fallible_params/
fallible_params.rsuse bevy::prelude::*;
use rand::Rng;
fn main() {
println!();
println!("Press 'A' to add enemy ships and 'R' to remove them.");
println!("Player ship will wait for enemy ships and track one if it exists,");
println!("but will stop tracking if there are more than one.");
println!();
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
user_input.param_warn_once(),
move_targets.never_param_warn(),
move_pointer.never_param_warn(),
)
.chain(),
)
.add_systems(Update, do_nothing_fail_validation.param_warn_once())
.run();
}
#[derive(Component, Default)]
struct Enemy {
origin: Vec2,
radius: f32,
rotation: f32,
rotation_speed: f32,
}
#[derive(Component, Default)]
struct Player {
speed: f32,
rotation_speed: f32,
min_follow_radius: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let texture = asset_server.load("textures/simplespace/ship_C.png");
commands.spawn((
Player {
speed: 100.0,
rotation_speed: 2.0,
min_follow_radius: 50.0,
},
Sprite {
image: texture,
color: bevy::color::palettes::tailwind::BLUE_800.into(),
..Default::default()
},
Transform::from_translation(Vec3::ZERO),
));
}
fn user_input(
mut commands: Commands,
enemies: Query<Entity, With<Enemy>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
asset_server: Res<AssetServer>,
) {
let mut rng = rand::thread_rng();
if keyboard_input.just_pressed(KeyCode::KeyA) {
let texture = asset_server.load("textures/simplespace/enemy_A.png");
commands.spawn((
Enemy {
origin: Vec2::new(rng.gen_range(-200.0..200.0), rng.gen_range(-200.0..200.0)),
radius: rng.gen_range(50.0..150.0),
rotation: rng.gen_range(0.0..std::f32::consts::TAU),
rotation_speed: rng.gen_range(0.5..1.5),
},
Sprite {
image: texture,
color: bevy::color::palettes::tailwind::RED_800.into(),
..default()
},
Transform::from_translation(Vec3::ZERO),
));
}
if keyboard_input.just_pressed(KeyCode::KeyR) {
if let Some(entity) = enemies.iter().next() {
commands.entity(entity).despawn();
}
}
}
fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
for (mut transform, mut target) in &mut *enemies {
target.rotation += target.rotation_speed * time.delta_secs();
transform.rotation = Quat::from_rotation_z(target.rotation);
let offset = transform.right() * target.radius;
transform.translation = target.origin.extend(0.0) + offset;
}
}
fn move_pointer(
mut player: Single<(&mut Transform, &Player)>,
enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>,
time: Res<Time>,
) {
let (player_transform, player) = &mut *player;
if let Some(enemy_transform) = enemy {
let delta = enemy_transform.translation - player_transform.translation;
let distance = delta.length();
let front = delta / distance;
let up = Vec3::Z;
let side = front.cross(up);
player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up));
let max_step = distance - player.min_follow_radius;
if 0.0 < max_step {
let velocity = (player.speed * time.delta_secs()).min(max_step);
player_transform.translation += front * velocity;
}
} else {
player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_secs());
}
}
fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {}