pub mod in_game;
pub use in_game::*;
pub mod in_main_menu;
pub use in_main_menu::*;
pub mod picking;
pub use picking::*;
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use crate::{insert_dependant_component, state::{AppState, GameState}};
// this file is just for demo purposes, contains various types of components, systems etc
#[derive(Component, Reflect, Default, Debug, )]
#[reflect(Component)]
pub enum SoundMaterial{
Metal,
Wood,
Rock,
Cloth,
Squishy,
#[default]
None
}
#[derive(Component, Reflect, Default, Debug, )]
#[reflect(Component)]
/// Demo marker component
pub struct Player;
#[derive(Component, Reflect, Default, Debug, )]
#[reflect(Component)]
/// Demo component showing auto injection of components
pub struct ShouldBeWithPlayer;
#[derive(Component, Reflect, Default, Debug, )]
#[reflect(Component)]
/// Demo marker component
pub struct Interactible;
fn player_move_demo(
keycode: Res>,
mut players: Query<&mut Transform, With>,
){
let speed = 0.2;
if let Ok(mut player) = players.get_single_mut() {
if keycode.pressed(KeyCode::Left) {
player.translation.x += speed;
}
if keycode.pressed(KeyCode::Right) {
player.translation.x -= speed;
}
if keycode.pressed(KeyCode::Up) {
player.translation.z += speed;
}
if keycode.pressed(KeyCode::Down) {
player.translation.z -= speed;
}
}
}
// collision tests/debug
pub fn test_collision_events(
mut collision_events: EventReader,
mut contact_force_events: EventReader,
)
{
for collision_event in collision_events.iter() {
println!("collision");
match collision_event {
CollisionEvent::Started(_entity1, _entity2 ,_) => {
println!("collision started")
}
CollisionEvent::Stopped(_entity1, _entity2 ,_) => {
println!("collision ended")
}
}
}
for contact_force_event in contact_force_events.iter() {
println!("Received contact force event: {:?}", contact_force_event);
}
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app
.add_plugins(PickingPlugin)
.register_type::()
.register_type::()
.register_type::()
// little helper utility, to automatically inject components that are dependant on an other component
// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
.add_systems(Update, (
// insert_dependant_component::,
player_move_demo, //.run_if(in_state(AppState::Running)),
// test_collision_events
)
.run_if(in_state(GameState::InGame)))
.add_systems(
OnEnter(AppState::MenuRunning),
setup_main_menu
)
.add_systems(
OnExit(AppState::MenuRunning),
teardown_main_menu
)
.add_systems(Update, (main_menu))
.add_systems(
OnEnter(AppState::AppRunning),
setup_game
)
;
}
}