split code into smaller files for more modular project structure
This commit is contained in:
45
src/components.rs
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45
src/components.rs
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@@ -0,0 +1,45 @@
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use bevy::prelude::*;
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#[derive(PartialEq)]
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pub enum Item {
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None,
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Burger,
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}
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#[derive(Component)]
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pub struct Customer {
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pub order: Item,
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pub served: bool,
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pub range: f32,
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}
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#[derive(Component)]
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pub struct Fryer {
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pub range: f32,
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pub speed: f32,
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}
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#[derive(Component)]
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pub struct Unit {
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pub move_speed: f32,
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pub height_offset: f32,
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}
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#[derive(Component)]
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pub struct Player {
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pub holding: Item,
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pub progress: f32,
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}
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#[derive(Component)]
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pub struct ProgressBar {
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pub width: f32,
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pub player_height: f32,
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}
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#[derive(Component)]
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pub struct PlayerBurgerIndicator;
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#[derive(Component)]
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pub struct MoveTarget {
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pub position: Vec3,
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}
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339
src/main.rs
339
src/main.rs
@@ -1,4 +1,9 @@
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use bevy::{light::NotShadowCaster, prelude::*};
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use bevy::prelude::*;
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mod components;
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mod systems;
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use systems::{gameplay::*, movement::*, setup::*};
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fn main() {
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App::new()
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@@ -17,335 +22,3 @@ fn main() {
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)
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.run();
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}
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#[derive(PartialEq)]
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enum Item {
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None,
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Burger,
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}
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#[derive(Component)]
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struct Customer {
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order: Item,
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served: bool,
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range: f32,
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}
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#[derive(Component)]
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struct Fryer {
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range: f32,
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speed: f32,
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}
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#[derive(Component)]
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struct Unit {
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move_speed: f32,
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height_offset: f32,
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}
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#[derive(Component)]
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struct Player {
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holding: Item,
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progress: f32,
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}
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#[derive(Component)]
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struct ProgressBar {
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width: f32,
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player_height: f32,
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}
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#[derive(Component)]
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struct PlayerBurgerIndicator;
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#[derive(Component)]
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struct MoveTarget {
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position: Vec3,
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 25.0, -25.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Light
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 200.0, // Subtle fill light so shadows aren't pitch black
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..default()
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});
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commands.spawn((
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DirectionalLight {
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illuminance: 1000.0,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(
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EulerRot::XYZ,
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-0.8, // Pitch down (looking down at scene)
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0.5, // Yaw (angle from side)
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0.0, // Roll (no rotation)
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)),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(50.0)))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Fryer
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.75, 2.0))),
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Transform::from_xyz(-10.0, 0.875, 0.0),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
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Fryer {
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range: 3.0,
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speed: 50.0,
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},
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));
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// Front Counter
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.5, 10.0))),
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Transform::from_xyz(10.0, 0.75, 0.0),
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MeshMaterial3d(materials.add(Color::srgb(0.7, 0.7, 0.7))),
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));
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// Player
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commands.spawn((
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SceneRoot(asset_server.load("models/employee.glb#Scene0")),
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Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Unit {
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move_speed: 10.0,
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height_offset: 1.5,
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},
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Player {
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holding: Item::None,
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progress: 0.0,
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},
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MoveTarget {
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position: Vec3::new(0.0, 0.0, 0.0),
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},
