_Share_ACTION_JumpF"
JumpBack: "PlyPurin5K_Share_ACTION_JumpB"
}
)
+20
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@@ -0,0 +1,20 @@
(
input_common: (
stick_deadzone: "0.28",
trigger_deadzone: "0.3",
smash_input_reset_axis_threshold: "0.25",
smash_input_axis_threshold: "0.8",
run_stick_threshold: "0.625",
smash_input_frame_threshold: 2,
input_buffer_size: 5
),
fighter_common: (
walk_speed_ease: "0.5",
ground_max_horizontal_velocity: "3.0",
ground_friction_over_walk_speed_multiplier: "2.0"
),
fighter_manifest_paths: [
"fighters/test/test.fighter.ron"
]
)
+1 -1
View File
@@ -11,5 +11,5 @@ pub struct Args {
#[clap(long, default_value_t = 2)]
pub check_distance: usize,
#[clap(long, default_value_t = 1)]
pub players: usize
pub players: usize,
}
+18 -19
View File
@@ -1,9 +1,9 @@
use std::{collections::HashMap, time::Duration};
use std::time::Duration;
use bevy::{mesh::skinning::SkinnedMesh, prelude::*};
use crate::{
fighter::{FighterECB, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
fighter::{FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
};
#[derive(Component)]
@@ -47,44 +47,43 @@ pub fn setup_fighter_animation_player(
}
}
pub fn apply_animation(children: Query<&mut Transform, With<FighterVisual>>) {
for mut trf in children {
pub fn apply_animation(children: Query<(&mut Transform, &FighterFacingDirection), With<FighterVisual>>) {
for (mut trf, facing_direction) in children {
// Melee model scale is in decimeters
trf.rotation = Quat::IDENTITY;
trf.rotate_local_y(std::f32::consts::PI * 0.5);
trf.rotate_local_y(std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>());
}
}
pub fn animation_init(
fighters: Query<
(
&FighterAnimations,
&FighterAnimationPlayerLink,
),
Added<FighterAnimationPlayerLink>
(&FighterAnimations, &FighterAnimationPlayerLink),
Added<FighterAnimationPlayerLink>,
>,
mut commands: Commands,
mut anim_player_query: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>
mut anim_player_query: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
) {
for (anim, link) in fighters {
commands.entity(link.0).insert(
AnimationGraphHandle(anim.graph.clone())
);
commands
.entity(link.0)
.insert(AnimationGraphHandle(anim.graph.clone()));
info!("BEGIN! {:?}", fighters);
if let Ok((mut player, mut transitions)) = anim_player_query.get_mut(link.0) {
info!("DOS");
transitions.play(&mut player, anim.clips[&AnimKind::Wait], Duration::ZERO).repeat();
transitions
.play(&mut player, anim.clips[&AnimKind::Wait], Duration::ZERO)
.repeat();
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, serde::Deserialize)]
#[derive(
Debug, Clone, Copy, PartialEq, Eq, Hash, serde::Deserialize, serde::Serialize, Reflect,
)]
pub enum AnimKind {
Wait,
Walk,
Run,
Dash,
JumpSquat,
}
#[derive(serde::Deserialize, bevy::asset::Asset, bevy::reflect::TypePath)]
pub struct AnimManifest(pub HashMap<AnimKind, String>);
+15 -3
View File
@@ -1,11 +1,13 @@
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use crate::{input::FighterInputFrame, math::int::FGi32};
/// Per-fighter tuning values. These are character data, not global rules —
/// anything that applies to every fighter belongs in
/// [`crate::game_settings::FighterSettingsCommon`] instead.
#[derive(Component, Clone, Copy)]
#[derive(Asset, Component, Clone, Copy, Reflect, Serialize, Deserialize)]
#[reflect(opaque)]
pub struct FighterAttributes {
pub base_walk_accel: FGi32,
pub stick_walk_accel: FGi32,
@@ -19,7 +21,9 @@ pub struct FighterAttributes {
pub max_dash_vel: FGi32,
pub jumpsquat_duration: u32,
pub jump_vertical_velocity: FGi32,
pub short_hop_vertical_velocity: FGi32,
pub full_jump_vertical_velocity: FGi32,
pub jump_horizontal_velocity: FGi32,
pub ground_friction: FGi32,
pub terminal_velocity: FGi32,
@@ -27,7 +31,11 @@ pub struct FighterAttributes {
}
impl FighterAttributes {
pub fn get_accel_and_target_dashrun(&self, input: &FighterInputFrame, direction: FGi32) -> (FGi32, FGi32) {
pub fn get_accel_and_target_dashrun(
&self,
input: &FighterInputFrame,
direction: FGi32,
) -> (FGi32, FGi32) {
let accel = input.movement.x * self.stick_dash_accel;
let accel = accel + direction * self.base_dash_accel;
let target_vel = input.movement.x * self.max_dash_vel;
@@ -45,3 +53,7 @@ impl FighterAttributes {
(accel, target_vel)
}
}
pub struct FighterAttributesLink {
attributes: Handle<FighterAttributes>,
}
+17 -4
View File
@@ -9,11 +9,24 @@ use crate::fighter::state::StateNameDebug;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
use crate::input::FighterInput;
pub fn debug_draw_ecb(ecbs: Query<(&FighterECB, &FighterTranslation, &FighterPreviousECB, &FighterPreviousTranslation)>, mut gizmos: Gizmos) {
pub fn debug_draw_ecb(
ecbs: Query<(
&FighterECB,
&FighterTranslation,
&FighterPreviousECB,
&FighterPreviousTranslation,
)>,
mut gizmos: Gizmos,
) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
let transformed = ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
gizmos.lineloop(transformed, YELLOW);
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(trf_prev.x.to_num(), trf_prev.y.to_num(), -0.1));
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num(),
trf_prev.y.to_num(),
-0.1,
));
gizmos.lineloop(prev_transformed, ORANGE);
}
}
@@ -44,4 +57,4 @@ pub fn update_config(
config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
}
}
}
}
+1 -3
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@@ -28,9 +28,7 @@ impl From<FighterECB> for FighterPreviousECB {
}
}
pub fn snapshot_fighter_ecb(
fighters: Query<(&FighterECB, &mut FighterPreviousECB)>,
) {
pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousECB)>) {
for (ecb, mut previous_ecb) in fighters {
*previous_ecb = (*ecb).into();
}
+122
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@@ -0,0 +1,122 @@
use std::collections::HashMap;
use bevy::{asset::UntypedHandle, prelude::*};
use bevy_asset_loader::asset_collection::AssetCollection;
use serde::{Deserialize, Serialize};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState,
fighter::{FighterAttributes, animation::AnimKind},
game_settings::GameSettings,
};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize, Reflect, EnumIter)]
pub enum FighterId {
TestFighter,
}
#[derive(Serialize, Deserialize, Clone, Asset, Reflect)]
pub struct FighterManifest {
pub id: FighterId,
pub model_path: String,
pub attributes: FighterAttributes,
pub animations: HashMap<AnimKind, String>,
}
#[derive(Resource)]
pub struct FighterManifestAssets(pub Vec<Handle<FighterManifest>>);
impl FighterManifestAssets {
fn requested(world: &World) -> Self {
let settings = world.resource::<GameSettings>();
let asset_server = world.resource::<AssetServer>();
Self(
settings
.fighter_manifest_paths
.iter()
.map(|path| asset_server.load(path.clone()))
.collect(),
)
}
}
impl AssetCollection for FighterManifestAssets {
fn create(world: &mut World) -> Self {
Self::requested(world)
}
fn load(world: &mut World) -> Vec<UntypedHandle> {
Self::requested(world)
.0
.into_iter()
.map(Handle::untyped)
.collect()
}
}
#[derive(Resource)]
pub struct FighterManifestRegistry(HashMap<FighterId, Handle<FighterManifest>>);
impl FighterManifestRegistry {
pub fn get(&self, fighter: FighterId) -> Option<&Handle<FighterManifest>> {
self.0.get(&fighter)
}
}
pub fn prepare_fighter_manifests(
mut commands: Commands,
