Compare commits
2
Commits
| Author | SHA1 | Date | |
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ad0f6bad59 | ||
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afd2647b17 |
@@ -0,0 +1,8 @@
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# for Linux
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[target.x86_64-unknown-linux-gnu]
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linker = "clang"
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rustflags = ["-C", "link-arg=-fuse-ld=lld"]
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# for Windows
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[target.x86_64-pc-windows-msvc]
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linker = "rust-lld.exe"
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Generated
+361
-843
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+12
-8
@@ -4,11 +4,15 @@ version = "0.1.0"
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edition = "2024"
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[dependencies]
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aeronet = "0.19.0"
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aeronet_replicon = { version = "0.19.0", features = ["client", "server"] }
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avian2d = "0.5.0"
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bevy = { version = "0.18.1", features = ["debug"] }
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bevy-inspector-egui = "0.36.0"
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bevy_replicon = "0.38.2"
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component = "0.1.1"
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rust-analyzer = "0.0.1"
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avian2d = "0.6.1"
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bevy = { version = "0.18.0", features = ["dynamic_linking"] }
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# Enable a small amount of optimization in the dev profile.
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[profile.dev]
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opt-level = 1
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# Enable a large amount of optimization in the dev profile for dependencies.
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[profile.dev.package."*"]
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opt-level = 3
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After Width: | Height: | Size: 21 KiB |
@@ -1 +0,0 @@
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/home/mitchell/Pictures/time_travel_logo.png
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@@ -1 +0,0 @@
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/home/mitchell/Pictures/player.png
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Before Width: | Height: | Size: 34 B After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 34 B After Width: | Height: | Size: 16 KiB |
@@ -1,61 +0,0 @@
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struct Material {
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p0: vec2<f32>,
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c0: vec2<f32>,
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c1: vec2<f32>,
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p1: vec2<f32>,
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width: f32,
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color: vec4<f32>,
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};
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@group(2) @binding(0)
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var<uniform> mat: Material;
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fn bezier(p0: vec2<f32>, c0: vec2<f32>, c1: vec2<f32>, p1: vec2<f32>, t: f32) -> vec2<f32> {
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let u = 1.0 - t;
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return
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u*u*u*p0 +
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3.0*u*u*t*c0 +
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3.0*u*t*t*c1 +
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t*t*t*p1;
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}
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fn distance_to_bezier(p: vec2<f32>) -> f32 {
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var min_d = 1e9;
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let steps = 32;
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var prev = mat.p0;
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for (var i = 1; i <= steps; i++) {
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let t = f32(i) / f32(steps);
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let cur = bezier(mat.p0, mat.c0, mat.c1, mat.p1, t);
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// distance to segment
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let v = cur - prev;
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let w = p - prev;
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let t_seg = clamp(dot(w, v) / dot(v, v), 0.0, 1.0);
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let proj = prev + t_seg * v;
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min_d = min(min_d, distance(p, proj));
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prev = cur;
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}
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return min_d;
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}
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@fragment
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fn fragment(
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@location(0) world_pos: vec3<f32>,
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) -> @location(0) vec4<f32> {
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let d = distance_to_bezier(world_pos.xy);
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let half_w = mat.width * 0.5;
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let aa = fwidth(d);
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let alpha = smoothstep(half_w + aa, half_w - aa, d);
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if (alpha <= 0.001) {
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discard;
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}
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return vec4(mat.color.rgb, mat.color.a * alpha);
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}
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@@ -1,29 +0,0 @@
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struct Material {
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color_a: vec4<f32>,
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color_b: vec4<f32>,
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border_color: vec4<f32>,
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time: f32,
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speed: f32,
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border_size: f32,
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};
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@group(2) @binding(0)
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var<uniform> mat: Material;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let uv = in.uv;
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// animate
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let x = uv.x + params.time * params.speed;
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let g = fract(x);
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let fill = mix(params.color_a, params.color_b, g);
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// borders
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let top = step(uv.y, params.border_size);
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let bottom = step(1.0 - params.border_size, uv.y);
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let border_mask = max(top, bottom);
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return mix(fill, params.border_color, border_mask);
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}
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@@ -1,188 +0,0 @@
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const PI: f32 = 3.14159265358979323846264338327950288;
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struct Uniforms {
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/// The size of the canvas
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size: vec2<f32>,
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/// The length of the first horizontal segment
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len_start: f32,
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/// The length of the last horizontal segment
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len_end: f32,
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/// The inner half thickness
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thickness: f32,
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/// The thickness of the border (added to the inner thickness for total thickness)
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border: f32,
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/// Current time
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time: f32,
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/// The period of the pulse effect (in seconds)
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pulse_period: f32,
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/// The speed at which the pulse travels along the path (in units per second)
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pulse_speed: f32,
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/// The width of the pulse effect (in units)
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pulse_width: f32,
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/// The color of the border
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border_color: vec4<f32>,
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/// The color of the base of the track
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color_base: vec4<f32>,
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/// The color of the pulsing
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color_accent: vec4<f32>,
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};
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@group(#{MATERIAL_BIND_GROUP}) @binding(0)
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var<uniform> U: Uniforms;
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// Distance to segment
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fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
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let pa = p - a;
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let ba = b - a;
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let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return length(pa - ba * h);
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}
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fn sdArc(
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p: vec2<f32>,
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c: vec2<f32>,
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r: f32,
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a0: f32,
