Arcade-like board.

Defenetly will rewrite the way how board is renders
This commit is contained in:
dan63047 2023-11-24 00:10:09 +03:00
parent dca0bb10be
commit 5c1f814cbb
8 changed files with 136 additions and 68 deletions

BIN
assets/board.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 234 KiB

BIN
assets/border.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 MiB

BIN
board.xcf Normal file

Binary file not shown.

BIN
border.xcf Normal file

Binary file not shown.

View File

@ -9,6 +9,9 @@ pub struct HUD {}
#[derive(Component)]
pub struct LockDelayText {}
#[derive(Component)]
pub struct UImino {}
#[derive(Component, Clone, Copy)]
pub struct Mino{
pub color: Color

View File

@ -24,6 +24,8 @@ impl Plugin for UBSGEngine{
add_systems(FixedUpdate, gameloop.run_if(in_state(GameStates::Gameplay)).run_if(in_state(GameloopStates::Falling))).
add_systems(OnEnter(GameloopStates::AfterLocking), after_locking_routine).
add_systems(OnEnter(GameloopStates::Spawn), spawn_routine).
add_systems(OnEnter(GameStates::Gameplay), draw_next).
add_systems(OnExit(GameloopStates::Spawn), draw_next).
add_systems(Update, draw_board.run_if(in_state(GameStates::Gameplay))).
add_systems(Update, receive_input_on_game_over.run_if(in_state(GameStates::GameOver)));
}