handles: Res<FighterManifestAssets>,
manifests: Res<Assets<FighterManifest>>,
mut next_state: ResMut<NextState<AppState>>,
) {
let mut registry = HashMap::with_capacity(handles.0.len());
for handle in &handles.0 {
let Some(manifest) = manifests.get(handle) else {
fail(&mut next_state, "a loaded fighter manifest is unavailable");
return;
};
if manifest.model_path.is_empty() {
fail(
&mut next_state,
&format!("{:?} has an empty model path", manifest.id),
);
return;
}
if !manifest.animations.contains_key(&AnimKind::Wait) {
fail(
&mut next_state,
&format!("{:?} has no Wait animation", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
&format!("duplicate manifest for {:?}", manifest.id),
);
return;
}
}
for fighter in FighterId::iter() {
if !registry.contains_key(&fighter) {
fail(
&mut next_state,
&format!("no manifest configured for {fighter:?}"),
);
return;
}
}
commands.insert_resource(FighterManifestRegistry(registry));
next_state.set(AppState::Idle);
}
fn fail(next_state: &mut NextState<AppState>, message: &str) {
error!("Fighter manifest preparation failed: {message}");
next_state.set(AppState::CommonAssetLoadFailed);
}
+23 -21
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@@ -10,6 +10,7 @@ pub mod attributes;
pub mod collision;
pub mod debug;
pub mod ecb;
pub mod manifest;
pub mod motion;
pub mod state;
pub mod visual;
@@ -20,6 +21,7 @@ pub mod visual;
// silently change what this module exports.
pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded};
use crate::{
@@ -41,12 +43,21 @@ use state::state_interrupt_system;
#[derive(Default)]
pub struct FighterPlugin;
#[derive(Component, Copy, Clone, Hash)]
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect)]
pub enum FighterFacingDirection {
Left,
Right,
}
impl FighterFacingDirection {
pub fn to_sign(&self) -> FGi32 {
match self {
FighterFacingDirection::Left => FGi32::NEG_ONE,
FighterFacingDirection::Right => FGi32::ONE,
}
}
}
#[derive(Component)]
#[require(Transform)]
pub struct FighterVisual;
@@ -105,41 +116,32 @@ impl Plugin for FighterPlugin {
.add_systems(EguiPrimaryContextPass, debug::fighter_debug)
.add_systems(EguiPrimaryContextPass, debug::update_config)
.rollback_component_with_clone::<FighterState>()
.checksum_component_with_hash::<FighterState>();
.checksum_component_with_hash::<FighterState>()
.register_type::<FighterFacingDirection>();
}
}
pub fn spawn_fighter(
commands: &mut Commands,
player_handle: usize,
spawn_position: FGVec2,
attributes: FighterAttributes,
animations: FighterAnimations,
visual_root: WorldAssetRoot,
) {
commands.spawn((
Name("Fighter".into()),
Player { handle: 0 },
Name(format!("Fighter {player_handle}").into()),
Player {
handle: player_handle,
},
FighterFacingDirection::Right,
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterVelocity::default(),
FighterTranslation(FGVec2::lit("5.0", "12.5")),
FighterAttributes {
base_walk_accel: FGi32::lit("0.1"),
stick_walk_accel: FGi32::lit("0.16"),
max_walk_vel: FGi32::lit("0.7"),
ground_friction: FGi32::lit("0.09"),
dash_acceleration_duration: 13,
dash_duration: 24,
base_dash_accel: FGi32::lit("0.02"),
stick_dash_accel: FGi32::lit("0.065"),
max_dash_vel: FGi32::lit("1.1"),
jump_vertical_velocity: FGi32::lit("2.5"),
dash_initial_velocity: FGi32::lit("1.4"),
terminal_velocity: FGi32::lit("2.8"),
gravity: FGi32::lit("0.23"),
jumpsquat_duration: 4,
},
FighterTranslation(spawn_position),
attributes,
visual_root,
animations,
FighterState::Fall(FallState),
+1 -3
View File
@@ -33,9 +33,7 @@ pub fn apply_air_motion(
}
}
pub fn copy_fighter_transform_to_visuals(
fighters: Query<(&FighterTranslation, &mut Transform)>,
) {
pub fn copy_fighter_transform_to_visuals(fighters: Query<(&FighterTranslation, &mut Transform)>) {
for (translation, mut transform) in fighters {
transform.translation = Vec3::new(translation.x.to_num(), translation.y.to_num(), 0.0);
}
+2 -2
View File
@@ -1,6 +1,6 @@
use bevy::prelude::*;
use crate::fighter::{*};
use crate::fighter::*;
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
velocity.y -= attributes.gravity;
@@ -15,4 +15,4 @@ pub fn apply_air_motion(
// Vertical velocity should be 0 on the ground
prev_translation.0 = translation.0;
translation.0 += velocity.0;
}
}
+35 -27
View File
@@ -3,13 +3,13 @@ use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateImpl, FighterStateContext, ground, run, wait, walk};
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::wait::WaitState;
use crate::fighter::state::{FighterState};
use crate::fighter::{FighterAttributes, FighterVelocity, collision};
use crate::fighter::{FighterAttributes, FighterFacingDirection, FighterVelocity, collision};
use crate::game_settings::GameSettings;
use crate::input::{
FighterCommands::{SmashMoveLeft, SmashMoveRight},
@@ -20,33 +20,30 @@ use crate::math::int::FGi32;
#[derive(Debug, Clone)]
pub struct DashState {
frames_in_dash: u32,
direction: FGi32,
ground_common: GroundedStateCommon
direction: FighterFacingDirection,
ground_common: GroundedStateCommon,
}
impl std::hash::Hash for DashState {
fn hash<H: Hasher>(&self, state: &mut H) {
self.direction.to_bits().hash(state);
self.direction.hash(state);
self.frames_in_dash.hash(state);
}
}
impl DashState {
pub fn new(direction: FGi32, ground_common: GroundedStateCommon) -> Self {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
frames_in_dash: 0,
direction,
ground_common
ground_common,
}
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
run::check_input(state_context, &self.ground_common)
.or_else(|| walk::check_input(state_context, &self.ground_common))
@@ -58,13 +55,20 @@ impl FighterStateImpl for DashState {
} else {
check_smash_input_with_dir(state_context)
.filter(|dir| *dir != self.direction)
.and_then(|dir| Some(FighterState::Dash(DashState::new(dir, self.ground_common.clone()))))
.and_then(|dir| {
Some(FighterState::Dash(DashState::new(
dir,
self.ground_common.clone(),
)))
})
}
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
*state_context.facing_direction = self.direction;
state_context.input.clear_buffer();
state_context.velocity.x = state_context.fighter_attribs.dash_initial_velocity * self.direction;
state_context.velocity.x =
state_context.fighter_attribs.dash_initial_velocity * self.direction.to_sign();
state_context.animation_transitions.play(
&mut state_context.animation_player,
@@ -72,14 +76,16 @@ impl FighterStateImpl for DashState {
Duration::ZERO,
);
}
fn update(&mut self, state_context: &mut FighterStateContext) {
self.frames_in_dash += 1;
info!("{}", self.frames_in_dash);
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, self.direction);
let (accel, target_vel) = state_context
.fighter_attribs
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
@@ -100,11 +106,9 @@ impl FighterStateImpl for DashState {
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
state_context,
&mut self.ground_common,
true
) {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
@@ -112,16 +116,20 @@ impl FighterStateImpl for DashState {
}
}
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FGi32> {
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FGi32::NEG_ONE);
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {
return Some(FGi32::ONE);
return Some(FighterFacingDirection::Right);
} else {
None
}
}