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a1: f32
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) -> f32 {
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let d = p - c;
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var ang = atan2(d.y, d.x);
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var s = a0;
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var e = a1;
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if (e < s) { e += 2.0 * PI; }
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if (ang < s) { ang += 2.0 * PI; }
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let on_arc = (ang >= s) && (ang <= e);
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let circle = abs(length(d) - r);
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let p0 = c + r * vec2<f32>(cos(s), sin(s));
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let p1 = c + r * vec2<f32>(cos(e), sin(e));
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let ends = min(length(p - p0), length(p - p1));
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return select(ends, circle, on_arc);
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}
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// Compute SDF and normalized distance along path
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fn trackSDF(p: vec2<f32>) -> vec2<f32> {
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let top_offset = U.thickness + U.border;
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let bottom_offset = U.size.y - top_offset;
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let midline = U.size.y / 2.0;
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let drop = midline - top_offset;
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let radius = drop / 2.0;
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// Construct points
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let p0 = vec2<f32>(U.size.x - U.len_start, top_offset);
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let p1 = vec2<f32>(U.size.x - radius, top_offset);
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let arc0_center = vec2<f32>(p1.x, drop / 2.0 + top_offset);
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let p2 = vec2<f32>(p1.x, midline);
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let p3 = vec2<f32>(radius, midline);
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let arc1_center = vec2<f32>(p3.x, drop / 2.0 + midline);
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let p4 = vec2<f32>(radius, bottom_offset);
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let p5 = vec2<f32>(U.len_end, bottom_offset);
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// Total length
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let L0 = length(p1 - p0);
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let L1 = PI * length(p2 - p1);
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let L2 = length(p3 - p2);
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let L3 = PI * length(p4 - p3);
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let L4 = length(p5 - p4);
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let total = L0 + L1 + L2 + L3 + L4;
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var best_d = 1e9;
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var best_t = 0.0;
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// Helper macro-like inline pattern
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// segment i with accumulated offset
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var accum = 0.0;
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// p0->p1
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{
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let d = sdSegment(p, p0, p1);
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let ba = p1 - p0;
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let h = clamp(dot(p - p0, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L0) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L0;
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}
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// ARC p1->p2
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{
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let d = sdArc(p, arc0_center, radius, PI * 3.0 / 2.0, PI / 2.0);
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let ba = p2 - p1;
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let h = clamp(dot(p - p1, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L1) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L1;
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}
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// p2->p3 (full width)
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{
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let d = sdSegment(p, p2, p3);
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let ba = p3 - p2;
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let h = clamp(dot(p - p2, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L2) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L2;
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}
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// ARC p3->p4
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{
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let d = sdArc(p, arc1_center, radius, PI / 2.0, PI * 3.0 / 2.0);
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let ba = p4 - p3;
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let h = clamp(dot(p - p3, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L3) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L3;
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}
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// p4->p5
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{
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let d = sdSegment(p, p4, p5);
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let ba = p5 - p4;
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let h = clamp(dot(p - p4, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L4) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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}
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return vec2<f32>(best_d, best_t);
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}
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@fragment
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fn fs_main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
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let p = frag_coord.xy;
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let res = trackSDF(p);
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let d = res.x;
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let t = res.y;
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// bounces back and forth between 0.0 and 1.0
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let t_wrap = abs(((t + U.time) % 2.0) - 1.0);
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// bounces back and forth between 0.0 and U.pulse_period
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let t_wrap_pulse = abs(((t - U.pulse_speed * U.time) % (U.pulse_period * 2.0)) - U.pulse_period);
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|
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let inner = U.thickness;
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let outer = U.thickness + U.border;
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let aa = 1.0;
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let inner_a = smoothstep(inner + aa, inner - aa, d);
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let outer_a = smoothstep(outer + aa, outer - aa, d);
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let border_mask = clamp(outer_a - inner_a, 0.0, 1.0);
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// let color_mix = smoothstep(-0.1, 0.0, -abs(t - t_wrap_pulse));
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let color_mix = smoothstep(-U.pulse_width, 0.0, -abs(t - t_wrap));
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let inner_color = mix(U.color_base, U.color_accent, color_mix);
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// let inner_color = mix(U.color_base, U.color_accent, d);
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let color = inner_color * inner_a + U.border_color * border_mask;
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let alpha = max(inner_a, outer_a);
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return vec4<f32>(color.rgb, alpha);
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// return vec4<f32>(d / 3000.0, t / 3000.0, 0.0, 1.0);
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// return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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@@ -1,29 +0,0 @@
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struct Uniforms {
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resolution: vec2<f32>, // viewport size (pixels)
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origin: vec2<f32>, // start point (pixels)
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len0: f32, // first horizontal segment (to the right)
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len2: f32, // last horizontal segment (to the right)
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drop: f32, // vertical drop between segments
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thickness: f32, // inner half-width
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border: f32, // border thickness
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border_color: vec4<f32>,
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color_start: vec4<f32>,
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color_end: vec4<f32>,
|
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};
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|
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@group(0) @binding(0)
|
||||
var<uniform> U: Uniforms;
|
||||
|
||||
struct VertexOutput {
|
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>,
|
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};
|
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|
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@fragment
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fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
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let u = clamp(mesh.uv.x, 0.0, 1.0);
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return vec4<f32>(mesh.position.x / 1000.0, mesh.position.y / 1000.0, 0.0, 1.0);
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}
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Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
+24
-9
@@ -1,6 +1,9 @@
|
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use avian2d::{math::*, prelude::*};
|
||||
use bevy::prelude::*;
|
||||
|
||||
|
||||
const PLAYER_SPEED: f32 = 300.0;
|
||||
|
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pub struct CharacterControllerPlugin;
|
||||
|
||||
impl Plugin for CharacterControllerPlugin {
|
||||
@@ -26,6 +29,10 @@ pub struct MaxSpeed(Scalar);
|
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#[derive(Component, Default, Copy, Clone)]
|
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pub struct MaxAcceleration(Scalar);
|
||||
|
||||
/// Whether inputs are enabled for a CharacterController.