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// Burger indicator
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children![(
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SceneRoot(asset_server.load("models/burger.glb#Scene0")),
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Transform::from_xyz(0.0, 7.1, 0.0).with_scale(Vec3::splat(0.9)),
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Visibility::Hidden,
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PlayerBurgerIndicator,
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)],
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));
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// ProgressBar
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(4.0, 0.5, 0.1))),
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MeshMaterial3d(materials.add(Color::srgb(0.0, 1.0, 0.0))),
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Transform::from_xyz(0.0, 0.0, 0.0),
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ProgressBar {
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width: 1.0,
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player_height: 4.0,
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},
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NotShadowCaster,
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));
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// Customer
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commands.spawn((
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SceneRoot(asset_server.load("models/customer.glb#Scene0")),
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Transform::from_xyz(20.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Unit {
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move_speed: 5.0,
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height_offset: 1.5,
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},
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Customer {
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order: Item::Burger,
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served: false,
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range: 4.0,
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},
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MoveTarget {
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position: Vec3::new(12.0, 0.0, 0.0),
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},
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));
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}
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fn handle_click(
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mouse_button: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window>,
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camera_query: Query<(&Camera, &GlobalTransform)>,
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mut target_query: Query<&mut MoveTarget, With<Player>>,
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) {
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// Guard clause
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if !mouse_button.just_pressed(MouseButton::Right) {
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return;
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}
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let Ok(window) = windows.single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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let Ok((camera, camera_transform)) = camera_query.single() else {
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return;
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};
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let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
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return;
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};
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// check for sky clicks
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if ray.direction.y > 0.0 {
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return;
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}
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// Calculate the distance that the intercept with the ground occurs
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let t = -ray.origin.y / ray.direction.y;
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// plug T into our formula
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let intersection = ray.origin + ray.direction * t;
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for mut target in target_query.iter_mut() {
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target.position = intersection;
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}
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}
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fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Unit)>, time: Res<Time>) {
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for (mut transform, target, unit) in query.iter_mut() {
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let adjusted_target = target.position + Vec3::Y * unit.height_offset;
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let direction = adjusted_target - transform.translation;
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let distance = direction.length();
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// stop divide by 0 errors
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if distance < 0.001 {
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continue;
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}
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let move_amount = unit.move_speed * time.delta_secs();
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// Snap
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if distance < move_amount {
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transform.translation = adjusted_target;
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} else {
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transform.translation += direction.normalize() * move_amount;
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transform.look_at(adjusted_target, Vec3::Y);
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}
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}
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}
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fn fryer_cook(
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mut player: Query<(&mut Player, &Transform)>,
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fryer: Query<(&Fryer, &Transform)>,
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time: Res<Time>,
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) {
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let Ok((mut player_data, player_transform)) = player.single_mut() else {
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return;
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};
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if player_data.holding == Item::Burger {
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return;
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}
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for (fryer, fryer_transform) in fryer.iter() {
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let distance = player_transform.translation - fryer_transform.translation;
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if distance.length() < fryer.range {
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player_data.progress += fryer.speed * time.delta_secs();
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if player_data.progress > 100.0 {
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player_data.holding = Item::Burger;
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println!("YOU HAVE BURGER!!");
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}
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} else {
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player_data.progress = 0.0;
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}
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}
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}
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fn update_progress_bar(
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player: Query<(&Player, &Transform), Without<ProgressBar>>,
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mut progress_bar: Query<(&mut Transform, &mut Visibility, &ProgressBar)>,
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camera: Query<&Transform, (With<Camera3d>, Without<ProgressBar>, Without<Player>)>,
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) {
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let Ok((player, player_transform)) = player.single() else {
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return;
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};
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let Ok((mut bar_transform, mut visibility, bar_data)) = progress_bar.single_mut() else {