pub fn check_input(state_context: &FighterStateContext, ground_common: &GroundedStateCommon) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
pub fn check_input(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
}
+12 -12
View File
@@ -1,9 +1,9 @@
use bevy::prelude::*;
use super::{FighterStateImpl, FighterStateContext, ground, walk};
use crate::fighter::state::{FighterState, air};
use super::{FighterStateContext, FighterStateImpl, ground, walk};
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::wait::WaitState;
use crate::fighter::state::{FighterState, air};
use crate::fighter::{FighterAttributes, FighterVelocity, collision, motion};
use crate::game_settings::GameSettings;
use crate::stage::line::StageCollision;
@@ -13,18 +13,19 @@ pub struct FallState;
impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
None
}
fn on_enter(&mut self, _state_context: &mut super::FighterStateContext) {}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
air::integrate_gravity(state_context.velocity, state_context.fighter_attribs);
air::apply_air_motion(state_context.velocity, state_context.translation, state_context.prev_translation);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn check_collision_interrupt(
@@ -35,9 +36,9 @@ impl FighterStateImpl for FallState {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id
current_line_id: res.line_id,
};
Some(FighterState::Wait(WaitState { grounded_common } ))
Some(FighterState::Wait(WaitState { grounded_common }))
} else {
None
}
@@ -52,4 +53,3 @@ pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState>
}
None
}
+2 -2
View File
@@ -44,7 +44,7 @@ pub fn compute_ground_accel(
} else {
let mut accel = accel;
let ground_max_horizontal_velocity =
game_settings.figher_common.ground_max_horizontal_velocity;
game_settings.fighter_common.ground_max_horizontal_velocity;
if !(gr_vel * accel < FGi32::ZERO) {
// accelerating, not reversing
if accel > FGi32::ZERO {
@@ -146,7 +146,7 @@ pub fn collide_with_stage_grounded(
pub fn grounded_movement_common_interrupts(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
super::jump::check_input(state_context, ground_common)
}
+17 -7
View File
@@ -1,12 +1,13 @@
use std::time::Duration;
use bevy::prelude::*;
use crate::{
fighter::state::{
fighter::{animation::AnimKind, state::{
FighterState, FighterStateContext, FighterStateImpl,
fall::FallState,
ground::{self, GroundedMotionResult, GroundedStateCommon},
},
input::FighterCommands,
}}, input::FighterCommands,
};
pub enum JumpType {
@@ -52,7 +53,7 @@ impl FighterStateImpl for JumpSquatState {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.figher_common
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
@@ -81,6 +82,17 @@ impl FighterStateImpl for JumpSquatState {
None
}
}
fn play_animation(
&self,
transitions: &mut AnimationTransitions,
player: &mut AnimationPlayer,
anims: &crate::fighter::visual::FighterAnimations,
) {
transitions.play(player, anims.clips[&AnimKind::JumpSquat], Duration::ZERO);
}
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
}
impl FighterStateImpl for JumpState {
@@ -99,7 +111,5 @@ pub fn check_input(
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create(
ground_common.clone(),
)))
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
}
+4 -1
View File
@@ -9,7 +9,7 @@ use crate::fighter::animation::FighterAnimationPlayerLink;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
@@ -88,6 +88,7 @@ pub struct FighterStateContext<'a> {
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub fighter_attribs: &'a FighterAttributes,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
@@ -114,6 +115,7 @@ pub struct FighterFrameQuery {
pub velocity: &'static mut FighterVelocity,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub attributes: &'static FighterAttributes,
}
@@ -133,6 +135,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
velocity: &mut self.velocity,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
facing_direction: &mut self.facing_direction,
fighter_attribs: self.attributes,
game_settings,
stage_collision,
+32 -24
View File
@@ -2,7 +2,7 @@ use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateImpl, FighterStateContext, ground, wait, walk};
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
@@ -14,34 +14,39 @@ use crate::math::int::FGi32;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
pub grounded_common: GroundedStateCommon
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold {
if input_frame.movement.x.abs()
>= state_context.game_settings.input_common.run_stick_threshold
{
None
} else {
walk::check_input(state_context, &self.grounded_common).or_else(|| wait::check_input(state_context, &self.grounded_common))
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Run],
Duration::ZERO,
).repeat();
state_context
.animation_transitions
.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Run],
Duration::ZERO,
)
.repeat();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
let (accel, target_vel) = state_context
.fighter_attribs
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
let accel = ground::compute_ground_accel(
accel,
target_vel,
@@ -62,11 +67,9 @@ impl FighterStateImpl for RunState {
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
state_context,
&mut self.grounded_common,
false
) {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
@@ -74,11 +77,16 @@ impl FighterStateImpl for RunState {
}
}
pub fn check_input(state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon) -> Option<FighterState> {
pub fn check_input(
state_context: &FighterStateContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState { grounded_common: ground_state_common.clone() }));
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
}
None
}
}
+14 -10
View File
@@ -4,11 +4,11 @@ use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{FighterState, dash};
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{
GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
};
use crate::fighter::state::{FighterState, dash};
use crate::fighter::{FighterAttributes, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::stage::line::StageLineID;
@@ -21,17 +21,21 @@ pub struct WaitState {
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
dash::check_input(state_context, &self.grounded_common).or_else(||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common)))
dash::check_input(state_context, &self.grounded_common).or_else(|| {
grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
})
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Wait],
Duration::ZERO,
).repeat();
state_context
.animation_transitions
.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Wait],
Duration::ZERO,
)
.repeat();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
@@ -40,7 +44,7 @@ impl FighterStateImpl for WaitState {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.figher_common
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
+8 -5
View File
@@ -24,11 +24,14 @@ impl FighterStateImpl for WalkState {
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Walk],
Duration::ZERO,
).repeat();
state_context
.animation_transitions
.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Walk],
Duration::ZERO,
)
.repeat();
}
fn update(&mut self, state_context: &mut FighterStateContext) {
