use crate::*;
use bevy::prelude::*;
use rand::Rng;
use std::f32::consts::TAU;
pub fn setup_plugin(app: &mut App) {
app.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
})
.insert_resource(LevelConfig {
width: 350.0,
height: 350.0,
})
.register_type::<LevelConfig>()
.add_systems(Startup, setup);
}
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct LevelConfig {
pub width: f32,
pub height: f32,
}
impl LevelConfig {
pub fn random_position(&self) -> (f32, f32) {
let a = rand::rng().random_range(0.0..TAU);
let max_rad = self.width.min(self.height) / 2.0;
let rad = rand::rng().random_range(0.0..max_rad);
let x = rad * a.cos();
let z = rad * a.sin();
(x, z)
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Name::new("Camera"),
Camera3d::default(),
Transform::from_xyz(0., 70., 300.).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
));
commands.spawn((
Name::new("Plane"),
GroundPlaneMarker,
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
commands.spawn((
Name::new("Light"),
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.build(),
));
}