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return;
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};
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let Ok(camera_transform) = camera.single() else {
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return;
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};
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let progress_percent = (player.progress / 100.0).clamp(0.0, 1.0);
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// Update above player
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bar_transform.translation = player_transform.translation + Vec3::Y * bar_data.player_height;
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// Billboard effect
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let to_camera = (camera_transform.translation - bar_transform.translation).normalize();
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let angle = to_camera.z.atan2(to_camera.x);
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bar_transform.rotation = Quat::from_rotation_y(angle + std::f32::consts::FRAC_PI_2);
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bar_transform.scale.x = bar_data.width * progress_percent;
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if progress_percent == 0.0 || progress_percent == 1.0 {
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*visibility = Visibility::Hidden;
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} else {
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*visibility = Visibility::Visible;
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}
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}
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fn update_burger_indicators(
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player: Query<&Player>,
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mut burger: Query<(&mut Visibility, &mut Transform), With<PlayerBurgerIndicator>>,
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time: Res<Time>,
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) {
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let Ok(player_data) = player.single() else {
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return;
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};
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let Ok((mut burger_vis, mut burger_transform)) = burger.single_mut() else {
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return;
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};
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// Rotate burger
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burger_transform.rotate_y(time.delta_secs());
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// Show/hide based on inventory
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*burger_vis = if player_data.holding == Item::Burger {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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fn customer_serve(
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mut customer: Query<(&mut Customer, &mut MoveTarget, &Transform)>,
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mut player: Query<(&mut Player, &Transform)>,
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) {
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let Ok((mut player_data, player_transform)) = player.single_mut() else {
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return;
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};
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if player_data.holding == Item::None {
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return;
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}
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for (mut customer_data, mut customer_target, customer_transform) in customer.iter_mut() {
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if customer_data.served {
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continue;
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}
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if player_data.holding != customer_data.order {
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continue;
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}
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let distance = player_transform.translation - customer_transform.translation;
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if distance.length() < customer_data.range {
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player_data.holding = Item::None;
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customer_data.served = true;
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customer_target.position = Vec3::new(100.0, 0.0, 0.0);
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}
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}
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}
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55
src/systems/gameplay.rs
Normal file
55
src/systems/gameplay.rs
Normal file
@@ -0,0 +1,55 @@
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use crate::components::*;
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use bevy::prelude::*;
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pub fn fryer_cook(
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mut player: Query<(&mut Player, &Transform)>,
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fryer: Query<(&Fryer, &Transform)>,
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time: Res<Time>,
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) {
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let Ok((mut player_data, player_transform)) = player.single_mut() else {
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return;
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};
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if player_data.holding == Item::Burger {
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return;
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}
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for (fryer, fryer_transform) in fryer.iter() {
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let distance = player_transform.translation - fryer_transform.translation;
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if distance.length() < fryer.range {
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player_data.progress += fryer.speed * time.delta_secs();
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if player_data.progress > 100.0 {
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player_data.holding = Item::Burger;
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println!("YOU HAVE BURGER!!");
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}
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} else {
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player_data.progress = 0.0;
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}
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}
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}
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pub fn customer_serve(
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mut customer: Query<(&mut Customer, &mut MoveTarget, &Transform)>,
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mut player: Query<(&mut Player, &Transform)>,
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) {
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let Ok((mut player_data, player_transform)) = player.single_mut() else {
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return;
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};
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if player_data.holding == Item::None {
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return;
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}
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for (mut customer_data, mut customer_target, customer_transform) in customer.iter_mut() {
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if customer_data.served {
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continue;
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}
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if player_data.holding != customer_data.order {
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continue;
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}
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let distance = player_transform.translation - customer_transform.translation;
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if distance.length() < customer_data.range {
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player_data.holding = Item::None;
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customer_data.served = true;
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customer_target.position = Vec3::new(100.0, 0.0, 0.0);
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}
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}
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}