+2 -90
View File
@@ -1,98 +1,10 @@
use bevy::gltf::Gltf;
use bevy::prelude::*;
use std::collections::HashMap;
use crate::{AppState, fighter::{
animation::{AnimKind, AnimManifest},
spawn_fighter,
}};
use crate::fighter::animation::AnimKind;
// One entry per character being loaded
pub struct PendingCharacter {
pub id: String,
pub gltf: Handle<Gltf>,
pub manifest: Handle<AnimManifest>,
pub resolved: bool,
}
#[derive(Resource, Default)]
pub struct CharacterLoadQueue(pub Vec<PendingCharacter>);
#[derive(Component)]
#[derive(Component, Clone)]
pub struct FighterAnimations {
pub graph: Handle<AnimationGraph>,
pub clips: HashMap<AnimKind, AnimationNodeIndex>,
}
pub fn start_loading(mut commands: Commands, asset_server: Res<AssetServer>) {
let queue = vec![PendingCharacter {
id: "jigglypuff".to_owned(),
gltf: asset_server.load(format!("fighters/jiggs/jigglypuff-normal.glb")),
manifest: asset_server.load(format!("fighters/jiggs/jigglypuff-anims.ron")),
resolved: false,
}];
commands.insert_resource(CharacterLoadQueue(queue));
}
pub fn resolve_character_assets(
mut commands: Commands,
mut queue: ResMut<CharacterLoadQueue>,
gltf_assets: Res<Assets<Gltf>>,
manifest_assets: Res<Assets<AnimManifest>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
anim_clips: Res<Assets<AnimationClip>>,
mut next_state: ResMut<NextState<AppState>>,
) {
for pending in queue.0.iter_mut().filter(|p| !p.resolved) {
let (Some(gltf), Some(manifest)) = (
gltf_assets.get(&pending.gltf),
manifest_assets.get(&pending.manifest),
) else {
continue; // still loading, try again next frame
};
let mut graph = AnimationGraph::new();
let mut clips = HashMap::new();
let mut missing = Vec::new();
for (kind, clip_name) in manifest.0.iter() {
match gltf.named_animations.get(clip_name.as_str()) {
Some(clip_handle) => {
let animation = anim_clips.get(clip_handle);
info!("{clip_name}, {}", animation.unwrap().duration());
let node = graph.add_clip(clip_handle.clone(), 1.0, graph.root);
clips.insert(*kind, node);
}
None => missing.push(clip_name.clone()),
}
}
if !missing.is_empty() {
panic!(
"character '{}': manifest references animations not found in glb: {:?}",
pending.id, missing
);
}
let graph_handle = graphs.add(graph);
spawn_fighter(
&mut commands,
FighterAnimations {
graph: graph_handle,
clips,
},
WorldAssetRoot(gltf.scenes[0].clone()),
);
pending.resolved = true;
}
// All done? Move on.
if queue.0.iter().all(|p| p.resolved) {
next_state.set(AppState::InGame);
commands.remove_resource::<CharacterLoadQueue>();
}
}
+33 -23
View File
@@ -1,38 +1,48 @@
use bevy::prelude::*;
use bevy_asset_loader::asset_collection::AssetCollection;
use serde::{Deserialize, Serialize};
use crate::math::int::FGi32;
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32,
pub ground_max_horizontal_velocity: FGi32,
pub ground_friction_over_walk_speed_multiplier: FGi32
pub ground_friction_over_walk_speed_multiplier: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
pub struct InputSettingsCommon {
pub stick_deadzone: f32,
pub trigger_deadzone: f32,
pub smash_input_reset_axis_threshold: f32,
pub smash_input_axis_threshold: f32,
pub run_stick_threshold: f32,
pub stick_deadzone: FGi32,
pub trigger_deadzone: FGi32,
pub smash_input_reset_axis_threshold: FGi32,
pub smash_input_axis_threshold: FGi32,
pub run_stick_threshold: FGi32,
pub smash_input_frame_threshold: u8,
pub input_buffer_size: u8,
}
impl Default for InputSettingsCommon {
fn default() -> Self {
Self {
stick_deadzone: 0.28f32,
trigger_deadzone: 0.3f32,
smash_input_reset_axis_threshold: 0.25,
smash_input_axis_threshold: 0.8,
run_stick_threshold: 0.625,
smash_input_frame_threshold: 2,
input_buffer_size: 5
}
}
#[derive(Reflect, Serialize, Deserialize, Resource, Asset, Clone)]
pub struct GameSettings {
pub fighter_common: FighterSettingsCommon,
pub input_common: InputSettingsCommon,
pub fighter_manifest_paths: Vec<String>,
}
#[derive(Resource)]
pub struct GameSettings {
pub figher_common: FighterSettingsCommon,
pub input_common: InputSettingsCommon
}
#[derive(AssetCollection, Resource)]
pub struct CommonAssets {
#[asset(path = "game_settings.ron")]
game_settings: Handle<GameSettings>,
}
impl FromWorld for GameSettings {
fn from_world(world: &mut World) -> Self {
let game_settings_handle = world.resource::<CommonAssets>().game_settings.clone();
world
.resource::<Assets<GameSettings>>()
.get(&game_settings_handle)
.expect("GameSettings should already be loaded! Bug?")
.clone()
}
}
+4 -2
View File
@@ -100,7 +100,6 @@ pub fn postprocess_input(
game_settings: Res<GameSettings>,
) {
for (mut input, player) in query {
for command in FighterCommands::iter() {
input.reduce_command_lifetime(command);
}
@@ -128,7 +127,10 @@ pub fn postprocess_input(
}
if !input.prev_frame.jump && input.current_frame.jump {
input.set_lifetime(FighterCommands::Jump, game_settings.input_common.input_buffer_size);
input.set_lifetime(
FighterCommands::Jump,
game_settings.input_common.input_buffer_size,
);
}
if x_abs >= axis_threshold && input.frames_in_smash_move_deadzone <= frame_threshold {
+1 -1
View File
@@ -9,5 +9,5 @@ use crate::{input::InputActionState, math::vec::FGVec2};
pub struct FighterInputFrame {
pub movement: FGVec2,
pub directional_attack: FGVec2,
pub jump: bool
pub jump: bool,
}
+1 -3
View File
@@ -44,9 +44,7 @@ pub fn preprocess_keyboard_input(
InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump => {
input_frame.jump = action_strength != FGi32::ZERO
},
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
}
}
+61 -43
View File
@@ -21,21 +21,22 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
use bevy::{mesh::SphereMeshBuilder, prelude::*};
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
use bevy_wind_waker_shader::prelude::*;
use clap::Parser;
use jackdaw_runtime::prelude::*;
use jackdaw_runtime::EditorCategory;
use crate::{
fighter::{
FighterAttributes, FighterECB, FighterTranslation, FighterVelocity, FighterVisual, animation::{AnimManifest}, state::{FighterState, fall::FallState, wait::WaitState}, visual::resolve_character_assets,
}, game_settings::{FighterSettingsCommon, GameSettings, InputSettingsCommon}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySchedulePlugin,
fighter::manifest::FighterManifest, game_settings::GameSettings,
schedule::GameplaySchedulePlugin,
};
mod args;
pub mod fighter;
pub mod game_settings;
pub mod input;
pub mod match_loading;
mod math;
pub mod netcode;
pub mod player;
@@ -45,8 +46,15 @@ pub mod stage;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState {
#[default]
LoadingCharacters,
InGame,
LoadCommonAssets,
LoadFighterManifests,
PrepareFighterManifests,
CommonAssetLoadFailed,
Idle,
LoadingMatch,
PreparingMatch,
InMatch,
MatchLoadFailed,
}
/// Your game's Bevy plugin. The editor finds it by this name (override
@@ -55,47 +63,57 @@ pub enum AppState {
#[derive(Default)]
pub struct GamePlugin;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// debug stage
let _stage = commands.spawn((
WorldAssetRoot(asset_server.load("stages/YoshiStory.glb#Scene0")),
));
}
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
// Each module owns its own systems, rollback registrations and
// resources; this plugin only wires them together and supplies the
// game-level content and configuration.
