~ntgg/fundies2-game

5232311183b76341b1f5a134ce49ad035bf8ebb3 — Noah 1 year, 9 months ago
feature complete?
8 files changed, 2647 insertions(+), 0 deletions(-)

A .gitignore
A Cargo.lock
A Cargo.toml
A README.md
A src/components.rs
A src/main.rs
A src/systems.rs
A src/vec2.rs
A  => .gitignore +2 -0
@@ 1,2 @@
/target
**/*.rs.bk
\ No newline at end of file

A  => Cargo.lock +2290 -0
@@ 1,2290 @@
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A  => Cargo.toml +10 -0
@@ 1,10 @@
[package]
name = "fundies2-game"
version = "0.1.0"
authors = ["Noah <graffixgames@gmail.com>"]
edition = "2018"

[dependencies]
ggez = "0.5.0-rc.0"
pyro = "0.2.5"
rand = "0.6.5"

A  => README.md +3 -0
@@ 1,3 @@
# Fundies 2 Game, Written in Rust

For our CS fundamentals class we had to write [this game](https://streamja.com/JwyG) in Java, so I rewrote it in Rust.
\ No newline at end of file

A  => src/components.rs +22 -0
@@ 1,22 @@
use crate::vec2::Vec2;
use ggez::Context;

#[derive(Copy, Clone)]
pub struct Pos(pub Vec2);
pub struct Vel(pub Vec2);

pub struct Bullet(pub u32);

impl Bullet {
    pub fn size(&self) -> f32 {
        10.0_f32.min(self.0 as f32)
    }
}

pub struct Ship;

impl Ship {
    pub fn size(ctx: &Context) -> f32 {
        ggez::graphics::screen_coordinates(ctx).h / 45.0
    }
}
\ No newline at end of file

A  => src/main.rs +98 -0
@@ 1,98 @@
#![feature(duration_float)]

use ggez::graphics::{self, Color};
use ggez::Context;
use ggez::input::keyboard::{KeyCode, KeyMods};
use std::time::{Duration, Instant};

mod vec2;
use vec2::Vec2;

mod components;

mod systems;
use systems::*;

struct GameState {
    world: pyro::World,
    bullets_left: u32,
    ships_destroyed: u32,
    last_ship_spawn: Instant,
}

impl GameState {
    const SHIP_SPAWN_DURATION: Duration = Duration::from_millis(1250);
}

impl GameState {
    pub fn new(bullets_left: u32) -> Self {
        GameState {
            world: pyro::World::new(),
            bullets_left,
            ships_destroyed: 0,
            last_ship_spawn: Instant::now(),
        }
    }
}

impl ggez::event::EventHandler for GameState {
    fn update(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult {
        if self.last_ship_spawn.elapsed() > Self::SHIP_SPAWN_DURATION {
            spawn_ships(ctx, &mut self.world);
            self.last_ship_spawn = Instant::now();
        }

        move_balls(ctx, &mut self.world);
        remove_offscreen(ctx, &mut self.world);
        self.ships_destroyed += handle_collision(ctx, &mut self.world);

        if self.bullets_left == 0 && bullets_on_screen(&mut self.world) == 0 {
            ggez::quit(ctx);
        }
        
        Ok(())
    }

    fn draw(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult {
        let screen_bounds = graphics::screen_coordinates(ctx);
        ggez::graphics::clear(ctx, ggez::graphics::Color::new(0.0,0.0,0.0,1.0));

        draw_world(ctx, &mut self.world)?;

        graphics::queue_text(
            ctx,
            &graphics::Text::new(format!("bullets_left: {}, ships_destroyed: {}", self.bullets_left, self.ships_destroyed)),
            Vec2::new(0.0, 0.0),
            Some(Color::new(1.0, 1.0, 1.0, 1.0))
        );
        
        graphics::draw_queued_text(
            ctx, 
            graphics::DrawParam::default()
                .dest(Vec2::new(10.0, screen_bounds.h - 20.0))
        )?;

