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main.rs
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
mod background;
mod constants;
mod editor;
mod errors;
mod fonts;
mod game_object;
mod game_state;
mod gameover;
mod levels;
mod menu;
mod timers;
mod ui_state;
mod utils;
use std::{borrow::Cow, collections::BTreeMap, fs, num::NonZero};
use background::{Background, BackgroundPlugin, UpdateBackgroundTransform};
use bevy::{
prelude::*,
window::{PrimaryWindow, WindowMode, WindowResized, WindowResolution},
winit::WinitWindows,
};
use constants::*;
use editor::{
on_editor_keyboard_input, on_editor_mouse_input, EditorPlugin, EditorState, SelectionOverlay,
ToggleEditor,
};
use fonts::Fonts;
use game_object::{
behaviors::*, spawn_object_of_type, CollisionObjectQuery, Direction, Entrance,
GameObjectAssets, Massive, ObjectType, Openable, Player, Position, Teleporter, Weight,
PLAYER_ASSET,
};
use game_state::GameState;
use gameover::{check_for_game_over, setup_gameover};
use levels::{Dimensions, InitialPositionAndMetadata, Level, Levels};
use menu::{on_menu_keyboard_input, MenuKind, MenuPlugin, MenuState};
use timers::{AnimationTimer, MovementTimer, TemporaryTimer, TransporterTimer};
use ui_state::UiState;
use utils::get_level_path;
use winit::window::Icon;
#[derive(Default, Resource)]
struct ExitState {
next_level: Option<u16>,
}
#[derive(Default, Resource)]
struct PressedTriggers {
num_pressed_triggers: usize,
}
#[derive(Event)]
struct ChangeZoom(f32);
#[derive(Event)]
enum GameEvent {
MovePlayer(Direction),
}
/// Loads the given level.
#[derive(Event)]
struct LoadLevel(u16);
/// Loads the relative level.
///
/// The level to load is calculated by adding the given delta to the current
/// level. Commonly used to load the next/previous level by specifying 1/-1,
/// respectively. Also used to reload the current level using a delta of 0.
#[derive(Event)]
struct LoadRelativeLevel(i16);
/// Resets the current level.
///
/// Resetting differs from restarting (using `LoadRelativeLevel(0)`) because it
/// always resets to the version from disk and ignores what was saved in-memory.
#[derive(Event)]
struct ResetLevel;
#[derive(Event)]
struct SaveLevel {
save_to_disk: bool,
}
#[derive(Event)]
struct SpawnObject {
object_type: ObjectType,
position: InitialPositionAndMetadata,
}
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Chunky's Challenge".to_owned(),
mode: get_initial_window_mode(),
resolution: WindowResolution::from((DEFAULT_WINDOW_SIZE, DEFAULT_WINDOW_SIZE))
.with_scale_factor_override(1.),
desired_maximum_frame_latency: NonZero::new(60),
..default()
}),
..default()
}),
BackgroundPlugin,
EditorPlugin,
MenuPlugin,
))
.init_resource::<AnimationTimer>()
.init_resource::<Dimensions>()
.init_resource::<ExitState>()
.init_resource::<Fonts>()
.init_resource::<GameObjectAssets>()
.init_resource::<Levels>()
.init_resource::<MovementTimer>()
.init_resource::<PressedTriggers>()
.init_resource::<TemporaryTimer>()
.init_resource::<TransporterTimer>()
.init_resource::<UiState>()
.insert_resource(GameState::load())
.add_event::<ChangeZoom>()
.add_event::<GameEvent>()
.add_event::<LoadLevel>()
.add_event::<LoadRelativeLevel>()
.add_event::<ResetLevel>()
.add_event::<SaveLevel>()
.add_event::<SpawnObject>()
.add_observer(load_level)
.add_observer(load_relative_level)
.add_observer(on_zoom_change)
.add_observer(reset_level)
.add_observer(save_level)
.add_observer(spawn_object)
.add_systems(Startup, (set_window_icon, setup))
.add_systems(PostStartup, post_setup)
.add_systems(Update, (on_keyboard_input, on_mouse_input, on_resize))
.add_systems(
Update,
(
animate_objects,
check_for_deadly,
check_for_entrance,
check_for_exit,
check_for_explosive,
check_for_liquid,
check_for_game_over,
check_for_slippery_and_transporter,
despawn_volatile_objects,
move_objects,
on_game_event,
)
.after(on_keyboard_input),
)
.add_systems(
Update,
(check_for_transform_on_push, check_for_triggers)
.after(check_for_liquid)
.after(on_keyboard_input)
.after(move_objects),
)
.add_systems(
Update,
(
check_for_finished_levels,
check_for_key,
check_for_paint,
check_for_teleporter,
on_player_moved,
)
.after(move_objects)
.after(on_mouse_input),
)
.add_systems(
Update,
(position_entities, update_entity_directions)
.after(check_for_explosive)
.after(check_for_liquid)
.after(check_for_paint)
.after(check_for_teleporter)
.after(check_for_transform_on_push),
)
.run();
}
fn get_initial_window_mode() -> WindowMode {
if cfg!(target_os = "ios") || std::env::var_os("SteamTenfoot").is_some() {