app
.init_state::<AppState>()
.add_plugins((
WindWakerShaderPlugin::default(),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
input::FighterInputPlugin,
fighter::FighterPlugin,
stage::StagePlugin,
bevy_common_assets::ron::RonAssetPlugin::<AnimManifest>::new(&[])
))
.add_systems(Startup, setup)
.add_systems(Update, spin_cubes)
.insert_resource(args::Args::parse())
.insert_resource(GameSettings {
figher_common: FighterSettingsCommon {
walk_speed_ease: FGi32::lit("0.5"),
ground_max_horizontal_velocity: FGi32::lit("3.0"),
ground_friction_over_walk_speed_multiplier: FGi32::lit("2.0"),
},
input_common: InputSettingsCommon::default(),
})
.add_systems(OnEnter(AppState::LoadingCharacters), crate::fighter::visual::start_loading)
.add_systems(
Update,
resolve_character_assets.run_if(in_state(AppState::LoadingCharacters)),
);
app.init_state::<AppState>()
.add_plugins((
WindWakerShaderPlugin::default(),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
input::FighterInputPlugin,
fighter::FighterPlugin,
stage::StagePlugin,
bevy_common_assets::ron::RonAssetPlugin::<FighterManifest>::new(&["fighter.ron"]),
bevy_common_assets::ron::RonAssetPlugin::<GameSettings>::new(&["ron"]),
))
.add_loading_state(
LoadingState::new(AppState::LoadingMatch)
.continue_to_state(AppState::PreparingMatch)
.on_failure_continue_to_state(AppState::MatchLoadFailed)
.load_collection::<match_loading::MatchAssets>(),
)
.add_loading_state(
LoadingState::new(AppState::LoadCommonAssets)
.continue_to_state(AppState::LoadFighterManifests)
.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
.load_collection::<game_settings::CommonAssets>()
.finally_init_resource::<GameSettings>(),
)
.add_loading_state(
LoadingState::new(AppState::LoadFighterManifests)
.continue_to_state(AppState::PrepareFighterManifests)
.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
.load_collection::<fighter::manifest::FighterManifestAssets>(),
)
.add_systems(
OnEnter(AppState::PrepareFighterManifests),
fighter::manifest::prepare_fighter_manifests,
)
.add_systems(
OnEnter(AppState::Idle),
match_loading::initiate_default_match,
)
.add_systems(
OnEnter(AppState::PreparingMatch),
match_loading::prepare_match,
)
.add_systems(OnExit(AppState::InMatch), match_loading::cleanup_match)
.add_systems(Update, spin_cubes)
.insert_resource(args::Args::parse());
}
}
+2 -4
View File
@@ -5,12 +5,10 @@
use bevy::camera_controller::free_camera::FreeCameraPlugin;
use bevy::image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor};
use bevy::prelude::*;
use bevy::remote::RemotePlugin;
use bevy::remote::http::RemoteHttpPlugin;
use bevy::remote::{RemotePlugin};
use bevy_egui::EguiPlugin;
use bevy_inspector_egui::{
quick::WorldInspectorPlugin
};
use bevy_inspector_egui::quick::WorldInspectorPlugin;
fn main() -> AppExit {
// A `Repeat` sampler so the tileable materials authored in the
+326
View File
@@ -0,0 +1,326 @@
//! Match selection, asset loading, preparation, and cleanup.
use std::collections::HashMap;
use bevy::{asset::UntypedHandle, gltf::Gltf, prelude::*};
use bevy_asset_loader::prelude::*;
use bevy_ggrs::prelude::Session;
use crate::{
AppState,
args::Args,
fighter::{
FighterId,
animation::AnimKind,
manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter,
visual::FighterAnimations,
},
math::{int::FGi32, vec::FGVec2},
netcode::{GGRSCfg, session::create_session},
stage,
};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum StageId {
Battlefield,
}
impl StageId {
fn scene_path(self) -> &'static str {
match self {
Self::Battlefield => "stages/battlefield.glb#Scene0",
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct MatchPlayer {
pub handle: usize,
pub fighter: FighterId,
}
#[derive(Resource, Debug, Clone, PartialEq, Eq)]
pub struct PendingMatch {
pub stage: StageId,
pub players: Vec<MatchPlayer>,
}
pub struct SelectedFighterAssets {
pub fighter: FighterId,
pub model: Handle<Gltf>,
}
#[derive(Resource)]
pub struct MatchAssets {
pub stage: Handle<WorldAsset>,
pub fighters: Vec<SelectedFighterAssets>,
}
impl MatchAssets {
fn requested(world: &World) -> Self {
let request = world.resource::<PendingMatch>();
let asset_server = world.resource::<AssetServer>();
let registry = world.resource::<FighterManifestRegistry>();
let manifests = world.resource::<Assets<FighterManifest>>();
Self {
stage: asset_server.load(request.stage.scene_path()),
fighters: request
.players
.iter()
.map(|player| {
let handle = registry
.get(player.fighter)
.expect("startup validation guarantees every fighter has a manifest");
let manifest = manifests
.get(handle)
.expect("startup-loaded fighter manifest should remain available");
SelectedFighterAssets {
fighter: player.fighter,
model: asset_server.load(manifest.model_path.clone()),
}
})
.collect(),
}
}
}
impl AssetCollection for MatchAssets {
fn create(world: &mut World) -> Self {
Self::requested(world)
}
fn load(world: &mut World) -> Vec<UntypedHandle> {
let assets = Self::requested(world);
let mut handles = Vec::with_capacity(1 + assets.fighters.len());
handles.push(assets.stage.clone().untyped());
for character in assets.fighters {
handles.push(character.model.untyped());
}
handles
}
}
#[derive(Component)]
pub struct MatchRoot;
pub fn initiate_match(
commands: &mut Commands,
next_state: &mut NextState<AppState>,
request: PendingMatch,
) {
commands.insert_resource(request);
next_state.set(AppState::LoadingMatch);
}
pub fn initiate_default_match(
mut commands: Commands,
args: Res<Args>,
mut next_state: ResMut<NextState<AppState>>,