        ggez::graphics::present(ctx)
    }

    fn key_down_event(&mut self, ctx: &mut Context, keycode: KeyCode, _: KeyMods, repeat: bool) {
        if keycode == KeyCode::Escape {
            ggez::quit(ctx);
        }

        if !repeat && KeyCode::Space == keycode && self.bullets_left > 0 {
            shoot_bullet(ctx, &mut self.world);
            self.bullets_left -= 1;
        }
    }
}

fn main() {
    let (mut ctx, mut events_loop) = ggez::ContextBuilder::new("fundies 2 game", "Noah Graff")
        .window_setup(ggez::conf::WindowSetup::default().title("Fundies 2 Game"))
        .build()
        .expect("could not create ctx");

    ggez::event::run(&mut ctx, &mut events_loop, &mut GameState::new(10))
        .expect("exited with error");
}
\ No newline at end of file

A  => src/systems.rs +155 -0
@@ 1,155 @@
use crate::vec2::Vec2;
use crate::components::*;
use pyro::{All, Read, Write};
use ggez::Context;
use ggez::graphics::{self, Color};

pub fn shoot_bullet(ctx: &mut Context, world: &mut pyro::World) {
    let screen_rect = graphics::screen_coordinates(ctx);
    let pos = Pos(Vec2::new(screen_rect.w / 2.0, screen_rect.bottom()));
    let vel = Vel(Vec2::new(0.0, -300.0));
    let mesh = graphics::Mesh::new_circle(
        ctx,
        graphics::DrawMode::Fill,
        Vec2::new(0.0, 0.0),
        1.0,
        0.0,
        Color::new(1.0, 0.0, 0.0, 1.0),
    ).expect("could not create mesh");
    world.append_components(Some((pos, vel, Bullet(0), mesh)))
}

pub fn move_balls(ctx: &mut Context, world: &mut pyro::World) {
    let dt = ggez::timer::delta(ctx).as_float_secs();

    world.matcher::<All<(Write<Pos>, Read<Vel>)>>()
        .for_each(|(pos, vel)| {
            pos.0 += vel.0 * dt as f32;
        });
}

pub fn remove_offscreen(ctx: &mut Context, world: &mut pyro::World) {
    let screen_bounds = graphics::screen_coordinates(ctx);

    let offscreen: Vec<_> = world.matcher_with_entities::<All<(Read<Pos>,)>>()
        .filter_map(|(entity, (pos,))| if pos.0.in_rect(screen_bounds) {
            None
        } else {
            Some(entity)
        }).collect();
    
    world.remove_entities(offscreen);
}

// returns the amount of ships destroyed.
pub fn handle_collision(ctx: &mut Context, world: &mut pyro::World) -> u32 {
    use std::f32;
    let mut spawn = Vec::new();
    let mut to_remove = Vec::new();
    let mut ships_destroyed = 0;

    world
        .matcher_with_entities::<All<(Read<Ship>, Read<Pos>)>>()
        .for_each(|(ship_entity, (_ship, ship_pos))| {
            world
                .matcher_with_entities::<All<(Read<Bullet>, Read<Pos>)>>()
                .for_each(|(bullet_entity, (bullet, bullet_pos))| {
                    if ship_pos.0.distance_to(bullet_pos.0) <= (bullet.size() + Ship::size(ctx))
                        && !to_remove.contains(&ship_entity)
                    {
                        to_remove.push(ship_entity);
                        to_remove.push(bullet_entity);

                        ships_destroyed += 1;

                        let to_spawn = std::cmp::min(bullet.0 + 1, 9);
                        println!("a ship and bullet hit! spawning {} bullets", to_spawn + 1);

                        for i in 0..=to_spawn {
                            let b = Bullet(to_spawn);
                            let mesh = graphics::Mesh::new_circle(
                                ctx,
                                graphics::DrawMode::Fill,
                                Vec2::new(0.0, 0.0),
                                b.size(),
                                0.1,
                                Color::new(1.0, 0.0, 0.0, 1.0),
                            ).expect("could not create mesh");
                            
