bevy-jam-6/src/main.rs
RobertoMaurizzi 495556500f
Some checks are pending
CI / Format (push) Waiting to run
CI / Docs (push) Waiting to run
CI / Clippy lints (push) Waiting to run
CI / Bevy lints (push) Waiting to run
CI / Tests (push) Waiting to run
CI / Check web (push) Waiting to run
first committ, still fighting with... a lot! 😅
2025-07-06 22:14:17 +08:00

126 lines
3.9 KiB
Rust

// Support configuring Bevy lints within code.
#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]
// Disable console on Windows for non-dev builds.
#![cfg_attr(not(feature = "dev"), windows_subsystem = "windows")]
mod asset_tracking;
mod audio;
mod demo;
#[cfg(feature = "dev")]
mod dev_tools;
mod menus;
mod screens;
mod theme;
use bevy::{asset::AssetMetaCheck, prelude::*, window::PrimaryWindow};
fn main() -> AppExit {
App::new().add_plugins(AppPlugin).run()
}
pub struct AppPlugin;
impl Plugin for AppPlugin {
fn build(&self, app: &mut App) {
// Add Bevy plugins.
app.add_plugins(
DefaultPlugins
.set(AssetPlugin {
// Wasm builds will check for meta files (that don't exist) if this isn't set.
// This causes errors and even panics on web build on itch.
// See https://github.com/bevyengine/bevy_github_ci_template/issues/48.
meta_check: AssetMetaCheck::Never,
..default()
})
.set(WindowPlugin {
primary_window: Window {
title: "Chain Reaction Collapse".to_string(),
fit_canvas_to_parent: true,
..default()
}
.into(),
..default()
}),
);
// Add other plugins.
app.add_plugins((
asset_tracking::plugin,
audio::plugin,
demo::plugin,
#[cfg(feature = "dev")]
dev_tools::plugin,
menus::plugin,
screens::plugin,
theme::plugin,
));
// Order new `AppSystems` variants by adding them here:
app.configure_sets(
Update,
(
AppSystems::TickTimers,
AppSystems::RecordInput,
AppSystems::Update,
)
.chain(),
);
// Set up the `Pause` state.
app.init_state::<Pause>();
app.configure_sets(Update, PausableSystems.run_if(in_state(Pause(false))));
// Spawn the main camera.
app.add_systems(Startup, spawn_camera);
}
}
/// High-level groupings of systems for the app in the `Update` schedule.
/// When adding a new variant, make sure to order it in the `configure_sets`
/// call above.
#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]
enum AppSystems {
/// Tick timers.
TickTimers,
/// Record player input.
RecordInput,
/// Do everything else (consider splitting this into further variants).
Update,
}
/// Whether or not the game is paused.
#[derive(States, Copy, Clone, Eq, PartialEq, Hash, Debug, Default)]
#[states(scoped_entities)]
struct Pause(pub bool);
/// A system set for systems that shouldn't run while the game is paused.
#[derive(SystemSet, Copy, Clone, Eq, PartialEq, Hash, Debug)]
struct PausableSystems;
// fn apply_screen_wrap(
// window: Single<&Window, With<PrimaryWindow>>,
// mut wrap_query: Query<&mut Transform, With<ScreenWrap>>,
// ) {
// let size = window.size() + 256.0;
// let half_size = size / 2.0;
// for mut transform in &mut wrap_query {
// let position = transform.translation.xy();
// let wrapped = (position + half_size).rem_euclid(size) - half_size;
// transform.translation = wrapped.extend(transform.translation.z);
// }
// }
fn spawn_camera(mut commands: Commands, window: Single<&Window, With<PrimaryWindow>>) {
let half_size = window.size() / 2.0;
commands.spawn((
Name::new("Camera"),
Camera2d,
Projection::Orthographic(OrthographicProjection {
scale: 0.5,
..OrthographicProjection::default_2d()
}),
// FIXME: what do I need to transform the camera for?
// Transform::from_xyz(-half_size.x, half_size.y, 0.0),
));
}