182 lines
6.7 KiB
Rust
182 lines
6.7 KiB
Rust
//! game-test: gameplay shared between `cargo run` and the
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//! editor's Play button.
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//!
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//! Scene content (entities, components, positions) lives in
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//! `assets/*.bsn` files authored in the editor. Game behaviour
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//! (systems, observers, resources) lives in [`GamePlugin`].
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//!
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//! # Try it
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//!
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//! 1. Open this project in jackdaw.
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//! 2. Hierarchy: right-click, `Add > Cube`.
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//! 3. Inspector: `Add Component > SpinningCube`. Set `speed` to `1.5`.
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//! 4. `File > Save`, then click Play. The cube spins.
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//! 5. `cargo run` launches the same game without the editor.
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//!
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//! # Adding your own components
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//!
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//! Write a component anywhere in this library (any module, not
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//! `main.rs`), deriving `Component, Reflect, Default` with
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//! `#[reflect(Component, Default)]`, like `SpinningCube` below. After you
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//! save, click Rebuild in jackdaw (or run `jd build`) and it
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//! appears in `Add Component`. No registration code is needed.
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use bevy::{
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asset::processor::{AssetProcessor, ProcessorState},
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prelude::*,
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tasks::block_on,
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};
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use bevy_asset_loader::prelude::*;
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use bevy_wind_waker_shader::prelude::*;
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use clap::Parser;
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use jackdaw_runtime::EditorCategory;
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use crate::{
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
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schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
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};
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mod args;
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pub mod camera;
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pub mod debug_tools;
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pub mod fighter;
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pub mod game_settings;
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pub mod input;
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pub mod match_loading;
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mod math;
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pub mod netcode;
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pub mod player;
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pub mod schedule;
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pub mod scripting;
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pub mod stage;
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#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
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pub enum AppState {
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#[default]
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WaitForAssetProcessing,
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LoadCommonAssets,
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LoadFighterManifests,
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PrepareFighterManifests,
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LoadStageManifests,
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PrepareStageManifests,
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CommonAssetLoadFailed,
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Idle,
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LoadingMatch,
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PreparingMatch,
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InMatch,
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MatchLoadFailed,
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}
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/// Your game's Bevy plugin. The editor finds it by this name (override
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/// with `plugin = "..."` in jackdaw.toml) and runs it on Play; the
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/// standalone binary adds it in `main.rs`.
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#[derive(Default)]
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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// Each module owns its own systems, rollback registrations and
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// resources; this plugin only wires them together and supplies the
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// game-level content and configuration.
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app.init_state::<AppState>()
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.add_plugins((
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WindWakerShaderPlugin::default(),
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// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
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netcode::FighterNetcodePlugin::default(),
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GameplaySchedulePlugin,
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input::FighterInputPlugin,
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debug_tools::DebugToolsPlugin,
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fighter::FighterPlugin,
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fighter::baked_animation::BakedAnimationPlugin,
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scripting::importer::FighterScriptImportPlugin,
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stage::StagePlugin,
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MatchCameraPlugin,
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bevy_common_assets::ron::RonAssetPlugin::<FighterManifest>::new(&["fighter.ron"]),
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bevy_common_assets::ron::RonAssetPlugin::<StageManifest>::new(&["stage.ron"]),
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bevy_common_assets::ron::RonAssetPlugin::<GameSettings>::new(&["ron"]),
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))
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.add_loading_state(
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LoadingState::new(AppState::LoadingMatch)
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.continue_to_state(AppState::PreparingMatch)
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.on_failure_continue_to_state(AppState::MatchLoadFailed)
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.load_collection::<match_loading::MatchAssets>(),
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)
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.add_loading_state(
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LoadingState::new(AppState::LoadCommonAssets)
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.continue_to_state(AppState::LoadFighterManifests)
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.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
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.load_collection::<game_settings::CommonAssets>()
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.finally_init_resource::<GameSettings>(),
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)
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.add_loading_state(
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LoadingState::new(AppState::LoadFighterManifests)
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.continue_to_state(AppState::PrepareFighterManifests)
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.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
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.load_collection::<fighter::manifest::FighterManifestAssets>(),
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)
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.add_loading_state(
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LoadingState::new(AppState::LoadStageManifests)
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.continue_to_state(AppState::PrepareStageManifests)
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.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
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.load_collection::<stage::manifest::StageManifestAssets>(),
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)
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.add_systems(
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Update,
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wait_for_asset_processor.run_if(in_state(AppState::WaitForAssetProcessing)),
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)
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.add_systems(
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OnEnter(AppState::PrepareFighterManifests),
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fighter::manifest::prepare_fighter_manifests,
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)
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.add_systems(
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OnEnter(AppState::PrepareStageManifests),
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stage::manifest::prepare_stage_manifests,
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)
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.add_systems(
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OnEnter(AppState::Idle),
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match_loading::initiate_default_match,
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)
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.add_systems(
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OnEnter(AppState::PreparingMatch),
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match_loading::prepare_match,
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)
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.add_systems(OnExit(AppState::InMatch), match_loading::cleanup_match)
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.add_systems(Update, spin_cubes)
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.insert_resource(args::Args::parse());
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}
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}
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fn wait_for_asset_processor(
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processor: Option<Res<AssetProcessor>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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{
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next_state.set(AppState::LoadCommonAssets);
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}
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}
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/// Spin-rate in radians per second. Attach it in the inspector; the
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/// editor sees this component with no registration code because Bevy's
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/// `reflect_auto_register` picks up the `Reflect` derive. `Default` +
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/// `#[reflect(Default)]` let the editor add it and the game reconstruct
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/// it with sensible starting values.
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default, @EditorCategory::new("Actor"))]
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pub struct SpinningCube {
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pub speed: f32,
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}
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fn spin_cubes(time: Res<Time>, mut cubes: Query<(&SpinningCube, &mut Transform)>) {
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let dt = time.delta_secs();
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for (cube, mut transform) in &mut cubes {
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transform.rotate_y(cube.speed * dt);
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}
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}
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default, @EditorCategory::new("Actor"))]
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pub struct TestCube {
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pub frog: f32,
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}
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