From 666df8f892eb8122304f03dda3e9e67c735de78a Mon Sep 17 00:00:00 2001 From: Gabriel Kaszewski Date: Sun, 4 Jan 2026 04:42:43 +0100 Subject: [PATCH] feat: Implement background shader and visual effects - Added a new WGSL shader for background rendering with volumetric fog effects. - Created components for game entities including Circle, Velocity, Explosion, and ChainReaction. - Introduced game state management with GameState enum and LevelState resource. - Implemented event system for explosion requests and circle destruction notifications. - Developed plugins for game logic, input handling, movement, reactions, scoring, and UI. - Configured game settings through GameConfig resource with adjustable parameters. - Enhanced UI with configuration options and game over screens. - Integrated spatial grid for efficient collision detection and explosion handling. --- .cargo/config.toml | 2 + .gitignore | 1 + Cargo.lock | 5504 ++++++++++++++++++++++++++++++++ Cargo.toml | 37 + GDD.md | 86 + LICENSE | 21 + README.md | 113 + assets/shaders/background.wgsl | 169 + src/components.rs | 127 + src/events.rs | 11 + src/lib.rs | 3 + src/main.rs | 6 + src/plugins/background.rs | 79 + src/plugins/game.rs | 94 + src/plugins/input.rs | 66 + src/plugins/mod.rs | 7 + src/plugins/movement.rs | 56 + src/plugins/reaction.rs | 195 ++ src/plugins/score.rs | 85 + src/plugins/ui.rs | 448 +++ 20 files changed, 7110 insertions(+) create mode 100644 .cargo/config.toml create mode 100644 .gitignore create mode 100644 Cargo.lock create mode 100644 Cargo.toml create mode 100644 GDD.md create mode 100644 LICENSE create mode 100644 README.md create mode 100644 assets/shaders/background.wgsl create mode 100644 src/components.rs create mode 100644 src/events.rs create mode 100644 src/lib.rs create mode 100644 src/main.rs create mode 100644 src/plugins/background.rs create mode 100644 src/plugins/game.rs create mode 100644 src/plugins/input.rs create mode 100644 src/plugins/mod.rs create mode 100644 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Enable a large amount of optimization in the dev profile for dependencies. +[profile.dev.package."*"] +opt-level = 3 + +# Enable more optimization in the release profile at the cost of compile time. +[profile.release] +# Compile the entire crate as one unit. +# Slows compile times, marginal improvements. +codegen-units = 1 +# Do a second optimization pass over the entire program, including dependencies. +# Slows compile times, marginal improvements. +lto = "thin" + +# Optimize for size in the wasm-release profile to reduce load times and bandwidth usage on web. +[profile.wasm-release] +# Default to release profile values. +inherits = "release" +# Optimize with size in mind (also try "z", sometimes it is better). +# Slightly slows compile times, great improvements to file size and runtime performance. +opt-level = "s" +# Strip all debugging information from the binary to slightly reduce file size. +strip = "debuginfo" diff --git a/GDD.md b/GDD.md new file mode 100644 index 0000000..0ef0270 --- /dev/null +++ b/GDD.md @@ -0,0 +1,86 @@ +## **Chain Reaction - Game Design Document** + +### **Core Concept** + +Players click once to create a static explosion that destroys floating circles. The goal is to clear the screen with one strategic click, triggering chain reactions of destruction. + +### **Gameplay Mechanics** + +**Primary Mechanic**: + +- Click anywhere to create explosion at position +- Explosions destroy circles within radius +- Destroyed circles trigger secondary explosions (chain reaction) +- Game ends when all circles are destroyed or time