|
||||
#[derive(Component, Default, Copy, Clone)]
|
||||
pub struct InputEnabled(pub bool);
|
||||
|
||||
/// A bundle that contains the components needed for a basic
|
||||
/// kinematic character controller.
|
||||
#[derive(Bundle)]
|
||||
@@ -35,16 +42,18 @@ pub struct CharacterControllerBundle {
|
||||
collider: Collider,
|
||||
speed: MaxSpeed,
|
||||
acceleration: MaxAcceleration,
|
||||
enabled: InputEnabled,
|
||||
}
|
||||
|
||||
impl CharacterControllerBundle {
|
||||
pub fn new(collider: Collider) -> Self {
|
||||
Self {
|
||||
character_controller: CharacterController,
|
||||
body: RigidBody::Kinematic,
|
||||
body: RigidBody::Dynamic,
|
||||
collider,
|
||||
speed: MaxSpeed(300.),
|
||||
speed: MaxSpeed(PLAYER_SPEED),
|
||||
acceleration: MaxAcceleration(5000.),
|
||||
enabled: InputEnabled(true),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -93,21 +102,24 @@ fn gamepad_input(mut movement_writer: MessageWriter<MovementAction>, gamepads: Q
|
||||
fn movement(
|
||||
time: Res<Time>,
|
||||
mut movement_reader: MessageReader<MovementAction>,
|
||||
mut controllers: Query<(&MaxSpeed, &MaxAcceleration, &mut LinearVelocity)>,
|
||||
mut controllers: Query<(&MaxSpeed, &MaxAcceleration, &mut LinearVelocity, &InputEnabled)>,
|
||||
) {
|
||||
// Precision is adjusted so that the example works with
|
||||
// both the `f32` and `f64` features. Otherwise you don't need this.
|
||||
let delta_time = time.delta_secs_f64().adjust_precision();
|
||||
|
||||
for (max_speed, max_acceleration, mut linear_velocity) in &mut controllers {
|
||||
while movement_reader.len() > 1 {
|
||||
warn!("Extra movement message. Ignoring");
|
||||
movement_reader.read();
|
||||
}
|
||||
for (max_speed, max_acceleration, mut linear_velocity, enabled) in &mut controllers {
|
||||
if enabled.0 {
|
||||
// let len = movement_reader.len();
|
||||
// while len > 1 {
|
||||
// warn!("Extra movement message. Ignoring");
|
||||
// println!("{}", len);
|
||||
// let _ = movement_reader.read().take(len - 1).count();
|
||||
// }
|
||||
|
||||
let target = movement_reader
|
||||
.read()
|
||||
.next()
|
||||
.last()
|
||||
.map(|ma| ma.0)
|
||||
.unwrap_or_default()
|
||||
* max_speed.0;
|
||||
@@ -119,5 +131,8 @@ fn movement(
|
||||
delta = delta.normalize() * max_acceleration;
|
||||
}
|
||||
**linear_velocity += delta;
|
||||
} else {
|
||||
**linear_velocity = Vec2::ZERO;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+20
-158
@@ -1,96 +1,34 @@
|
||||
use crate::{
|
||||
avian::{CharacterControllerBundle, CharacterControllerPlugin},
|
||||
shaders::BezierMaterial,
|
||||
};
|
||||
use crate::avian::{CharacterControllerBundle, CharacterControllerPlugin};
|
||||
use crate::world::{MainCamera, Player, WorldPlugin};
|
||||
use avian2d::parry::simba::simd::SimdComplexField;
|
||||
use avian2d::{
|
||||
PhysicsPlugins,
|
||||
math::Vector,
|
||||
prelude::{Collider, Gravity, RigidBody},
|
||||
};
|
||||
use bevy::{
|
||||
camera::ScalingMode,
|
||||
color::palettes::css::{GREEN, RED, WHITE},
|
||||
input_focus::InputFocus,
|
||||
prelude::*,
|
||||
sprite_render::Material2dPlugin,
|
||||
PhysicsPlugins,
|
||||
};
|
||||
use crate::shaders::track::{TrackMaterial, setup_track, update_track_time};
|
||||
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
|
||||
|
||||
use bevy::tasks::futures_lite::StreamExt;
|
||||
use bevy::{camera::ScalingMode, color::palettes::css::GREEN, prelude::*};
|
||||
pub mod avian;
|
||||
pub mod shaders;
|
||||
pub mod world;
|
||||
|
||||
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
||||
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
||||
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins,
|
||||
// DefaultPlugins,
|
||||
DefaultPlugins.set(ImagePlugin::default_nearest()),
|
||||
// Add physics plugins and specify a units-per-meter scaling factor, 1 meter = 20 pixels.