) {
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
fighter: FighterId::TestFighter,
})
.collect();
initiate_match(
&mut commands,
&mut next_state,
PendingMatch {
stage: StageId::Battlefield,
players,
},
);
}
pub fn prepare_match(
mut commands: Commands,
request: Res<PendingMatch>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
registry: Res<FighterManifestRegistry>,
manifests: Res<Assets<FighterManifest>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
args: Res<Args>,
mut next_state: ResMut<NextState<AppState>>,
) {
if !valid_player_handles(&request.players) {
fail_match(
&mut next_state,
"player handles must be unique and cover 0..player_count",
);
return;
}
if assets.fighters.len() != request.players.len() {
fail_match(
&mut next_state,
"loaded character assets do not match the requested player slots",
);
return;
}
let mut prepared = Vec::with_capacity(assets.fighters.len());
let mut shared_animations = HashMap::<FighterId, FighterAnimations>::new();
for character in &assets.fighters {
let manifest_handle = registry
.get(character.fighter)
.expect("startup validation guarantees every fighter has a manifest");
let Some(manifest) = manifests.get(manifest_handle) else {
fail_match(&mut next_state, "a fighter manifest is unavailable");
return;
};
let Some(gltf) = gltfs.get(&character.model) else {
fail_match(&mut next_state, "a loaded character GLTF is unavailable");
return;
};
let Some(scene) = gltf.scenes.first().cloned() else {
fail_match(&mut next_state, "a character GLTF contains no scene");
return;
};
if let Some(animations) = shared_animations.get(&character.fighter) {
prepared.push((scene, animations.clone(), manifest.attributes));
continue;
}
let mut graph = AnimationGraph::new();
let mut clips = HashMap::<AnimKind, AnimationNodeIndex>::new();
for (kind, clip_name) in &manifest.animations {
let Some(clip) = gltf.named_animations.get(clip_name.as_str()) else {
fail_match(
&mut next_state,
&format!(
"{:?} animation manifest references missing clip '{clip_name}'",
character.fighter
),
);
return;
};
clips.insert(*kind, graph.add_clip(clip.clone(), 1.0, graph.root));
}
if !clips.contains_key(&AnimKind::Wait) {
fail_match(&mut next_state, "a character has no Wait animation");
return;
}
let animations = FighterAnimations {
graph: graphs.add(graph),
clips,
};
shared_animations.insert(character.fighter, animations.clone());
prepared.push((scene, animations, manifest.attributes));
}
let session = match create_session(&args, request.players.len()) {
Ok(session) => session,
Err(error) => {
fail_match(
&mut next_state,
&format!("failed to create GGRS session: {error}"),
);
return;
}
};
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
stage::spawn_stage(&mut commands, root, assets.stage.clone());
for (index, (player, (scene, animations, attributes))) in
request.players.iter().zip(prepared).enumerate()
{
let spawn_x = (index as i32 * 2 + 1 - request.players.len() as i32) * 5;
spawn_fighter(
&mut commands,
player.handle,
FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
attributes,
animations,
WorldAssetRoot(scene),
);
}
commands.insert_resource::<Session<GGRSCfg>>(session);
next_state.set(AppState::InMatch);
}
fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
error!("Match preparation failed: {message}");
next_state.set(AppState::MatchLoadFailed);
}
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
let mut handles = players
.iter()
.map(|player| player.handle)
.collect::<Vec<_>>();
handles.sort_unstable();
handles == (0..players.len()).collect::<Vec<_>>()
}
pub fn cleanup_match(
mut commands: Commands,
roots: Query<Entity, With<MatchRoot>>,
fighters: Query<Entity, With<crate::player::Player>>,
) {
for root in &roots {
commands.entity(root).despawn();
}
for fighter in &fighters {
commands.entity(fighter).despawn();
}
commands.remove_resource::<Session<GGRSCfg>>();
commands.remove_resource::<stage::line::StageCollision>();
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<PendingMatch>();
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn match_request_keeps_duplicate_fighter_slots() {
let request = PendingMatch {
stage: StageId::Battlefield,
players: vec![
MatchPlayer {
handle: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
fighter: FighterId::TestFighter,
},
],
};
assert_eq!(request.players.len(), 2);
assert_eq!(request.players[0].handle, 0);
assert_eq!(request.players[1].handle, 1);
assert!(valid_player_handles(&request.players));
}
#[test]
fn player_handles_must_match_the_session_range() {
let players = [
MatchPlayer {
handle: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
}
}
+1 -1
View File
@@ -1,3 +1,3 @@
pub mod int;
pub mod segment;
pub mod vec;
pub mod vec;
+20 -9
View File
@@ -11,15 +11,13 @@ use crate::math::{
#[derive(Clone, Copy, PartialEq, Reflect)]
pub struct FGSegment2d {
point1: FGVec2,
point2: FGVec2
point2: FGVec2,
}
impl FGSegment2d {
#[inline]
pub fn new(point1: FGVec2, point2: FGVec2) -> Self {
Self {
point1, point2
}
Self { point1, point2 }
}
#[inline]
@@ -41,7 +39,8 @@ impl FGSegment2d {
/// Panics if a valid direction could not be computed, for example when the endpoints are coincident, NaN, or infinite.
#[inline]
pub fn direction(&self) -> FGVec2 {
self.try_direction().expect("Failed to compute the direction of a line segment")
self.try_direction()
.expect("Failed to compute the direction of a line segment")
}
/// Try to compute the normalized direction pointing from the first endpoint to the second endpoint.
