Files
shinespark/src/lib.rs
T
2026-08-06 18:53:46 +02:00

104 lines
3.5 KiB
Rust

//! game-test: gameplay shared between `cargo run` and the
//! editor's Play button.
//!
//! Scene content (entities, components, positions) lives in
//! `assets/*.bsn` files authored in the editor. Game behaviour
//! (systems, observers, resources) lives in [`GamePlugin`].
//!
//! # Try it
//!
//! 1. Open this project in jackdaw.
//! 2. Hierarchy: right-click, `Add > Cube`.
//! 3. Inspector: `Add Component > SpinningCube`. Set `speed` to `1.5`.
//! 4. `File > Save`, then click Play. The cube spins.
//! 5. `cargo run` launches the same game without the editor.
//!
//! # Adding your own components
//!
//! Write a component anywhere in this library (any module, not
//! `main.rs`), deriving `Component, Reflect, Default` with
//! `#[reflect(Component, Default)]`, like `SpinningCube` below. After you
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
use bevy::prelude::*;
use jackdaw_runtime::prelude::*;
use crate::{fighter::{states::wait::WaitState, *}, game_settings::{FighterSettingsCommon, GameSettings, InputSettingsCommon}, stage::debug_draw_scene};
pub mod fighter;
pub mod input;
pub mod stage;
pub mod game_settings;
/// Your game's Bevy plugin. The editor finds it by this name (override
/// with `plugin = "..."` in jackdaw.toml) and runs it on Play; the
/// standalone binary adds it in `main.rs`.
#[derive(Default)]
pub struct GamePlugin;
pub fn setup(mut commands: Commands) {
let fighter = commands
.spawn((
Name("Fighter".into()),
FighterECB {
vertical_half: 0.5,
horizontal_half: 0.25,
},
FighterVelocity::default(),
FighterTranslation(Vec2::new(0.5, 1.25)),
FighterAttributes {
base_walk_accel: 0.01,
stick_walk_accel: 0.02,
max_walk_vel: 0.16,
ground_friction: 0.008,
dash_duration: 15
},
WaitState {},
input::player::FighterInput::default()
))
.id();
}
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, stage::test_scene.spawn())
.add_systems(Startup, setup)
.add_systems(Update, spin_cubes)
.add_systems(Update, debug_draw_scene)
.add_plugins(input::plugin::FighterInputPlugin)
.add_plugins(fighter::FighterPlugin)
.insert_resource(GameSettings {
figher_common: FighterSettingsCommon {
walk_speed_ease: 0.5,
ground_max_horizontal_velocity: 0.3
},
input_common: InputSettingsCommon::default(),
});
}
}
/// Spin-rate in radians per second. Attach it in the inspector; the
/// editor sees this component with no registration code because Bevy's
/// `reflect_auto_register` picks up the `Reflect` derive. `Default` +
/// `#[reflect(Default)]` let the editor add it and the game reconstruct
/// it with sensible starting values.
#[derive(Component, Reflect, Default)]
#[reflect(Component, Default, @EditorCategory::new("Actor"))]
pub struct SpinningCube {
pub speed: f32,
}
fn spin_cubes(time: Res<Time>, mut cubes: Query<(&SpinningCube, &mut Transform)>) {
let dt = time.delta_secs();
for (cube, mut transform) in &mut cubes {
transform.rotate_y(cube.speed * dt);
}
}
#[derive(Component, Reflect, Default)]
#[reflect(Component, Default, @EditorCategory::new("Actor"))]
pub struct TestCube {
pub frog: f32,
}