|
||||
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
|
||||
PhysicsPlugins::default().with_length_unit(20.0),
|
||||
Material2dPlugin::<BezierMaterial>::default(),
|
||||
Material2dPlugin::<TrackMaterial>::default(),
|
||||
CharacterControllerPlugin,
|
||||
WorldPlugin,
|
||||
))
|
||||
.add_plugins(EguiPlugin::default())
|
||||
.add_plugins(WorldInspectorPlugin::new())
|
||||
.init_resource::<InputFocus>()
|
||||
// .add_systems(Startup, (setup, setup_ui))
|
||||
.add_systems(Startup, (setup, setup_ui, setup_track))
|
||||
.add_systems(Update, (debug_border, do_menu_interactions, move_bezier, update_track_time))
|
||||
.insert_resource(Gravity(Vector::ZERO))
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, debug_border)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn do_menu_interactions(
|
||||
mut input_focus: ResMut<InputFocus>,
|
||||
mut interaction_query: Query<
|
||||
(
|
||||
Entity,
|
||||
&Interaction,
|
||||
&mut BackgroundColor,
|
||||
&mut BorderColor,
|
||||
&mut Button,
|
||||
&Children,
|
||||
),
|
||||
Changed<Interaction>,
|
||||
>,
|
||||
mut text_query: Query<&mut Text>,
|
||||
) {
|
||||
for (entity, interaction, mut color, mut border_color, mut button, children) in
|
||||
&mut interaction_query
|
||||
{
|
||||
let mut text = text_query.get_mut(children[0]).unwrap();
|
||||
|
||||
match *interaction {
|
||||
Interaction::Pressed => {
|
||||
input_focus.set(entity);
|
||||
**text = "Press".to_string();
|
||||
*color = PRESSED_BUTTON.into();
|
||||
*border_color = BorderColor::all(RED);
|
||||
|
||||
// The accessibility system's only update the button's state when the `Button` component is marked as changed.
|
||||
button.set_changed();
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
input_focus.set(entity);
|
||||
**text = "Hover".to_string();
|
||||
*color = HOVERED_BUTTON.into();
|
||||
*border_color = BorderColor::all(Color::WHITE);
|
||||
button.set_changed();
|
||||
}
|
||||
Interaction::None => {
|
||||
input_focus.clear();
|
||||
**text = "Button".to_string();
|
||||
*color = NORMAL_BUTTON.into();
|
||||
*border_color = BorderColor::all(Color::BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
let mut projection = OrthographicProjection::default_2d();
|
||||
@@ -98,13 +36,16 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
min_width: 1920.,
|
||||
min_height: 1080.,
|
||||
};
|
||||
commands.spawn((Camera2d, Projection::Orthographic(projection)));
|
||||
commands.spawn((Camera2d, MainCamera, Projection::Orthographic(projection)));
|
||||
|
||||
// player
|
||||
commands.spawn((
|
||||
Sprite::from_image(asset_server.load("player.png")),
|
||||
Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
CharacterControllerBundle::new(Collider::capsule(15., 27.5)),
|
||||
Sprite::from_image(asset_server.load("south.png")),
|
||||
|
||||
Player,
|
||||
Transform::from_xyz(0.0, 0.0, 2.0).with_scale(Vec3::splat(4.0)),
|
||||
CharacterControllerBundle::new(Collider::rectangle(14.0, 30.0)),
|
||||
LockedAxes::ROTATION_LOCKED,
|
||||
));
|
||||
|
||||
// A cube to move around
|
||||
@@ -114,93 +55,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
custom_size: Some(Vec2::new(30.0, 30.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(50.0, -100.0, 0.0),
|
||||
Transform::from_xyz(50.0, -100.0, 1.0),
|
||||
RigidBody::Dynamic,
|
||||
Collider::rectangle(30.0, 30.0),
|
||||
));
|
||||
}
|
||||
|
||||
fn setup_ui(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<BezierMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Node {
|
||||
width: percent(100),
|
||||
height: percent(100),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
..default()
|
||||
},
|
||||
children![(
|
||||
Button,
|
||||
Node {
|
||||
width: px(150),
|
||||
height: px(65),
|
||||
border: UiRect::all(px(5)),
|
||||
// horizontally center child text
|
||||
justify_content: JustifyContent::Center,
|
||||
// vertically center child text
|
||||
align_items: AlignItems::Center,
|
||||
border_radius: BorderRadius::MAX,
|
||||
..default()
|
||||
},
|
||||
BorderColor::all(Color::WHITE),
|
||||
BackgroundColor(Color::BLACK),
|
||||
children![(
|
||||
Text::new("Button"),
|
||||
TextFont {
|
||||
font: asset_server.load("FiraSans-Bold.ttf"),
|
||||
font_size: 33.0,
|
||||
..default()
|
||||
},
|
||||
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
||||
TextShadow::default(),
