use bevy::{prelude::*, window::PrimaryWindow}; use bevy_2d_collisions::{ components::{CollisionBox, CollisionBundle, CollisionGroup}, events::CollisionBegin, CollisionsPlugin, }; fn main() { let mut app = App::new(); app.add_plugins((DefaultPlugins, CollisionsPlugin)); app.add_systems(Startup, (spawn_player, spawn_enemy)); app.add_systems( Update, (collision_events, move_inputs, shoot_inputs, physics), ); app.run(); } #[derive(Component, Default, Debug)] struct Player; #[derive(Component, Default, Debug)] struct Enemy; #[derive(Component, Default, Debug)] struct Velocity(Vec2); fn spawn_player(asset_server: Res, mut commands: Commands) { let mut camera_bundle = Camera2dBundle::default(); camera_bundle.projection.scale = 0.5; commands.spawn(camera_bundle); let texture_handle = asset_server.load("player.png"); commands .spawn(SpriteBundle { texture: texture_handle, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.1)), ..Default::default() }) .insert(Velocity(Vec2::new(0.0, 0.0))) .insert(CollisionBundle { collision_box: CollisionBox { size: Vec2::new(32.0, 32.0), ..Default::default() }, collision_group: CollisionGroup { layer: 0, mask: 0 }, ..Default::default() }) .insert(Player); } fn spawn_enemy(asset_server: Res, mut commands: Commands) { let texture_handle = asset_server.load("enemy.png"); for i in -5..5 { for j in -5..5 { commands .spawn(SpriteBundle { texture: texture_handle.clone(), transform: Transform::from_translation(Vec3::new( i as f32 * 32.0, j as f32 * 32.0, 0.0, )), ..Default::default() }) .insert(Velocity(Vec2::new(0.0, 0.0))) .insert(CollisionBundle { collision_box: CollisionBox { size: Vec2::new(32.0, 32.0), ..Default::default() }, collision_group: CollisionGroup { layer: 1, mask: 0 }, ..Default::default() }) .insert(Enemy); } } } fn collision_events(mut events: EventReader, mut command: Commands) { for event in events.read() { println!("{:?}", event); command.entity(event.entity).despawn(); command.entity(event.detected).despawn(); } } fn move_inputs(keyboard_input: Res>, mut query: Query<&mut Velocity, With>) { for mut velocity in query.iter_mut() { let mut fx = 0.0; let mut fy = 0.0; if keyboard_input.pressed(KeyCode::A) { fx -= 1.0; } if keyboard_input.pressed(KeyCode::D) { fx += 1.0; } if keyboard_input.pressed(KeyCode::W) { fy += 1.0; } if keyboard_input.pressed(KeyCode::S) { fy -= 1.0; } let force = Vec2::new(fx, fy).normalize_or_zero(); velocity.0 = force * 100.0; } } fn shoot_inputs( asset_server: Res, mouse_input: Res>, mut command: Commands, q_window: Query<&Window, With>, q_camera: Query<(&Camera, &GlobalTransform)>, q_player: Query<&Transform, With>, ) { if !mouse_input.just_pressed(MouseButton::Left) { return; } // get the camera info and transform if let Ok((camera, camera_transform)) = q_camera.get_single() { // There is only one primary window, so we can similarly get it from the query: let window = q_window.single(); // check if the cursor is inside the window and get its position // then, ask bevy to convert into world coordinates, and truncate to discard Z if let Some(world_position) = window .cursor_position() .and_then(|cursor| camera.viewport_to_world(camera_transform, cursor)) .map(|ray| ray.origin.truncate()) { let player_transform = q_player.get_single().unwrap(); let to = world_position; let from = player_transform.translation; let y = to.y - from.y; let x = to.x - from.x; let angle = y.atan2(x); let texture_handle = asset_server.load("bullet.png"); command .spawn(SpriteBundle { texture: texture_handle, transform: Transform::from_translation(from), ..Default::default() }) .insert(Velocity(Vec2::new( angle.cos() * 500.0, angle.sin() * 500.0, ))) .insert(CollisionBundle { collision_box: CollisionBox { size: Vec2::new(8.0, 8.0), ..Default::default() }, collision_group: CollisionGroup { layer: 2, mask: 1 }, ..Default::default() }); } } } fn physics(dt: Res