@@ -100,7 +99,10 @@ impl FGSegment2d {
///
/// Panics if a valid normal could not be computed, for example when the endpoints are coincident
pub fn left_normal(&self) -> FGVec2 {
self.point1.direction_to(self.point2).map(|o| { FGVec2::new(-o.y, o.x)}).expect("a valid normal could not be computed")
self.point1
.direction_to(self.point2)
.map(|o| FGVec2::new(-o.y, o.x))
.expect("a valid normal could not be computed")
}
pub fn segment_intersection(&self, rhs: &FGSegment2d) -> Option<FGVec2> {
@@ -150,9 +152,18 @@ mod tests {
fn closest_point_projects_and_clamps_to_segment() {
let segment = FGSegment2d::new(FGVec2::lit("-4", "0"), FGVec2::lit("4", "0"));
assert_eq!(segment.closest_point(FGVec2::lit("2", "1")), FGVec2::lit("2", "0"));
assert_eq!(segment.closest_point(FGVec2::lit("-6", "1")), segment.point1());
assert_eq!(segment.closest_point(FGVec2::lit("6", "1")), segment.point2());
assert_eq!(
segment.closest_point(FGVec2::lit("2", "1")),
FGVec2::lit("2", "0")
);
assert_eq!(
segment.closest_point(FGVec2::lit("-6", "1")),
segment.point1()
);
assert_eq!(
segment.closest_point(FGVec2::lit("6", "1")),
segment.point2()
);
}
#[test]
+29 -10
View File
@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{AddAssign, Add, Div, Mul, Sub};
use std::ops::{Add, AddAssign, Div, Mul, Sub};
use super::int::{FGWide, FGi32};
@@ -29,7 +29,10 @@ impl FGVec2 {
#[inline(always)]
pub const fn lit(x: &str, y: &str) -> Self {
Self { x: FGi32::lit(x), y: FGi32::lit(y) }
Self {
x: FGi32::lit(x),
y: FGi32::lit(y),
}
}
#[inline(always)]
@@ -213,7 +216,7 @@ impl AddAssign for FGVec2 {
fn add_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x + rhs.x,
y: self.y + rhs.y
y: self.y + rhs.y,
}
}
}
@@ -251,8 +254,12 @@ mod is_normalized_tests {
let x = mag * theta.cos();
let y = mag * theta.sin();
let Some(fx) = FGi32::checked_from_num(x) else { continue };
let Some(fy) = FGi32::checked_from_num(y) else { continue };
let Some(fx) = FGi32::checked_from_num(x) else {
continue;
};
let Some(fy) = FGi32::checked_from_num(y) else {
continue;
};
let v = FGVec2 { x: fx, y: fy };
@@ -301,24 +308,36 @@ mod is_normalized_tests {
for &mag in &[0.01, 1.0, 100.0, 10000.0] {
let x = mag * theta.cos();
let y = mag * theta.sin();
let Some(fx) = FGi32::checked_from_num(x) else { continue };
let Some(fy) = FGi32::checked_from_num(y) else { continue };
let Some(fx) = FGi32::checked_from_num(x) else {
continue;
};
let Some(fy) = FGi32::checked_from_num(y) else {
continue;
};
let v = FGVec2 { x: fx, y: fy };
if let Some(normalized) = v.normalize() {
assert!(
normalized.is_normalized(),
"normalized({}, {}) failed is_normalized(): length_squared = {:?}",
x, y, normalized.length_squared()
x,
y,
normalized.length_squared()
);
}
}
}
let non_unit = FGVec2 { x: FGi32::from_num(2.0), y: FGi32::from_num(0.0) };
let non_unit = FGVec2 {
x: FGi32::from_num(2.0),
y: FGi32::from_num(0.0),
};
assert!(!non_unit.is_normalized());
let non_unit_small = FGVec2 { x: FGi32::from_num(0.5), y: FGi32::from_num(0.0) };
let non_unit_small = FGVec2 {
x: FGi32::from_num(0.5),
y: FGi32::from_num(0.0),
};
assert!(!non_unit_small.is_normalized());
}
+1 -4
View File
@@ -6,10 +6,7 @@ use bevy_ggrs::prelude::*;
use crate::netcode::GGRSCfg;
pub fn network_debug(
mut contexts: EguiContexts,
session: Option<Res<Session<GGRSCfg>>>,
) -> Result {
pub fn network_debug(mut contexts: EguiContexts, session: Option<Res<Session<GGRSCfg>>>) -> Result {
if let Some(sess) = session {
match sess.as_ref() {
Session::P2P(s) => {
-1
View File
@@ -19,7 +19,6 @@ impl Plugin for FighterNetcodePlugin {
fn build(&self, app: &mut App) {
let plugin = GgrsPlugin::<GGRSCfg>::default();
app.add_plugins(plugin)
.add_systems(Startup, session::netcode_setup)
// Engine-level components that every rolled-back entity may carry.
// Gameplay components are registered by the plugin that owns them.
.rollback_component_with_clone::<Transform>()
+9 -8
View File
@@ -6,31 +6,32 @@ use bevy_ggrs::{ggrs::UdpNonBlockingSocket, prelude::*};
use crate::args::Args;
use crate::netcode::GGRSCfg;
pub fn netcode_setup(mut commands: Commands, args: Res<Args>) -> Result {
pub fn create_session(args: &Args, player_count: usize) -> Result<Session<GGRSCfg>> {
let mut sess_build = SessionBuilder::<GGRSCfg>::new()
.with_num_players(args.players)?
.with_num_players(player_count)?
.with_check_distance(args.check_distance)
.with_input_delay(args.input_delay); // (optional) set input delay for the local player
for i in 0..args.players {
for i in 0..player_count {
sess_build = sess_build.add_player(PlayerType::Local, i)?;
}
if args.synctest {
println!("Start synctest!");
let sess = sess_build.start_synctest_session()?;
commands.insert_resource(Session::SyncTest(sess));
Ok(Session::SyncTest(sess))
} else {
println!("Start p2p!");
let socket = UdpNonBlockingSocket::bind_to_port(6969)?;
let sess = sess_build.start_p2p_session(socket)?;
commands.insert_resource(Session::P2P(sess));
Ok(Session::P2P(sess))
}
Ok(())
}
pub fn print_events_system(mut session: ResMut<Session<GGRSCfg>>) {
pub fn print_events_system(session: Option<ResMut<Session<GGRSCfg>>>) {
let Some(mut session) = session else {
return;
};
match session.as_mut() {
Session::P2P(s) => {
for event in s.events() {
+1 -1
View File
@@ -21,7 +21,7 @@ pub enum GameplaySet {
Physics,
/// Resolve the integrated positions against the stage.
Collision,
Animation
Animation,
}
/// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by
-1
View File
@@ -14,6 +14,5 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
let midpoint = (from_3d + end_3d) * 0.5;
gizmos.arrow(midpoint, midpoint + normal_3d, RED);
}
}
}
+60 -36
View File
@@ -4,51 +4,52 @@ use std::default;
use bevy::{math::InvalidDirectionError, prelude::*};
use crate::math::{segment::{FGSegment2d}, vec::FGVec2};
use crate::math::{segment::FGSegment2d, vec::FGVec2};
#[derive(Reflect, Clone, Copy, PartialEq)]
pub enum StagePolyLineSegmentType {
Floor, Wall, Ceiling
Floor,
Wall,
Ceiling,
}
#[derive(Reflect, Clone)]
pub struct StagePolyLineSegment {
pub segment: FGSegment2d,
pub normal: FGVec2,
pub segment_type: StagePolyLineSegmentType
pub segment_type: StagePolyLineSegmentType,
}
#[derive(Reflect, Clone, Default)]
pub enum StagePolyType {
#[default]
Closed,
Platform
Platform,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, Default)]
pub struct StageLineID {
pub polygon: usize,
pub segment: usize
pub segment: usize,
}
#[derive(Component, Reflect, Clone, Default)]
#[reflect(Component)]
pub struct StagePoly {
poly_type: StagePolyType,
pub segments: Vec<StagePolyLineSegment>
pub segments: Vec<StagePolyLineSegment>,
}
pub struct StagePlaneIntersectResult {
pub position: FGVec2,
pub segment_idx: usize,
pub normal: FGVec2
pub normal: FGVec2,
}
#[derive(Resource, Reflect, Clone, Default)]
#[reflect(Resource)]
pub struct StageCollision {