|
||||
)]
|
||||
)],
|
||||
));
|
||||
|
||||
// Curve points (world-space)
|
||||
let p0 = Vec2::new(-200.0, -100.0);
|
||||
let p1 = Vec2::new(200.0, 100.0);
|
||||
let c0 = p0 + Vec2::new(150.0, 0.0);
|
||||
let c1 = p1 + Vec2::new(-150.0, 0.0);
|
||||
|
||||
// Bounding quad (must contain entire curve + width)
|
||||
let center = (p0 + p1) * 0.5;
|
||||
let size = Vec2::new(500.0, 300.0);
|
||||
|
||||
commands.spawn((
|
||||
Mesh2d(meshes.add(Rectangle::new(size.x, size.y))),
|
||||
MeshMaterial2d(materials.add(BezierMaterial {
|
||||
p0,
|
||||
c0,
|
||||
c1,
|
||||
p1,
|
||||
width: 12.0,
|
||||
color: WHITE.into(),
|
||||
})),
|
||||
Transform::from_translation(center.extend(0.0)),
|
||||
));
|
||||
}
|
||||
|
||||
fn move_bezier(mut materials: ResMut<Assets<BezierMaterial>>, windows: Query<&Window>) {
|
||||
let Ok(window) = windows.single() else {
|
||||
return;
|
||||
};
|
||||
let Some(mouse_pos) = window.cursor_position() else {
|
||||
return;
|
||||
};
|
||||
|
||||
for (_, mat) in materials.iter_mut() {
|
||||
mat.p0 = mouse_pos;
|
||||
}
|
||||
|
||||
// pos: Vec2, in logical pixels
|
||||
// (0, 0) is bottom-left of the window
|
||||
// println!("Mouse window position: {:?}", mouse_pos);
|
||||
}
|
||||
|
||||
fn debug_border(mut gizmos: Gizmos) {
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::render_resource::*;
|
||||
use bevy::shader::ShaderRef;
|
||||
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||
|
||||
pub mod track;
|
||||
|
||||
// This is the struct that will be passed to your shader
|
||||
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||
pub struct BezierMaterial {
|
||||
#[uniform(0)]
|
||||
pub p0: Vec2,
|
||||
#[uniform(0)]
|
||||
pub c0: Vec2,
|
||||
#[uniform(0)]
|
||||
pub c1: Vec2,
|
||||
#[uniform(0)]
|
||||
pub p1: Vec2,
|
||||
#[uniform(0)]
|
||||
pub width: f32,
|
||||
#[uniform(0)]
|
||||
pub color: LinearRgba,
|
||||
}
|
||||
|
||||
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
|
||||
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
|
||||
impl Material2d for BezierMaterial {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
"shaders/bezier.wgsl".into()
|
||||
}
|
||||
|
||||
fn alpha_mode(&self) -> AlphaMode2d {
|
||||
AlphaMode2d::Blend
|
||||
}
|
||||
}
|
||||
|
||||
// This is the struct that will be passed to your shader
|
||||
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||
pub struct FlowMaterial {
|
||||
#[uniform(0)]
|
||||
pub color_a: LinearRgba,
|
||||
#[uniform(0)]
|
||||
pub color_b: LinearRgba,
|
||||
#[uniform(0)]
|
||||
pub border_color: LinearRgba,
|
||||
|
||||
#[uniform(0)]
|
||||
pub time: f32,
|
||||
#[uniform(0)]
|
||||
pub speed: f32,
|
||||
#[uniform(0)]
|
||||
pub border_size: f32,
|
||||
}
|
||||
|
||||
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
|
||||
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
|
||||
impl Material2d for FlowMaterial {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
"shaders/flow.wgsl".into()
|
||||
}
|
||||
|
||||
fn alpha_mode(&self) -> AlphaMode2d {
|
||||
AlphaMode2d::Blend
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,113 +0,0 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::render_resource::*;
|
||||
use bevy::shader::ShaderRef;
|
||||
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||
|
||||
/// The Uniform data passed to the track shader.
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, ShaderType)]
|
||||
pub struct TrackUniform {
|
||||
/// The size of the canvas
|
||||
pub size: Vec2,
|
||||
|
||||
/// The length of the first horizontal segment
|
||||
pub len_start: f32,
|
||||
/// The length of the last horizontal segment
|
||||
pub len_end: f32,
|
||||
|
||||
/// The inner half thickness
|
||||
pub thickness: f32,
|
||||
/// The thickness of the border (added to the inner thickness for total thickness)
|
||||
pub border: f32,
|
||||
|
||||
/// Current time
|
||||
pub time: f32,
|
||||
/// The period of the pulse effect (in seconds)
|
||||
pub pulse_period: f32,
|
||||
/// The speed at which the pulse travels along the path (in units per second)
|
||||
pub pulse_speed: f32,
|
||||
/// The width of the pulse effect (in units)
|
||||
pub pulse_width: f32,
|
||||
|
||||
/// The color of the border
|
||||
pub border_color: LinearRgba,
|
||||
/// The color of the base of the track
|
||||
pub color_base: LinearRgba,
