bevy/examples/games/alien_cake_addict.rs
Thierry Berger ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00

409 lines
12 KiB
Rust

//! Eat the cakes. Eat them all. An example 3D game.
use std::f32::consts::PI;
use bevy::prelude::*;
use rand::Rng;
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
enum GameState {
#[default]
Playing,
GameOver,
}
#[derive(Resource)]
struct BonusSpawnTimer(Timer);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Game>()
.insert_resource(BonusSpawnTimer(Timer::from_seconds(
5.0,
TimerMode::Repeating,
)))
.add_state::<GameState>()
.add_systems(Startup, setup_cameras)
.add_systems(OnEnter(GameState::Playing), setup)
.add_systems(
Update,
(
move_player,
focus_camera,
rotate_bonus,
scoreboard_system,
spawn_bonus,
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(OnExit(GameState::Playing), teardown)
.add_systems(OnEnter(GameState::GameOver), display_score)
.add_systems(
Update,
(
gameover_keyboard.run_if(in_state(GameState::GameOver)),
bevy::window::close_on_esc,
),
)
.add_systems(OnExit(GameState::GameOver), teardown)
.run();
}
struct Cell {
height: f32,
}
#[derive(Default)]
struct Player {
entity: Option<Entity>,
i: usize,
j: usize,
move_cooldown: Timer,
}
#[derive(Default)]
struct Bonus {
entity: Option<Entity>,
i: usize,
j: usize,
handle: Handle<Scene>,
}
#[derive(Resource, Default)]
struct Game {
board: Vec<Vec<Cell>>,
player: Player,
bonus: Bonus,
score: i32,
cake_eaten: u32,
camera_should_focus: Vec3,
camera_is_focus: Vec3,
}
const BOARD_SIZE_I: usize = 14;
const BOARD_SIZE_J: usize = 21;
const RESET_FOCUS: [f32; 3] = [
BOARD_SIZE_I as f32 / 2.0,
0.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
];
fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
game.camera_is_focus = game.camera_should_focus;
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(
-(BOARD_SIZE_I as f32 / 2.0),
2.0 * BOARD_SIZE_J as f32 / 3.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
)
.looking_at(game.camera_is_focus, Vec3::Y),
..default()
});
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
// reset the game state
game.cake_eaten = 0;
game.score = 0;
game.player.i = BOARD_SIZE_I / 2;
game.player.j = BOARD_SIZE_J / 2;
game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 10.0, 4.0),
point_light: PointLight {
intensity: 3000.0,
shadows_enabled: true,
range: 30.0,
..default()
},
..default()
});
// spawn the game board
let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
game.board = (0..BOARD_SIZE_J)
.map(|j| {
(0..BOARD_SIZE_I)
.map(|i| {
let height = rand::thread_rng().gen_range(-0.1..0.1);
commands.spawn(SceneBundle {
transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
scene: cell_scene.clone(),
..default()
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(-PI / 2.),
..default()
},
scene: asset_server.load("models/AlienCake/alien.glb#Scene0"),
..default()
})
.id(),
);
// load the scene for the cake
game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
// scoreboard
commands.spawn(
TextBundle::from_section(
"Score:",
TextStyle {
font_size: 40.0,
color: Color::rgb(0.5, 0.5, 1.0),
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),
);
}
// remove all entities that are not a camera or window
fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
for entity in &entities {
commands.entity(entity).despawn();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut game: ResMut<Game>,
mut transforms: Query<&mut Transform>,
time: Res<Time>,
) {
if game.player.move_cooldown.tick(time.delta()).finished() {
let mut moved = false;
let mut rotation = 0.0;
if keyboard_input.pressed(KeyCode::ArrowUp) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowDown) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = PI;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowLeft) {
if game.player.j > 0 {
game.player.j -= 1;
}
rotation = 0.0;
moved = true;
}
// move on the board
if moved {
game.player.move_cooldown.reset();
*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(rotation),
..default()
};
}
}
// eat the cake!
if let Some(entity) = game.bonus.entity {
if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
game.score += 2;
game.cake_eaten += 1;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
}
}
}
// change the focus of the camera
fn focus_camera(
time: Res<Time>,
mut game: ResMut<Game>,
mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
const SPEED: f32 = 2.0;
// if there is both a player and a bonus, target the mid-point of them
if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
let transform_query = transforms.p1();
if let (Ok(player_transform), Ok(bonus_transform)) = (
transform_query.get(player_entity),
transform_query.get(bonus_entity),
) {
game.camera_should_focus = player_transform
.translation
.lerp(bonus_transform.translation, 0.5);
}
// otherwise, if there is only a player, target the player
} else if let Some(player_entity) = game.player.entity {
if let Ok(player_transform) = transforms.p1().get(player_entity) {
game.camera_should_focus = player_transform.translation;
}
// otherwise, target the middle
} else {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
}
// calculate the camera motion based on the difference between where the camera is looking
// and where it should be looking; the greater the distance, the faster the motion;
// smooth out the camera movement using the frame time
let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
if camera_motion.length() > 0.2 {
camera_motion *= SPEED * time.delta_seconds();
// set the new camera's actual focus
game.camera_is_focus += camera_motion;
}
// look at that new camera's actual focus
for mut transform in transforms.p0().iter_mut() {
*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
}
}
// despawn the bonus if there is one, then spawn a new one at a random location
fn spawn_bonus(
time: Res<Time>,
mut timer: ResMut<BonusSpawnTimer>,
mut next_state: ResMut<NextState<GameState>>,
mut commands: Commands,
mut game: ResMut<Game>,
) {
// make sure we wait enough time before spawning the next cake
if !timer.0.tick(time.delta()).finished() {
return;
}
if let Some(entity) = game.bonus.entity {
game.score -= 3;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
if game.score <= -5 {
next_state.set(GameState::GameOver);
return;
}
}
// ensure bonus doesn't spawn on the player
loop {
game.bonus.i = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
game.bonus.j = rand::thread_rng().gen_range(0..BOARD_SIZE_J);
if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
break;
}
}
game.bonus.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform::from_xyz(
game.bonus.i as f32,
game.board[game.bonus.j][game.bonus.i].height + 0.2,
game.bonus.j as f32,
),
scene: game.bonus.handle.clone(),
..default()
})
.with_children(|children| {
children.spawn(PointLightBundle {
point_light: PointLight {
color: Color::rgb(1.0, 1.0, 0.0),
intensity: 1000.0,
range: 10.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
})
.id(),
);
}
// let the cake turn on itself
fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
if let Some(entity) = game.bonus.entity {
if let Ok(mut cake_transform) = transforms.get_mut(entity) {
cake_transform.rotate_y(time.delta_seconds());
cake_transform.scale =
Vec3::splat(1.0 + (game.score as f32 / 10.0 * time.elapsed_seconds().sin()).abs());
}
}
}
// update the score displayed during the game
fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
let mut text = query.single_mut();
text.sections[0].value = format!("Sugar Rush: {}", game.score);
}
// restart the game when pressing spacebar
fn gameover_keyboard(
mut next_state: ResMut<NextState<GameState>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
next_state.set(GameState::Playing);
}
}
// display the number of cake eaten before losing
fn display_score(mut commands: Commands, game: Res<Game>) {
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
format!("Cake eaten: {}", game.cake_eaten),
TextStyle {
font_size: 80.0,
color: Color::rgb(0.5, 0.5, 1.0),
..default()
},
));
});
}