pub stage_polys: Vec<StagePoly>
pub stage_polys: Vec<StagePoly>,
}
impl StagePoly {
@@ -134,20 +135,22 @@ impl StagePoly {
.zip(points.iter().cycle().skip(1))
.take(segment_count);
let segments = windows.map(|segment_window| {
let (first_point, segment_type) = segment_window.0;
let (second_point, _) = segment_window.1;
let segment = FGSegment2d::new(*first_point, *second_point);
StagePolyLineSegment {
segment_type: *segment_type,
segment,
normal: segment.left_normal()
}
}).collect();
let segments = windows
.map(|segment_window| {
let (first_point, segment_type) = segment_window.0;
let (second_point, _) = segment_window.1;
let segment = FGSegment2d::new(*first_point, *second_point);
StagePolyLineSegment {
segment_type: *segment_type,
segment,
normal: segment.left_normal(),
}
})
.collect();
Self {
poly_type,
segments
segments,
}
}
}
@@ -205,7 +208,10 @@ mod tests {
};
let hit = stage_poly
.intersect_ray(FGSegment2d::new(FGVec2::lit("0", "2"), FGVec2::lit("0", "-1")))
.intersect_ray(FGSegment2d::new(
FGVec2::lit("0", "2"),
FGVec2::lit("0", "-1"),
))
.unwrap();
assert_eq!(hit.segment_idx, 1);
@@ -214,35 +220,53 @@ mod tests {
#[test]
fn ray_intersection_test() {
let stage_poly = StagePoly::build(crate::stage::line::StagePolyType::Platform, &[
(FGVec2::lit("-4.5", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("4.5", "0.0"), StagePolyLineSegmentType::Floor),
]);
let stage_poly = StagePoly::build(
crate::stage::line::StagePolyType::Platform,
&[
(FGVec2::lit("-4.5", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("4.5", "0.0"), StagePolyLineSegmentType::Floor),
],
);
let res = stage_poly.intersect_ray(FGSegment2d::new(FGVec2::lit("0.0", "1.0"), FGVec2::lit("0.0", "-1.0")));
let res = stage_poly.intersect_ray(FGSegment2d::new(
FGVec2::lit("0.0", "1.0"),
FGVec2::lit("0.0", "-1.0"),
));
assert!(res.is_some());
assert_eq!(res.unwrap().position, FGVec2::ZERO);
}
#[test]
fn ray_intersection_test_side() {
let stage_poly = StagePoly::build(crate::stage::line::StagePolyType::Platform, &[
(FGVec2::lit("-4.5", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("4.5", "0.0"), StagePolyLineSegmentType::Floor),
]);
let stage_poly = StagePoly::build(
crate::stage::line::StagePolyType::Platform,
&[
(FGVec2::lit("-4.5", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("4.5", "0.0"), StagePolyLineSegmentType::Floor),
],
);
let res = stage_poly.intersect_ray(FGSegment2d::new(FGVec2::lit("2.0", "1.0"), FGVec2::lit("2.0", "-1.0")));
let res = stage_poly.intersect_ray(FGSegment2d::new(
FGVec2::lit("2.0", "1.0"),
FGVec2::lit("2.0", "-1.0"),
));
assert!(res.is_some());
assert!(res.unwrap().position.distance(FGVec2::lit("2.0", "0.0")) < FGi32::from_bits(4));
}
#[test]
fn ray_intersection_test_diagonal() {
let stage_poly = StagePoly::build(crate::stage::line::StagePolyType::Platform, &[
(FGVec2::lit("0.0", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2.0", "2.0"), StagePolyLineSegmentType::Floor),
]);
let stage_poly = StagePoly::build(
crate::stage::line::StagePolyType::Platform,
&[
(FGVec2::lit("0.0", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2.0", "2.0"), StagePolyLineSegmentType::Floor),
],
);
let res = stage_poly.intersect_ray(FGSegment2d::new(FGVec2::lit("1.0", "2.0"), FGVec2::lit("1.0", "-2.0")));
let res = stage_poly.intersect_ray(FGSegment2d::new(
FGVec2::lit("1.0", "2.0"),
FGVec2::lit("1.0", "-2.0"),
));
assert!(res.is_some());
assert_eq!(res.unwrap().position, FGVec2::lit("1.0", "1.0"));
}
+10 -3
View File
@@ -7,7 +7,7 @@ pub mod debug;
pub mod line;
pub mod scene;
pub use line::{StagePoly, StagePlaneIntersectResult};
pub use line::{StagePlaneIntersectResult, StagePoly};
/// Owns the stage geometry: which scene gets spawned and how it is drawn.
#[derive(Default)]
@@ -15,7 +15,14 @@ pub struct StagePlugin;
impl Plugin for StagePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, scene::test_scene.spawn())
.add_systems(Update, debug::debug_draw_scene);
app.add_systems(
Update,
debug::debug_draw_scene.run_if(resource_exists::<line::StageCollision>),
);
}
}
pub fn spawn_stage(commands: &mut Commands, match_root: Entity, visual: Handle<WorldAsset>) {
commands.entity(match_root).insert(WorldAssetRoot(visual));
scene::spawn_stage_support(commands, match_root);
}
+59 -41
View File
@@ -1,49 +1,67 @@
//! The scene content that gets spawned at startup.
//! Code-defined deterministic stage collision and development lighting.
use std::f32::consts::PI;
use bevy::{camera_controller::free_camera::FreeCamera, prelude::*};
use crate::{math::vec::FGVec2, stage::{StagePoly, line::{StageCollision, StagePolyLineSegmentType}}};
use crate::{
math::vec::FGVec2,
stage::{
StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
},
};
/// set up a simple 3D scene
pub fn test_scene() -> impl SceneList {
pub fn spawn_stage_support(commands: &mut Commands, match_root: Entity) {
let stage_poly = StagePoly::build(
StagePolyType::Closed,
&[
(
FGVec2::lit("-56.0", "-3.5"),
StagePolyLineSegmentType::Floor,
),
(FGVec2::lit("-39.2", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("0.0", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("39.2", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("56.0", "-3.5"), StagePolyLineSegmentType::Wall),
(
FGVec2::lit("56.0", "-200.0"),
StagePolyLineSegmentType::Ceiling,
),
(FGVec2::lit("-56", "-200.0"), StagePolyLineSegmentType::Wall),
],
);
let stage_poly = StagePoly::build(crate::stage::line::StagePolyType::Closed, &[
(FGVec2::lit("-56.0", "-3.5"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("-39.2", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("0.0", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("39.2", "0.0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("56.0", "-3.5"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("56.0", "-200.0"), StagePolyLineSegmentType::Ceiling),
(FGVec2::lit("-56", "-200.0"), StagePolyLineSegmentType::Wall)
]);
bsn_list! [
(
#StageCollision
template_value(StageCollision {
stage_polys: vec!(stage_poly)
})
),
(
DirectionalLight {
shadow_maps_enabled: true,
}
Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-PI / 4.),
}
),
(
Camera3d
template_value(Transform::from_xyz(0.0, 1.5, 9.0))
FreeCamera {
sensitivity: 0.2,
friction: 25.0,
walk_speed: 3.0,
run_speed: 9.0,
}
)
]
commands.insert_resource(StageCollision {
stage_polys: vec![stage_poly.clone()],
});
commands.spawn((
Name::new("Stage Collision"),
stage_poly,
ChildOf(match_root),
));
commands.spawn((
DirectionalLight {
shadow_maps_enabled: true,
..default()
},
Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-PI / 4.0),
..default()
},
ChildOf(match_root),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 10.5, 150.0),
/*FreeCamera {
sensitivity: 0.2,
friction: 25.0,
walk_speed: 3.0,
run_speed: 9.0,
..default()
},*/
ChildOf(match_root),
));
}