|
||||
/// The color of the pulsing
|
||||
pub color_accent: LinearRgba,
|
||||
}
|
||||
|
||||
#[derive(AsBindGroup, Asset, TypePath, Clone)]
|
||||
pub struct TrackMaterial {
|
||||
#[uniform(0)]
|
||||
pub data: TrackUniform,
|
||||
}
|
||||
|
||||
impl Material2d for TrackMaterial {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
"shaders/track.wgsl".into()
|
||||
}
|
||||
|
||||
fn alpha_mode(&self) -> AlphaMode2d {
|
||||
AlphaMode2d::Blend
|
||||
}
|
||||
}
|
||||
|
||||
pub fn setup_track(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||
// windows: Query<&Window>,
|
||||
) {
|
||||
// let window = windows.single().unwrap();
|
||||
|
||||
let width = 1920.0 / 2.0;
|
||||
let height = 1080.0 / 2.0;
|
||||
// let width = 1920.0;
|
||||
// let height = 1080.0;
|
||||
|
||||
let material = materials.add(TrackMaterial {
|
||||
data: TrackUniform {
|
||||
size: Vec2::new(width, height),
|
||||
|
||||
len_start: 400.0,
|
||||
len_end: 300.0,
|
||||
|
||||
thickness: 8.0,
|
||||
border: 2.0,
|
||||
time: 0.0,
|
||||
pulse_period: 2.0,
|
||||
pulse_speed: 0.5,
|
||||
pulse_width: 0.5,
|
||||
|
||||
border_color: LinearRgba::BLACK,
|
||||
color_base: LinearRgba::rgb(0.0, 0.9, 1.0),
|
||||
color_accent: LinearRgba::rgb(0.8, 0.0, 0.0),
|
||||
},
|
||||
});
|
||||
|
||||
// commands.spawn(Camera2d);
|
||||
// println!("Window: {}, {}", window.width(), window.height());
|
||||
|
||||
commands.spawn((
|
||||
Mesh2d(meshes.add(Rectangle::new(width * 2.0, height * 2.0))),
|
||||
MeshMaterial2d(material),
|
||||
Transform::from_translation(Vec3::new(
|
||||
// window.width() * 0.5,
|
||||
// window.height() * 0.5,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
)),
|
||||
Name::new("Snake")
|
||||
));
|
||||
}
|
||||
|
||||
pub fn update_track_time(
|
||||
time: Res<Time>,
|
||||
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||
) {
|
||||
for (_, mat) in materials.iter_mut() {
|
||||
mat.data.time = time.elapsed_secs();
|
||||
}
|
||||
}
|
||||
+368
@@ -0,0 +1,368 @@
|
||||
use avian2d::math::Vector;
|
||||
use avian2d::prelude::{Collider, CollidingEntities, CollisionEventsEnabled, CollisionStart, Gravity, RigidBody, Sensor};
|
||||
use bevy::camera::Viewport;
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::PrimaryWindow;
|
||||
use crate::avian::InputEnabled;
|
||||
|
||||
|
||||
const ROOM_WIDTH: f32 = 1920.0;
|
||||
const ROOM_HEIGHT: f32 = 1080.0;
|
||||
const WALL_THICKNESS: f32 = 20.0;
|
||||
const DOOR_WIDTH: f32 = 120.0;
|
||||
const DOOR_DEPTH: f32 = 40.0;
|
||||
const SPAWN_DISTANCE: f32 = 80.0;
|
||||
|
||||
const FADE_DURATION: f32 = 0.35;
|
||||
|
||||
|
||||
|
||||
const TARGET_ASPECT: f32 = ROOM_WIDTH / ROOM_HEIGHT;
|
||||
const HALF_W: f32 = ROOM_WIDTH / 2.0;
|
||||
const HALF_H: f32 = ROOM_HEIGHT / 2.0;
|
||||
|
||||
|
||||
pub struct WorldPlugin;
|
||||
|
||||
impl Plugin for WorldPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
door_detection.run_if(in_state(GameState::Playing)),
|
||||
transition_system.run_if(in_state(GameState::Transitioning)),
|
||||
update_viewport,
|
||||
),
|
||||
)
|
||||
.init_state::<GameState>()
|
||||
.insert_resource(CurrentRoom(IVec2::ZERO))
|
||||
.insert_resource(Gravity(Vector::ZERO))
|
||||
.insert_resource(ClearColor(Color::BLACK));
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
spawn_room(&mut commands, IVec2::new(0, 0), vec![Direction::North, Direction::East], &asset_server);
|
||||
spawn_room(&mut commands, IVec2::new(1, 0), vec![Direction::West], &asset_server);
|
||||
spawn_room(&mut commands, IVec2::new(0, 1), vec![Direction::South], &asset_server);
|
||||
|
||||
|
||||
commands.spawn((
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.0)),
|
||||
FadeOverlay,
|
||||
));
|
||||
}
|
||||
|
||||
|
||||
#[derive(States, Default, Clone, Eq, PartialEq, Hash, Debug)]
|
||||
enum GameState {
|
||||
#[default]
|
||||
Playing,
|
||||
Transitioning,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct CurrentRoom(IVec2);
|
||||
|
||||
#[derive(Resource)]
|
||||
struct RoomTransition {
|
||||
target_room: IVec2,
|
||||
target_player_position: Vec2,
|
||||
timer: Timer,
|
||||
phase: TransitionPhase,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, PartialEq)]
|
||||
enum TransitionPhase {
|
||||
FadeOut,
|
||||
FadeIn,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Player;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct MainCamera;