expires + +**Circle Properties**: + +- Random radii (10-50px) +- Random alpha transparency (0.3-1.0) +- Random colors (pastel palette) +- Physics: Smooth movement, collision detection + +**Explosion Mechanics**: + +- Static explosion at click position +- Explosion radius = 100px (tunable) +- Chain reaction: Destroyed circles explode after 0.1s delay +- Secondary explosions have 50% smaller radius + +### **Core Loop** + +**30-second gameplay cycle**: + +- Start with 20-30 circles +- Player clicks strategically to create chain reactions +- Game ends when all circles destroyed OR time runs out (30 seconds) +- Win condition: Clear screen before time expires + +### **Scoring System** + +- Points = circles destroyed × multiplier +- Multiplier increases with consecutive chain reactions (1x, 2x, 4x, 8x...) +- Bonus points for clearing all circles in single click + +### **Visual Design** + +**Art Style**: Minimalist circles with: + +- Pastel color palette (blues, purples, pinks) +- Alpha transparency (0.3-1.0) +- Smooth movement animations +- Particle effects on destruction + +**UI Elements**: + +- Score display +- Timer countdown +- "Chain Reaction" indicator +- Restart button + +### **Technical Requirements** + +**Spatial Partitioning**: Grid-based system for efficient collision detection +**Performance**: Handle 500+ circles with 60fps target +**Physics**: Smooth movement, realistic collision response + +### **Game States** + +1. **Menu**: Start screen, instructions, high score +2. **Playing**: Main gameplay loop +3. **GameOver**: Score display, restart option + +### **Implementation Roadmap** + +1. Basic window + circle generation (5min) +2. Click detection + explosion mechanics (10min) +3. Chain reaction logic + destruction system (15min) +4. Scoring + game states (10min) +5. Polish + optimization (20min) + +### **Optional Enhancements** + +- Power-ups (larger explosions, slower circles) +- Different circle types (fast/slow, larger/smaller) +- Time pressure mechanic +- High score system with local persistence diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..31bafd2 --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2026 Gabriel Kaszewski + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/README.md b/README.md new file mode 100644 index 0000000..0c0865b --- /dev/null +++ b/README.md @@ -0,0 +1,113 @@ +# Chain Reaction + +A minimalist physics-based puzzle game where strategic clicks create explosive chain reactions. Clear the screen with one perfect click! + +![License](https://img.shields.io/badge/license-MIT-blue.svg) + +## About + +Chain Reaction is a fast-paced arcade game built with Rust and Bevy. Players must strategically place a single explosion to destroy floating circles, triggering chain reactions that clear the entire screen. Each game is a 30-second challenge to maximize your score through clever positioning and timing. + +## Features + +- **One-Click Gameplay**: Simple to learn, challenging to master +- **Chain Reaction Mechanics**: Destroyed circles trigger secondary explosions +- **Dynamic Scoring**: Multiplier system rewards consecutive chain reactions +- **Minimalist Design**: Beautiful pastel color palette with smooth animations +- **Physics Simulation**: Realistic circle movement and collision detection +- **Performance Optimized**: Handles 500+ circles at 60fps + +## Getting Started + +### Prerequisites + +- [Rust](https://rustup.rs/) (1.70.0 or later) +- Cargo (comes with Rust) + +### Installation + +```bash +# Clone the repository +git clone https://github.com/yourusername/chain-reaction.git +cd chain-reaction + +# Build and