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3
src/systems/mod.rs
Normal file
3
src/systems/mod.rs
Normal file
@@ -0,0 +1,3 @@
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pub mod gameplay;
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pub mod movement;
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pub mod setup;
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125
src/systems/movement.rs
Normal file
125
src/systems/movement.rs
Normal file
@@ -0,0 +1,125 @@
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use crate::components::*;
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use bevy::prelude::*;
|
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|
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pub fn handle_click(
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mouse_button: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window>,
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camera_query: Query<(&Camera, &GlobalTransform)>,
|
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mut target_query: Query<&mut MoveTarget, With<Player>>,
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) {
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// Guard clause
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if !mouse_button.just_pressed(MouseButton::Right) {
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return;
|
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}
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let Ok(window) = windows.single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
|
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|
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let Ok((camera, camera_transform)) = camera_query.single() else {
|
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return;
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};
|
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let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
|
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return;
|
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};
|
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|
||||
// check for sky clicks
|
||||
if ray.direction.y > 0.0 {
|
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return;
|
||||
}
|
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|
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// Calculate the distance that the intercept with the ground occurs
|
||||
let t = -ray.origin.y / ray.direction.y;
|
||||
|
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// plug T into our formula
|
||||
let intersection = ray.origin + ray.direction * t;
|
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|
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for mut target in target_query.iter_mut() {
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target.position = intersection;
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}
|
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}
|
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|
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pub fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Unit)>, time: Res<Time>) {
|
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for (mut transform, target, unit) in query.iter_mut() {
|
||||
let adjusted_target = target.position + Vec3::Y * unit.height_offset;
|
||||
let direction = adjusted_target - transform.translation;
|
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let distance = direction.length();
|
||||
|
||||
// stop divide by 0 errors
|
||||
if distance < 0.001 {
|
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continue;
|
||||
}
|
||||
|
||||
let move_amount = unit.move_speed * time.delta_secs();
|
||||
|
||||
// Snap
|
||||
if distance < move_amount {
|
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transform.translation = adjusted_target;
|
||||
} else {
|
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transform.translation += direction.normalize() * move_amount;
|
||||
transform.look_at(adjusted_target, Vec3::Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_progress_bar(
|
||||
player: Query<(&Player, &Transform), Without<ProgressBar>>,
|
||||
mut progress_bar: Query<(&mut Transform, &mut Visibility, &ProgressBar)>,
|
||||
camera: Query<&Transform, (With<Camera3d>, Without<ProgressBar>, Without<Player>)>,
|
||||
) {
|
||||
let Ok((player, player_transform)) = player.single() else {
|
||||
return;
|
||||
};
|
||||
let Ok((mut bar_transform, mut visibility, bar_data)) = progress_bar.single_mut() else {
|
||||
return;
|
||||
};
|
||||
let Ok(camera_transform) = camera.single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let progress_percent = (player.progress / 100.0).clamp(0.0, 1.0);
|
||||
|
||||
// Update above player
|
||||
bar_transform.translation = player_transform.translation + Vec3::Y * bar_data.player_height;
|
||||
|
||||
// Billboard effect
|
||||
let to_camera = (camera_transform.translation - bar_transform.translation).normalize();
|
||||
let angle = to_camera.z.atan2(to_camera.x);
|
||||
bar_transform.rotation = Quat::from_rotation_y(angle + std::f32::consts::FRAC_PI_2);
|
||||
|
||||
bar_transform.scale.x = bar_data.width * progress_percent;
|
||||
|
||||
if progress_percent == 0.0 || progress_percent == 1.0 {
|
||||
*visibility = Visibility::Hidden;
|
||||
} else {
|
||||
*visibility = Visibility::Visible;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_burger_indicators(
|
||||
player: Query<&Player>,
|
||||
mut burger: Query<(&mut Visibility, &mut Transform), With<PlayerBurgerIndicator>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let Ok(player_data) = player.single() else {
|
||||
return;
|
||||
};
|
||||
let Ok((mut burger_vis, mut burger_transform)) = burger.single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Rotate burger
|
||||
burger_transform.rotate_y(time.delta_secs());
|
||||
|
||||
// Show/hide based on inventory
|
||||
*burger_vis = if player_data.holding == Item::Burger {
|
||||
Visibility::Visible
|
||||
} else {
|
||||
Visibility::Hidden
|
||||
};
|
||||
}
|
||||
114
src/systems/setup.rs
Normal file
114
src/systems/setup.rs
Normal file
@@ -0,0 +1,114 @@
|
||||
use crate::components::*;
|
||||
use bevy::{light::NotShadowCaster, prelude::*};
|
||||
|
||||
pub fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
// Camera
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 25.0, -25.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// Light
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: Color::WHITE,
|
||||
brightness: 200.0, // Subtle fill light so shadows aren't pitch black
|
||||
..default()
|
||||
});
|
||||
|
||||
commands.spawn((
|
||||
DirectionalLight {
|
||||
illuminance: 1000.0,
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
Transform::from_rotation(Quat::from_euler(
|
||||
EulerRot::XYZ,
|
||||
-0.8, // Pitch down (looking down at scene)
|
||||
0.5, // Yaw (angle from side)
|
||||
0.0, // Roll (no rotation)
|
||||
)),
|
||||
));
|
||||
|
||||
// Plane
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(50.0)))),
|
||||
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
||||
));
|
||||
|
||||
// Fryer
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Cuboid::new(2.0, 1.75, 2.0))),
|
||||
Transform::from_xyz(-10.0, 0.875, 0.0),
|
||||
MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
|
||||
Fryer {
|
||||
range: 3.0,
|
||||
speed: 50.0,
|
||||
},
|
||||
));
|
||||
|
||||
// Front Counter
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Cuboid::new(2.0, 1.5, 10.0))),
|
||||
Transform::from_xyz(10.0, 0.75, 0.0),
|
||||
MeshMaterial3d(materials.add(Color::srgb(0.7, 0.7, 0.7))),
|
||||
));
|
||||
|
||||
// Player
|
||||
commands.spawn((
|
||||
SceneRoot(asset_server.load("models/employee.glb#Scene0")),
|
||||
Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
|
||||
Unit {
|
||||
move_speed: 10.0,
|
||||
height_offset: 1.5,
|
||||
},
|
||||
Player {
|
||||
holding: Item::None,
|
||||
progress: 0.0,
|
||||
},
|
||||
MoveTarget {
|
||||
position: Vec3::new(0.0, 0.0, 0.0),
|
||||
},
|
||||
// Burger indicator
|
||||
children![(
|
||||
SceneRoot(asset_server.load("models/burger.glb#Scene0")),
|
||||
Transform::from_xyz(0.0, 7.1, 0.0).with_scale(Vec3::splat(0.9)),
|
||||
Visibility::Hidden,
|
||||
PlayerBurgerIndicator,
|
||||
)],
|
||||
));
|
||||
|
||||
// ProgressBar
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Cuboid::new(4.0, 0.5, 0.1))),
|
||||
MeshMaterial3d(materials.add(Color::srgb(0.0, 1.0, 0.0))),
|
||||
Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
ProgressBar {
|
||||
width: 1.0,
|
||||
player_height: 4.0,
|
||||
},
|
||||
NotShadowCaster,
|
||||
));
|
||||
|
||||
// Customer
|
||||
commands.spawn((
|
||||
SceneRoot(asset_server.load("models/customer.glb#Scene0")),
|
||||
Transform::from_xyz(20.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
|
||||
Unit {
|
||||
move_speed: 5.0,
|
||||
height_offset: 1.5,
|
||||
},
|
||||
Customer {
|
||||
order: Item::Burger,
|
||||
served: false,
|
||||
range: 4.0,
|
||||
},
|
||||
MoveTarget {
|
||||
position: Vec3::new(12.0, 0.0, 0.0),
|
||||
},
|
||||
));
|
||||
}
|
||||
Reference in New Issue
Block a user