|
||||
|
||||
#[derive(Component)]
|
||||
struct FadeOverlay;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Door {
|
||||
room: IVec2,
|
||||
travel_direction: Direction,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, PartialEq)]
|
||||
enum Direction {
|
||||
North,
|
||||
South,
|
||||
East,
|
||||
West,
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fn spawn_room(commands: &mut Commands, room: IVec2, door_directions: Vec<Direction>, asset_server: &Res<AssetServer>) {
|
||||
let center = room_center(room);
|
||||
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: asset_server.load("img.png"),
|
||||
custom_size: Some(Vec2::new(ROOM_WIDTH, ROOM_HEIGHT)),
|
||||
image_mode: SpriteImageMode::Tiled {
|
||||
tile_x: true,
|
||||
tile_y: true,
|
||||
stretch_value: 1.0
|
||||
},
|
||||
..default()
|
||||
},
|
||||
|
||||
// Sprite::from_color(color, Vec2::new(ROOM_WIDTH, ROOM_HEIGHT)),
|
||||
Transform::from_translation(center),
|
||||
));
|
||||
|
||||
spawn_doors(commands, room, door_directions);
|
||||
spawn_room_walls(commands, center);
|
||||
}
|
||||
|
||||
fn spawn_room_walls(commands: &mut Commands, center: Vec3) {
|
||||
|
||||
// LEFT
|
||||
commands.spawn((
|
||||
RigidBody::Static,
|
||||
Sprite::from_color(Color::srgb(0.5, 0.5, 0.5), Vec2::new(WALL_THICKNESS, ROOM_HEIGHT)),
|
||||
Collider::rectangle(WALL_THICKNESS, ROOM_HEIGHT),
|
||||
Transform::from_xyz(
|
||||
center.x - HALF_W + WALL_THICKNESS / 2.0,
|
||||
center.y,
|
||||
10.0,
|
||||
),
|
||||
));
|
||||
|
||||
// RIGHT
|
||||
commands.spawn((
|
||||
RigidBody::Static,
|
||||
Sprite::from_color(Color::srgb(0.5, 0.5, 0.5), Vec2::new(WALL_THICKNESS, ROOM_HEIGHT)),
|
||||
Collider::rectangle(WALL_THICKNESS, ROOM_HEIGHT),
|
||||
Transform::from_xyz(
|
||||
center.x + HALF_W - WALL_THICKNESS / 2.0,
|
||||
center.y,
|
||||
10.0,
|
||||
),
|
||||
));
|
||||
|
||||
// TOP
|
||||
commands.spawn((
|
||||
RigidBody::Static,
|
||||
Sprite::from_color(Color::srgb(0.5, 0.5, 0.5), Vec2::new(ROOM_WIDTH, WALL_THICKNESS)),
|
||||
Collider::rectangle(ROOM_WIDTH, WALL_THICKNESS),
|
||||
Transform::from_xyz(
|
||||
center.x,
|
||||
center.y + HALF_H - WALL_THICKNESS / 2.0,
|
||||
10.0,
|
||||
),
|
||||
));
|
||||
|
||||
// BOTTOM
|
||||
commands.spawn((
|
||||
RigidBody::Static,
|
||||
Sprite::from_color(Color::srgb(0.5, 0.5, 0.5), Vec2::new(ROOM_WIDTH, WALL_THICKNESS)),
|
||||
Collider::rectangle(ROOM_WIDTH, WALL_THICKNESS),
|
||||
Transform::from_xyz(
|
||||
center.x,
|
||||
center.y - HALF_H + WALL_THICKNESS / 2.0,
|
||||
10.0,
|
||||
),
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_doors(commands: &mut Commands, room: IVec2, door_directions: Vec<Direction>) {
|
||||
let room_center = room_center(room);
|
||||
const HALF_DEPTH: f32 = DOOR_DEPTH / 2.0;
|
||||
|
||||
for direction in door_directions {
|
||||
let transform: Transform;
|
||||
let size: Vec2;
|
||||
match direction {
|
||||
Direction::North => {
|
||||
transform = Transform::from_xyz(room_center.x, room_center.y + HALF_H - HALF_DEPTH, 1.0);
|
||||
size = Vec2::new(DOOR_WIDTH, DOOR_DEPTH);
|
||||
},
|
||||
Direction::East => {
|
||||
transform = Transform::from_xyz(room_center.x + HALF_W - HALF_DEPTH, room_center.y, 1.0);
|
||||
size = Vec2::new(DOOR_DEPTH, DOOR_WIDTH);
|
||||
},
|
||||
Direction::South => {
|
||||
transform = Transform::from_xyz(room_center.x, room_center.y - HALF_H + HALF_DEPTH, 1.0);
|
||||
size = Vec2::new(DOOR_WIDTH, DOOR_DEPTH);
|
||||
},
|
||||
Direction::West => {
|
||||
transform = Transform::from_xyz(room_center.x - HALF_W + HALF_DEPTH, room_center.y, 1.0);
|
||||
size = Vec2::new(DOOR_DEPTH, DOOR_WIDTH);
|
||||
}
|
||||
}
|
||||
|
||||
commands.spawn((
|
||||
Sprite::from_color(Color::srgb(0.1, 0.1, 0.1), size),
|
||||
Collider::rectangle(size.x, size.y),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
CollidingEntities::default(),
|
||||
Door {
|
||||
room: IVec2::from(room),
|
||||
travel_direction: direction,
|
||||
},
|
||||
transform,
|
||||
GlobalTransform::default(),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn door_detection(
|
||||
mut commands: Commands,
|
||||
mut next_state: ResMut<NextState<GameState>>,
|
||||
player: Single<(Entity, &Transform), With<Player>>,
|
||||
doors: Query<&Door>,
|
||||
mut started: MessageReader<CollisionStart>,
|
||||
) {
|
||||
|
||||