run +cargo run --release +``` + +### Development Build + +```bash +# Run in debug mode with faster compile times +cargo run +``` + +## How to Play + +1. **Objective**: Clear all circles from the screen before time runs out (30 seconds) +2. **Click** anywhere to create an explosion +3. **Strategy**: Position your click to maximize the chain reaction +4. **Scoring**: + - Base points for each destroyed circle + - Multiplier increases with consecutive chain reactions (1x → 2x → 4x → 8x...) + - Bonus points for clearing all circles in a single click + +### Controls + +- **Left Mouse Button**: Create explosion + +## Game Mechanics + +### Circles + +- Random sizes (10-50px radius) +- Pastel color palette +- Variable transparency (0.3-1.0) +- Smooth physics-based movement + +### Explosions + +- Initial explosion radius: 100px +- Chain reaction delay: 0.1s +- Secondary explosions: 50% smaller radius +- Cascading destruction creates satisfying combos + +## Technical Details + +**Built With:** + +- [Rust](https://www.rust-lang.org/) - Systems programming language +- [Bevy](https://bevyengine.org/) - Data-driven game engine +- Spatial partitioning for efficient collision detection + +## Roadmap + +See [GDD.md](GDD.md) for the complete game design document. + +### Potential Enhancements + +- [ ] Power-ups (larger explosions, time freeze) +- [ ] Different circle types (fast/slow, bonus circles) +- [ ] High score persistence +- [ ] Multiple difficulty levels +- [ ] Sound effects and music + +## Contributing + +Contributions are welcome! Feel free to: + +- Report bugs +- Suggest new features +- Submit pull requests + +## License + +See [LICENSE](LICENSE) for details. + +## Acknowledgments + +- Built with [Bevy Engine](https://bevyengine.org/) + +--- + +**Enjoy creating explosive chain reactions!** diff --git a/assets/shaders/background.wgsl b/assets/shaders/background.wgsl new file mode 100644 index 0000000..e9be0fe --- /dev/null +++ b/assets/shaders/background.wgsl @@ -0,0 +1,169 @@ +#import bevy_sprite::mesh2d_view_bindings::globals + +struct BackgroundMaterial { + resolution: vec2, + time_offset: f32, +} + +@group(2) @binding(0) var material: BackgroundMaterial; + +// --- CONFIGURATION --- +const RAYS_COUNT: i32 = 32; // Increase to 64 if on PC for smoother quality +const RENDER_DISTANCE: f32 = 5.0; // How far rays travel +const NEAR_PLANE: f32 = 1.5; // Higher = Zoomed in (Less "Fisheye/Disco") +const ROTATION_SPEED: f32 = 0.1; +const JITTERING: f32 = 0.05; + +// Colors +const COLOR1: vec3 = vec3(0.1, 0.0, 0.3); // Deep Nebula Purple +const COLOR2: vec3 = vec3(0.8, 0.2, 0.5); // Hot Pink Highlights + +// --- NOISE FUNCTIONS --- +fn hash(v: vec3) -> f32 { + return fract(sin(dot(v, vec3(11.51721, 67.12511, 9.7561))) * 1551.4172); +} + +fn getNoiseFromVec3(v: vec3) -> f32 { + let rootV = floor(v); + let f = smoothstep(vec3(0.0), vec3(1.0), fract(v)); + + let n000 = hash(rootV); + let n001 = hash(rootV + vec3(0.0, 0.0, 1.0)); + let n010 = hash(rootV + vec3(0.0, 1.0, 0.0)); + let n011 = hash(rootV + vec3(0.0, 1.0, 1.0)); + let n100 = hash(rootV + vec3(1.0, 0.0, 0.0)); + let n101 = hash(rootV + vec3(1.0, 0.0, 1.0)); + let n110 = hash(rootV + vec3(1.0, 1.0, 0.0)); + let n111 = hash(rootV + vec3(1.0, 1.0, 1.0)); + + let n = mix(vec4(n000, n010, n100, n110), vec4(n001, n011, n101, n111), f.z); + let n_xy = mix(vec2(n.x, n.z), vec2(n.y, n.w), f.y); + return mix(n_xy.x, n_xy.y, f.x); +} + +fn volumetricFog(v: vec3, noiseMod: f32) -> f32 { + var noise: f32 = 0.0; + var alpha: f32 = 1.0; + var point: vec3 = v; + + // 5 Octaves of noise + for(var i: i32 = 0; i < 5; i++) { + noise += getNoiseFromVec3(point) * alpha; + point *= 2.0; + alpha *= 0.5; + } + + noise *= 0.575; + + // Add time-based movement to edges + let edge = 0.1 + getNoiseFromVec3(v * 0.5 + vec3(globals.time * 0.03)) * 0.8; + + // Apply "Beat" modulation (noiseMod) + let modNoise = (0.5 - abs(edge * (1.0 + noiseMod * 0.05) - noise)) * 2.0; + + // Contrast Curve + return (smoothstep(0.0, 0.9, modNoise * modNoise) + (1.0 - smoothstep(1.3, 0.6, modNoise))) * 0.2; +} + +fn fogMarch(rayStart: vec3, rayDirection: vec3, disMod: f32) -> vec3 { + var stepLength = RENDER_DISTANCE / f32(RAYS_COUNT); + var fog = vec3(0.0); + var point = rayStart; + + for(var i: i32 = 0; i < RAYS_COUNT; i++) { + point += rayDirection * stepLength; + fog += volumetricFog(point, disMod) + * mix(COLOR1, COLOR2 * (1.0 + disMod * 0.5), getNoiseFromVec3((point + vec3(12.51, 52.167, 1.146)) * 0.5)) + * getNoiseFromVec3(point * 0.2 + 20.0) * 2.0; // "Holes" in fog + stepLength *= 1.05; // Exponential step (fewer samples close up) + } + + // "Dither" the end result by the far-plane noise to hide banding + let farNoise = pow(getNoiseFromVec3((rayStart + rayDirection * RENDER_DISTANCE)), 2.0); + fog = (fog / f32(RAYS_COUNT)) * (farNoise * 3.0 + disMod * 0.5); + + return fog; +} + +@fragment +fn fragment( + @builtin(position) position: vec4, + @location(0) uv: vec2, +) -> @location(0) vec4 { + let time = globals.time + material.time_offset; + + // 1. Aspect Ratio Correction + // Map UVs from 0..1 to -1..1 + let centered = (uv - 0.5) * 2.0; + // Fix aspect ratio by scaling Y (Width is dominant) + let aspect_y = material.resolution.y / material.resolution.x; + let final_uv = vec2(centered.x, centered.y * aspect_y); + + // 2. Camera Rotation Angles + let angleY = sin(time * ROTATION_SPEED * 2.0); + let angleX = cos(time * 0.712 * ROTATION_SPEED); + let angleZ = sin(time * 1.779 * ROTATION_SPEED); + + // 3. Rotation Matrices - COPIED EXACTLY FROM ORIGINAL GLSL + // The original author used a non-standard axis alignment (sin on diagonal). + // We construct these column-by-column to match GLSL memory layout. + + // GLSL: mat3(1, 0, 0, 0, sin, cos, 0, -cos, sin) + let rotX = mat3x3( + vec3(1.0, 0.0, 0.0), // Col 0 + vec3(0.0, sin(angleX), cos(angleX)), // Col 1 + vec3(0.0, -cos(angleX), sin(angleX)) // Col 2 + ); + + // GLSL: mat3(sin, cos, 0, -cos, sin, 0, 0, 0, 1) + let rotZ = mat3x3( + vec3(sin(angleZ), cos(angleZ), 0.0), // Col 0 + vec3(-cos(angleZ), sin(angleZ), 0.0), // Col 1 + vec3(0.0, 0.0, 1.0) // Col 2 + ); + + // GLSL: mat3(sin, 0, cos, 0, 1, 0, -cos, 0, sin) + let rotY = mat3x3( + vec3(sin(angleY), 0.0, -cos(angleY)), // Col 0 + vec3(0.0, 1.0, 0.0), // Col 1 + vec3(cos(angleY), 0.0, sin(angleY)) // Col 2 + ); + + // 4. Ray Construction + // Combine rotations + let rotation = rotY * rotZ * rotX; + + // Forward movement (breathing effect) + let near_plane_mod = NEAR_PLANE * (1.0 + sin(time * 0.2) * 0.4); + + // Original Vector: X=Right, Y=Forward (Depth), Z=Vertical + let ray_dir_local = normalize(vec3(final_uv.x, near_plane_mod, final_uv.y)); + + // Apply Rotation + let rayDirection = rotation * ray_dir_local; + + // 5. Camera Position + let cameraCenter = vec3( + sin(time * 0.2) * 10.0, + time * 0.2 * 10.0, + cos(time * 0.78 * 0.2 + 2.14) * 10.0 + ); + + // 6. Ray Start with Jitter + let jitter = (hash(vec3(final_uv + 4.0, fract(time) + 2.0)) - 0.5) * JITTERING; + let rayStart = cameraCenter + rayDirection * jitter; + + // 7. Render + // Fake "Audio Reactivity" using sine wave + let beat = smoothstep(0.6, 0.9, pow(sin(time * 4.0) * 0.5 + 0.5, 2.0) * 0.06); + var fog = fogMarch(rayStart, rayDirection, beat); + + // Post-Process + fog *= 2.5 * 1.2; // Brightness + fog += 0.07 * mix(COLOR1, COLOR2, 0.5); // Base Color + + // Tone mapping to prevent burnout + fog = sqrt(smoothstep(vec3(0.0), vec3(1.5), fog)); + + return vec4(fog, 1.0); +} \ No newline at end of file diff --git a/src/components.rs b/src/components.rs new file mode 100644 index 0000000..501ca47 --- /dev/null +++ b/src/components.rs @@ -0,0 +1,127 @@ +use bevy::{platform::collections::HashMap, prelude::*}; + +#[derive(Component)] +pub struct Circle { + pub radius: f32, +} + +#[derive(Component)] +pub struct Velocity(pub Vec2); + +#[derive(Component)] +pub struct Explosion { + pub timer: Timer, + pub radius: f32, +} + +#[derive(Component)] +pub struct ChainReaction { + pub delay: Timer, + pub next_radius: f32, +} + +#[derive(Resource)] +pub struct Score { + pub total: u32, + pub multiplier: u32, + pub combo_timer: Timer, +} + +#[derive(States, Default, Clone, PartialEq, Eq, Hash, Debug)] +pub enum GameState { + #[default] + Menu, + Playing, + GameOver, +} + +#[derive(Resource, Default)] +pub struct SpatialGrid { + pub cells: HashMap>, + pub cell_size: f32, +} + +impl SpatialGrid { + pub fn pos_to_cell(&self, pos: Vec2) -> IVec2 { + IVec2::new( + (pos.x / self.cell_size).floor() as i32, + (pos.y / self.cell_size).floor() as i32, + ) + } + + pub fn clear(&mut self) { + self.cells.clear(); + } +} + +#[derive(Component)] +pub struct MainCamera; + +#[derive(Resource, Clone, Reflect)] +#[reflect(Resource)] +pub struct GameConfig { + pub circle_count_min: u32, + pub circle_count_max: u32, + pub circle_radius_min: f32, + pub circle_radius_max: f32, + pub max_velocity: f32, + + pub explosion_radius: f32, + pub explosion_duration: f32, + pub chain_reaction_delay: f32, + pub secondary_explosion_factor: f32, + + pub base_score: u32, + pub combo_window: f32, + + pub cell_size: f32, + pub manual_explosion_limit: u32, +} + +impl Default for GameConfig { + fn default() -> Self { + Self { + circle_count_min: 1000, + circle_count_max: 5000, + circle_radius_min: 10.0, + circle_radius_max: 50.0, + max_velocity: 1000.0, + explosion_radius: 100.0, + explosion_duration: 0.5, + chain_reaction_delay: 0.1, + secondary_explosion_factor: 0.5, + base_score: 10, + combo_window: 0.5, + cell_size: 100.0, + manual_explosion_limit: 1, + } + } +} + +#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)] +pub enum LevelStatus { + #[default] + Playing, + Victory, + Defeat(usize), +} + +#[derive(Resource)] +pub struct LevelState { + pub explosions_left: u32, + pub settle_timer: Timer, + pub status: LevelStatus, +} + +impl Default for LevelState { + fn default() -> Self { + Self { + explosions_left: 1, + settle_timer: Timer::from_seconds(1.25, TimerMode::Once), + status: LevelStatus::Playing, + } + } +} + +#[derive(Component)] +pub struct GameEntity; diff --git a/src/events.rs b/src/events.rs new file mode 100644 index 0000000..096913a --- /dev/null +++ b/src/events.rs @@ -0,0 +1,11 @@ +use bevy::prelude::*; + +#[derive(Event)] +pub struct ExplosionRequest { + pub pos: Vec2, +} + +#[derive(Message)] +pub struct CircleDestroyedMessage { + pub pos: Vec2, +} diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..f22f6a8 --- /dev/null +++ b/src/lib.rs @@ -0,0 +1,3 @@ +pub mod components; +pub mod events; +pub mod plugins; diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..cf57001 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,6 @@ +use bevy::prelude::*; +use chain_reaction::plugins::game::GamePlugin; + +fn main() { + App::new().add_plugins((DefaultPlugins, GamePlugin)).run(); +} diff --git a/src/plugins/background.rs