                            let angle = i as f32 * (2.0 * f32::consts::PI / (to_spawn + 1) as f32);

                            spawn.push((*bullet_pos, Vel(Vec2::from_angle(angle, 300.0)), b, mesh));
                        }
                    }
                });
        });
    
    world.remove_entities(to_remove);
    world.append_components(spawn);

    ships_destroyed
}

pub fn draw_world(ctx: &mut Context, world: &mut pyro::World) -> ggez::GameResult {
    for (pos, mesh) in world.matcher::<All<(Read<Pos>, Read<graphics::Mesh>)>>() {
        graphics::draw(
            ctx,
            mesh,
            graphics::DrawParam::default()
                .dest(pos.0),
        )?;
    }

    Ok(())
}

pub fn spawn_ships(ctx: &mut Context, world: &mut pyro::World) {
    use rand::Rng;

    let screen_bounds = graphics::screen_coordinates(ctx);
    let mut rng = rand::thread_rng();
    let count = rng.gen_range(0, 5) + 1;
    let mesh = graphics::Mesh::new_circle(
        ctx,
        graphics::DrawMode::Fill,
        Vec2::new(0.0, 0.0),
        Ship::size(ctx),
        0.1,
        Color::new(0.2, 0.3, 0.6, 1.0),
    ).expect("could not create mesh");

    println!("spawning {} ship(s)", count);

    let mut ships = Vec::with_capacity(count as usize);
    for _ in 0..count {
        let side = rng.gen();
        let x = if side {
            screen_bounds.w
        } else {
            0.0
        };
        let y = rng.gen_range(screen_bounds.h / 7.0, 6.0 * screen_bounds.h / 7.0);

        ships.push(
            (
                Pos(Vec2::new(x, y)),

                if side {
                    Vel(Vec2::new(-300.0, 0.0))
                } else {
                    Vel(Vec2::new(300.0, 0.0))
                },

                Ship,

                mesh.to_owned(),
            )
        );
    }

    world.append_components(ships);
}

pub fn bullets_on_screen(world: &mut pyro::World) -> usize {
    world.matcher::<All<(Read<Bullet>,)>>().count()
}
\ No newline at end of file

A  => src/vec2.rs +67 -0
@@ 1,67 @@
#[derive(Copy, Clone, Debug)]
pub struct Vec2 {
    x: f32,
    y: f32,
}

impl Vec2 {
    pub fn new(x: f32, y: f32) -> Self {
        Vec2 { x, y }
    }
    
    // from angle (radians) and magnitude
    pub fn from_angle(angle: f32, mag: f32) -> Self {
        use std::f32;

        Vec2 {
            x: f32::cos(angle) * mag,
            y: f32::sin(angle) * mag,
        }
    }
    
    pub fn in_rect(self, rect: ggez::graphics::Rect) -> bool {
           self.x >= rect.left()
        && self.x <= rect.right()
        && self.y >= rect.top()
        && self.y <= rect.bottom()
    }

    pub fn distance_to(self, other: Self) -> f32 {
        use std::f32;
        f32::hypot(self.x - other.x, self.y - other.y).abs()
    }
}

impl std::ops::Add for Vec2 {
    type Output = Self;

    fn add(self, rhs: Self) -> Self::Output {
        Vec2 {
            x: self.x + rhs.x,
            y: self.y + rhs.y,
        }
    }
}

impl std::ops::AddAssign for Vec2 {
    fn add_assign(&mut self, rhs: Self) {
        self.x += rhs.x;
        self.y += rhs.y;
    }
}

impl std::ops::Mul<f32> for Vec2 {
    type Output = Self;
    fn mul(self, rhs: f32) -> Self::Output {
        Vec2 {
            x: self.x * rhs,
            y: self.y * rhs,
        }
    }
}

impl Into<ggez::mint::Point2<f32>> for Vec2 {
    fn into(self) -> ggez::mint::Point2<f32> {
        ggez::mint::Point2 { x: self.x, y: self.y }
    }
}
\ No newline at end of file