for event in started.read() {
|
||||
println!("CollisionStart: {event:?}");
|
||||
let door = doors.get(event.collider2);
|
||||
if event.collider1 == player.0 && door.is_ok() {
|
||||
commands.insert_resource(RoomTransition {
|
||||
target_room: door_target_room(door.unwrap()),
|
||||
target_player_position: door_target_position(door.unwrap()),
|
||||
timer: Timer::from_seconds(
|
||||
FADE_DURATION,
|
||||
TimerMode::Once,
|
||||
),
|
||||
phase: TransitionPhase::FadeOut,
|
||||
});
|
||||
|
||||
commands.entity(player.0).insert(InputEnabled(false));
|
||||
next_state.set(GameState::Transitioning);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn door_target_room(door: &Door) -> IVec2 {
|
||||
match door.travel_direction {
|
||||
Direction::North => IVec2::new(door.room.x, door.room.y + 1),
|
||||
Direction::East => IVec2::new(door.room.x + 1, door.room.y),
|
||||
Direction::South => IVec2::new(door.room.x, door.room.y - 1),
|
||||
Direction::West => IVec2::new(door.room.x - 1, door.room.y),
|
||||
}
|
||||
}
|
||||
|
||||
fn door_target_position(door: &Door) -> Vec2 {
|
||||
match door.travel_direction {
|
||||
Direction::North => Vec2::new(0.0, -HALF_H + WALL_THICKNESS + DOOR_DEPTH + SPAWN_DISTANCE),
|
||||
Direction::East => Vec2::new(-HALF_W + WALL_THICKNESS + DOOR_DEPTH + SPAWN_DISTANCE, 0.0),
|
||||
Direction::South => Vec2::new(0.0, HALF_H - WALL_THICKNESS - DOOR_DEPTH - SPAWN_DISTANCE),
|
||||
Direction::West => Vec2::new(HALF_W - WALL_THICKNESS - DOOR_DEPTH - SPAWN_DISTANCE, 0.0),
|
||||
}
|
||||
}
|
||||
|
||||
fn transition_system(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut transition: ResMut<RoomTransition>,
|
||||
mut next_state: ResMut<NextState<GameState>>,
|
||||
mut current_room: ResMut<CurrentRoom>,
|
||||
mut player: Single<(Entity, &mut Transform), With<Player>>,
|
||||
mut camera: Query<&mut Transform, (With<MainCamera>, Without<Player>)>,
|
||||
mut overlay: Query<&mut BackgroundColor, With<FadeOverlay>>,
|
||||
) {
|
||||
transition.timer.tick(time.delta());
|
||||
|
||||
let mut overlay_color = overlay.single_mut().unwrap();
|
||||
|
||||
match transition.phase {
|
||||
TransitionPhase::FadeOut => {
|
||||
let alpha = transition.timer.fraction();
|
||||
|
||||
overlay_color.0 = Color::srgba(0.0, 0.0, 0.0, alpha);
|
||||
|
||||
if transition.timer.is_finished() {
|
||||
current_room.0 = transition.target_room;
|
||||
|
||||
let room_center =
|
||||
room_center(transition.target_room);
|
||||
|
||||
player.1.translation =
|
||||
room_center
|
||||
+ transition.target_player_position.extend(10.0);
|
||||
|
||||
camera.single_mut().unwrap().translation =
|
||||
room_center + Vec3::new(0.0, 0.0, 999.0);
|
||||
|
||||
transition.phase = TransitionPhase::FadeIn;
|
||||
transition.timer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
TransitionPhase::FadeIn => {
|
||||
let alpha = 1.0 - transition.timer.fraction();
|
||||
|
||||
overlay_color.0 = Color::srgba(0.0, 0.0, 0.0, alpha);
|
||||
|
||||
if transition.timer.is_finished() {
|
||||
commands.entity(player.0).insert(InputEnabled(true));
|
||||
next_state.set(GameState::Playing);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_viewport(
|
||||
window: Single<&Window, With<PrimaryWindow>>,
|
||||
mut camera: Single<&mut Camera>,
|
||||
) {
|
||||
let window_width = window.physical_width();
|
||||
let window_height = window.physical_height();
|
||||
|
||||
let window_aspect = window_width as f32 / window_height as f32;
|
||||
|
||||
let (viewport_width, viewport_height) = if window_aspect > TARGET_ASPECT {
|
||||
// Ultrawide: black bars left/right
|
||||
let h = window_height;
|
||||
let w = (h as f32 * TARGET_ASPECT) as u32;
|
||||
(w, h)
|
||||
} else {
|
||||
// Too tall: black bars top/bottom
|
||||
let w = window_width;
|
||||
let h = (w as f32 / TARGET_ASPECT) as u32;
|
||||
(w, h)
|
||||
};
|
||||
|
||||
let x = (window_width - viewport_width) / 2;
|
||||
let y = (window_height - viewport_height) / 2;
|
||||
|
||||
camera.viewport = Some(Viewport {
|
||||
physical_position: UVec2::new(x, y),
|
||||
physical_size: UVec2::new(viewport_width, viewport_height),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
fn room_center(room: IVec2) -> Vec3 {
|
||||
Vec3::new(
|
||||
room.x as f32 * ROOM_WIDTH,
|
||||
room.y as f32 * ROOM_HEIGHT,
|
||||
0.0,
|
||||
)
|
||||
}
|
||||
Reference in New Issue
Block a user