b/src/plugins/background.rs new file mode 100644 index 0000000..e20a905 --- /dev/null +++ b/src/plugins/background.rs @@ -0,0 +1,79 @@ +use bevy::{ + prelude::*, + render::render_resource::AsBindGroup, + shader::ShaderRef, + sprite_render::{Material2d, Material2dPlugin}, + window::{PrimaryWindow, WindowResized}, +}; + +pub struct BackgroundPlugin; + +impl Plugin for BackgroundPlugin { + fn build(&self, app: &mut App) { + app.add_plugins(Material2dPlugin::::default()) + .add_systems(Startup, setup_background) + .add_systems(Update, update_background_size); + } +} + +#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] +struct BackgroundMaterial { + #[uniform(0)] + resolution: Vec2, + #[uniform(0)] + time_offset: f32, +} + +impl Material2d for BackgroundMaterial { + fn fragment_shader() -> ShaderRef { + "shaders/background.wgsl".into() + } +} + +#[derive(Component)] +struct BackgroundMesh; + +fn setup_background( + mut commands: Commands, + mut meshes: ResMut>, + mut materials: ResMut>, + window_q: Single<&Window, With>, +) { + let window = *window_q; + + // Create a quad that fills the screen + // We place it at Z = -100.0 so it is BEHIND everything + commands.spawn(( + Mesh2d(meshes.add(Rectangle::default())), // Unit square, we will scale it + MeshMaterial2d(materials.add(BackgroundMaterial { + resolution: Vec2::new(window.width(), window.height()), + time_offset: 0.0, + })), + Transform::from_xyz(0.0, 0.0, -100.0).with_scale(Vec3::new( + window.width(), + window.height(), + 1.0, + )), + BackgroundMesh, + )); +} + +// Keep the background filling the screen if window resizes +fn update_background_size( + mut events: MessageReader, + mut mesh_q: Query<(&mut Transform, &MeshMaterial2d), With>, + mut materials: ResMut>, +) { + for event in events.read() { + for (mut transform, mat_handle) in mesh_q.iter_mut() { + // 1. Resize Mesh + transform.scale.x = event.width; + transform.scale.y = event.height; + + // 2. Update Shader Resolution Uniform + if let Some(material) = materials.get_mut(mat_handle) { + material.resolution = Vec2::new(event.width, event.height); + } + } + } +} diff --git a/src/plugins/game.rs b/src/plugins/game.rs new file mode 100644 index 0000000..9984224 --- /dev/null +++ b/src/plugins/game.rs @@ -0,0 +1,94 @@ +use bevy::{prelude::*, window::PrimaryWindow}; +use rand::Rng; + +use crate::{ + components::{ + Circle as CircleComponent, GameConfig, GameEntity, GameState, LevelState, LevelStatus, + MainCamera, Velocity, + }, + plugins::{ + input::GameInputPlugin, movement::MovementPlugin, reaction::ReactionPlugin, + score::ScorePlugin, ui::UiPlugin, + }, +}; + +pub struct GamePlugin; + +impl Plugin for GamePlugin { + fn build(&self, app: &mut App) { + app.init_resource::() + .init_resource::() + .insert_state(GameState::Menu) + .add_plugins(( + GameInputPlugin, + MovementPlugin, + ScorePlugin, + ReactionPlugin, + UiPlugin, + )) + .add_systems(Startup, setup) + .add_systems( + OnEnter(GameState::Playing), + (spawn_circles, reset_level_state), + ) + .add_systems(OnExit(GameState::GameOver), cleanup_system) + .add_systems(OnExit(GameState::Menu), cleanup_system) + .add_systems(OnExit(GameState::Playing), cleanup_system); + } +} + +fn setup(mut commands: Commands) { + commands.spawn((Camera2d::default(), MainCamera)); +} + +fn spawn_circles( + mut commands: Commands, + mut meshes: ResMut>, + mut materials: ResMut>, + window_q: Single<&Window, With>, + config: Res, +) { + let window = *window_q; + let mut rng = rand::rng(); + + let count = rng.random_range(config.circle_count_min..