View File

@ -1,8 +1,9 @@
use super::{resources::Engine, rotation_systems::LockDelayMode, GameStates, GameloopStates, randomizers::*};
use crate::engine::components::*;
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
use bevy::{prelude::*, sprite::MaterialMesh2dBundle, render::view::ColorGrading};
const MINO_SIZE: f32 = 20.0;
const SMALL_MINO_SIZE: f32 = 10.0;
pub fn reset_engine(mut commands: Commands){
commands.remove_resource::<Engine>();
@ -17,28 +18,48 @@ pub fn init_engine(
mut old_board: Query<Entity, With<BoardVisual>>,
mut next_state: ResMut<NextState<GameloopStates>>,
mut game_next_state: ResMut<NextState<GameStates>>,
) {
asset_server: Res<AssetServer>,
) { // despawn old board
for board in old_board.iter() {
commands.entity(board).despawn();
}
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes
.add(Mesh::from(shape::Quad {
size: Vec2 {
x: engine.board.width as f32 * MINO_SIZE,
y: engine.board.height as f32 * MINO_SIZE,
},
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::PURPLE)),
transform: Transform::from_xyz(0.0, 0.0, -1.0),
// spawn board
let board = commands.spawn((
SpriteBundle {
transform: Transform{
translation: Vec3 { x: 0.0, y: 0.0, z: -1.0},
rotation: Quat::default(),
scale: Vec3 { x: 0.5, y: 0.5, z: 1. },
},
texture: asset_server.load("border.png"),
sprite: Sprite {
color: Color::Rgba { red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0 },
..default()
},
..default()
},
BoardVisual {},
));
engine.init("ARS", Box::new(TGM::create()));
))
.with_children( |parent| {
parent.spawn((SpriteBundle {
transform: Transform{
translation: Vec3 { x: 0.0, y: 487.0, z: -0.0},
rotation: Quat::default(),
scale: Vec3 { x: 1.0, y: 1.0, z: 1. },
},
texture: asset_server.load("board.png"),
sprite: Sprite {
color: Color::Rgba { red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0 },
..default()
},
..default()
},
BoardVisual{}));
})
.id();
// init engine
engine.init("ARS", Box::new(Bag::create()));
game_next_state.set(GameStates::Gameplay);
next_state.set(GameloopStates::Falling);
}
@ -49,6 +70,7 @@ pub fn draw_board(
all_minos: Query<Entity, With<Mino>>,
asset_server: Res<AssetServer>,
) {
if !engine.is_changed(){return;}
for mino in all_minos.iter() {
commands.entity(mino).despawn();
}
@ -128,47 +150,6 @@ pub fn draw_board(
None => {}
}
// draw next queue
if engine.board.show_next > 0 {
y = 8.0;
let mut drawed = 0;
for mino in &engine.next_queue {
for tile in &engine.rotation_system.pieces[mino.id]
[mino.rotation]
{
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(
11.0 * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
+ MINO_SIZE / 2.0
+ tile.0 as f32 * MINO_SIZE,
y * MINO_SIZE + MINO_SIZE / 2.0 + tile.1 as f32 * MINO_SIZE,
0.0,
),
texture: asset_server.load("default_mino.png"),
sprite: Sprite {
color: engine.rotation_system.colours[mino.id],
custom_size: Some(Vec2 {
x: MINO_SIZE,
y: MINO_SIZE,
}),
..default()
},
..default()
},
Mino {
color: engine.rotation_system.colours[mino.id],
},
));
}
y -= 4.0;
drawed += 1;
if drawed >= engine.board.show_next {
break;
}
}
}
// draw hold
match engine.hold.as_ref() {
Some(piece) => {
@ -176,27 +157,29 @@ pub fn draw_board(
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(
-5.0 * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
0.0 * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
+ MINO_SIZE / 2.0
+ mino.0 as f32 * MINO_SIZE,
-2.0 * MINO_SIZE
+ mino.0 as f32 * SMALL_MINO_SIZE + engine.rotation_system.spawn_offsets[piece.id].0 as f32 * SMALL_MINO_SIZE,
1.0 * MINO_SIZE
+ (engine.board.height as f32) / 2.0 * MINO_SIZE
+ MINO_SIZE / 2.0
+ mino.1 as f32 * MINO_SIZE,
+ mino.1 as f32 * SMALL_MINO_SIZE + engine.rotation_system.spawn_offsets[piece.id].1 as f32 * SMALL_MINO_SIZE,
0.0,
),
texture: asset_server.load("default_mino.png"),
sprite: Sprite {
color: piece.color,
custom_size: Some(Vec2 {
x: MINO_SIZE,
y: MINO_SIZE,
x: SMALL_MINO_SIZE,
y: SMALL_MINO_SIZE,
}),
..default()
},
..default()
},
Mino { color: piece.color },
Mino {
color: engine.rotation_system.colours[piece.id],
},
));
}
}
@ -248,6 +231,82 @@ pub fn draw_board(
}
}
pub fn draw_next(
mut commands: Commands,
engine: Res<Engine>,
all_minos: Query<Entity, With<UImino>>,
asset_server: Res<AssetServer>,
){
for mino in all_minos.iter() {
commands.entity(mino).despawn();
}
let mut y: f32 = 11.0;
let mut x: f32 = 0.0;
// draw next queue
if engine.board.show_next > 0 {
let mut drawed = 0;
for mino in &engine.next_queue {
if drawed == 0 {
for tile in &engine.rotation_system.pieces[mino.id][mino.rotation]
{
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(
(x - 1.5) * MINO_SIZE + tile.0 as f32 * MINO_SIZE + engine.rotation_system.spawn_offsets[mino.id].0 as f32 * SMALL_MINO_SIZE,
y * MINO_SIZE + MINO_SIZE / 2.0 + tile.1 as f32 * MINO_SIZE + engine.rotation_system.spawn_offsets[mino.id].1 as f32 * SMALL_MINO_SIZE,
0.0,
),
texture: asset_server.load("default_mino.png"),
sprite: Sprite {
color: engine.rotation_system.colours[mino.id],
custom_size: Some(Vec2 {
x: MINO_SIZE,
y: MINO_SIZE,
}),
..default()
},
..default()
},
UImino{},
));
}
x += 7.0;
} else{
for tile in &engine.rotation_system.pieces[mino.id][mino.rotation]
{
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(
(x - 1.5) * SMALL_MINO_SIZE + tile.0 as f32 * SMALL_MINO_SIZE,
y * MINO_SIZE + MINO_SIZE / 2.0 + tile.1 as f32 * SMALL_MINO_SIZE,
0.0,
),
texture: asset_server.load("default_mino.png"),
sprite: Sprite {
color: engine.rotation_system.colours[mino.id],
custom_size: Some(Vec2 {
x: SMALL_MINO_SIZE,
y: SMALL_MINO_SIZE,
}),
..default()
},
..default()
},
UImino{},
));
}
x += 5.0;
}
drawed += 1;
if drawed >= engine.board.show_next {
break;
}
}
}
}
pub fn receive_input(
keyboard_input: Res<Input<KeyCode>>,
mut engine: ResMut<Engine>,

View File

@ -1,12 +1,16 @@
mod engine;
use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
use bevy::prelude::*;
use engine::UBSGEngine;
fn main() {
App::new()
.insert_resource(ClearColor(Color::DARK_GRAY))
.add_plugins(DefaultPlugins)
//.insert_resource(ClearColor(Color::DARK_GRAY))
.insert_resource(Msaa::Off)
//.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_plugins(LogDiagnosticsPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin::default())
.add_plugins(UBSGEngine)
.add_systems(Startup, startup)
//.add_systems(Update, gameloop)