=config.circle_count_max); + let base_circle_mesh = meshes.add(bevy::prelude::Circle::new(1.0)); + + for _ in 0..count { + let radius = rng.random_range(config.circle_radius_min..=config.circle_radius_max); + + let max_x = window.width() / 2.0 - radius; + let max_y = window.height() / 2.0 - radius; + let x = rng.random_range(-max_x..=max_x); + let y = rng.random_range(-max_y..=max_y); + + let hue = rng.random_range(0.0..360.0); + let color = Color::hsla(hue, 0.7, 0.8, rng.random_range(0.3..=1.0)); + + let velocity = Vec2::new( + rng.random_range(-config.max_velocity..=config.max_velocity), + rng.random_range(-config.max_velocity..=config.max_velocity), + ); + + commands.spawn(( + CircleComponent { radius }, + Velocity(velocity), + Mesh2d(base_circle_mesh.clone()), + MeshMaterial2d(materials.add(ColorMaterial::from(color))), + Transform::from_xyz(x, y, 0.0).with_scale(Vec3::splat(radius)), + GameEntity, + )); + } +} + +fn reset_level_state(mut level_state: ResMut, config: Res) { + level_state.explosions_left = config.manual_explosion_limit; + level_state.settle_timer.reset(); + level_state.status = LevelStatus::Playing; +} + +fn cleanup_system(mut commands: Commands, query: Query>) { + for entity in query.iter() { + commands.entity(entity).despawn(); + } +} diff --git a/src/plugins/input.rs b/src/plugins/input.rs new file mode 100644 index 0000000..a2499f9 --- /dev/null +++ b/src/plugins/input.rs @@ -0,0 +1,66 @@ +use bevy::{prelude::*, window::PrimaryWindow}; + +use crate::{ + components::{GameState, MainCamera}, + events::ExplosionRequest, +}; + +pub struct GameInputPlugin; + +impl Plugin for GameInputPlugin { + fn build(&self, app: &mut App) { + app.add_systems( + PostUpdate, + (mouse_input, touch_input).run_if(in_state(GameState::Playing)), + ); + } +} + +fn mouse_input( + mut commands: Commands, + mouse: Res>, + q_window: Single<&Window, With>, + q_camera: Single<(&Camera, &GlobalTransform), With>, +) { + let (camera, camera_transform) = *q_camera; + + let window = *q_window; + + if mouse.just_pressed(MouseButton::Left) { + if let Some(world_position) = window + .cursor_position() + .and_then(|cursor| Some(camera.viewport_to_world(camera_transform, cursor))) + .map(|ray_result| { + let ray = ray_result.unwrap(); + ray.origin.truncate() + }) + { + commands.trigger(ExplosionRequest { + pos: world_position, + }); + } + } +} + +fn touch_input( + mut commands: Commands, + touches: Res, + q_camera: Single<(&Camera, &GlobalTransform), With>, +) { + let (camera, camera_transform) = *q_camera; + + for touch in touches.iter_just_pressed() { + let position = touch.position(); + + let world_position = camera + .viewport_to_world(camera_transform, position) + .map(|ray| ray.origin.truncate()); + + match world_position { + Ok(pos) => { + commands.trigger(ExplosionRequest { pos }); + } + Err(_) => {} + } + } +} diff --git a/src/plugins/mod.rs b/src/plugins/mod.rs new file mode 100644 index 0000000..73f7fc1 --- /dev/null +++ b/src/plugins/mod.rs @@ -0,0 +1,7 @@ +pub mod background; +pub mod game; +pub mod input; +pub mod movement; +pub mod reaction; +pub mod score; +pub mod ui; diff --git a/src/plugins/movement.rs b/src/plugins/movement.rs new file mode 100644 index 0000000..d960dc0 --- /dev/null +++ b/src/plugins/movement.rs @@ -0,0 +1,56 @@ +use bevy::{prelude::*, window::PrimaryWindow}; + +use crate::components::{Circle, GameState, Velocity}; + +pub struct MovementPlugin; + +impl Plugin for MovementPlugin { + fn build(&self, app: &mut App) { + app.add_systems( + Update, + (apply_velocity, screen_bounce).run_if(in_state(GameState::Playing)), + ); + } +} + +fn apply_velocity(mut query: Query<(&mut Transform, &Velocity), With>, time: Res