WindowMode::BorderlessFullscreen(MonitorSelection::Current)
} else {
WindowMode::Windowed
}
}
fn set_window_icon(windows: NonSend<WinitWindows>) {
let (icon_rgba, icon_width, icon_height) = {
let image = image::load_from_memory_with_format(PLAYER_ASSET, image::ImageFormat::Png)
.unwrap()
.into_rgba8();
let (width, height) = image.dimensions();
let rgba = image.into_raw();
(rgba, width, height)
};
let icon = Icon::from_rgba(icon_rgba, icon_width, icon_height).unwrap();
for window in windows.windows.values() {
window.set_window_icon(Some(icon.clone()));
}
}
fn setup(
mut commands: Commands,
mut fonts: ResMut<Fonts>,
mut font_assets: ResMut<Assets<Font>>,
mut game_object_assets: ResMut<GameObjectAssets>,
mut image_assets: ResMut<Assets<Image>>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
*game_object_assets.as_mut() =
GameObjectAssets::load(&mut image_assets, &mut texture_atlas_layouts);
fonts.poppins_light = font_assets.add(
Font::try_from_bytes(Vec::from(include_bytes!(
"../assets/font/Poppins/Poppins-Light.ttf"
)))
.unwrap(),
);
commands.spawn(Camera2d);
setup_gameover(&mut commands, &fonts);
}
fn post_setup(mut commands: Commands) {
commands.trigger(LoadLevel(0));
}
#[expect(clippy::too_many_arguments, clippy::type_complexity)]
pub fn on_mouse_input(
mut commands: Commands,
selection_query: Query<&mut Transform, With<SelectionOverlay>>,
background_query: Query<(Entity, &Transform), (With<Background>, Without<SelectionOverlay>)>,
objects: Query<(Entity, &ObjectType, &Position)>,
window_query: Query<&Window, With<PrimaryWindow>>,
editor_state: ResMut<EditorState>,
mut ui_state: ResMut<UiState>,
buttons: Res<ButtonInput<MouseButton>>,
dimensions: Res<Dimensions>,
menu_state: Res<MenuState>,
) {
if editor_state.is_open {
on_editor_mouse_input(
commands,
selection_query,
background_query,
objects,
window_query,
editor_state,
buttons,
dimensions,
);
return;
} else if menu_state.is_open() {
return;
}
if !buttons.pressed(MouseButton::Left) {
if ui_state.drag_start.is_some() {
ui_state.drag_start = None;
}
return;
}
let window = window_query.single();
let Some(cursor_position) = window.cursor_position() else {
return;
};
let zoom_factor = ui_state.zoom_factor;
let x = cursor_position.x / (zoom_factor * GRID_SIZE as f32);
let y = cursor_position.y / (zoom_factor * GRID_SIZE as f32);
if let Some((start_x, start_y)) = ui_state.drag_start {
let new_camera_offset = (start_x - x, start_y - y);
if ui_state.camera_offset != new_camera_offset {
ui_state.camera_offset.0 += new_camera_offset.0;
ui_state.camera_offset.1 += new_camera_offset.1;
commands.send_event(UpdateBackgroundTransform::Fast);
}
}
ui_state.drag_start = Some((x, y));
}
#[expect(clippy::too_many_arguments)]
fn on_keyboard_input(
mut commands: Commands,
mut game_events: EventWriter<GameEvent>,
app_exit_events: EventWriter<AppExit>,
player_query: Query<Entity, With<Player>>,
mut menu_state: ResMut<MenuState>,
editor_state: ResMut<EditorState>,
ui_state: ResMut<UiState>,
exit_state: Res<ExitState>,
game_state: Res<GameState>,
keys: Res<ButtonInput<KeyCode>>,
) {
if editor_state.is_open {
on_editor_keyboard_input(commands, editor_state, ui_state, keys);
return;
} else if menu_state.is_open() {
on_menu_keyboard_input(commands, app_exit_events, menu_state, keys);
return;
} else if exit_state.next_level.is_some() {
return;
}
for key in keys.get_just_pressed() {
use KeyCode::*;
match key {
ArrowUp => {
game_events.send(GameEvent::MovePlayer(Direction::Up));
}
ArrowRight => {
game_events.send(GameEvent::MovePlayer(Direction::Right));
}
ArrowDown => {
game_events.send(GameEvent::MovePlayer(Direction::Down));
}
ArrowLeft => {
game_events.send(GameEvent::MovePlayer(Direction::Left));
}
Enter if player_query.get_single().is_err() => {
commands.trigger(LoadRelativeLevel(0));
}
Equal => {
commands.trigger(ChangeZoom(1.25));
}
Minus => {
commands.trigger(ChangeZoom(0.8));
}
BracketRight => {
commands.trigger(LoadRelativeLevel(1));
}
BracketLeft => {
commands.trigger(LoadRelativeLevel(-1));
}
KeyE => {
commands.trigger(ToggleEditor);
}
KeyR => {
commands.trigger(LoadRelativeLevel(0));
}
Escape => {
menu_state.set_open(if game_state.is_in_hub() {
MenuKind::Hub
} else {
MenuKind::Level
});
}
_ => continue,
};
}
}
fn position_entities(
mut query: Query<(Ref<Position>, &mut Transform)>,
dimensions: Res<Dimensions>,
) {
for (position, mut transform) in &mut query {
if position.is_changed() || dimensions.is_changed() {
transform.translation.x = (-(dimensions.width * HALF_GRID_SIZE)
+ position.x * GRID_SIZE
- HALF_GRID_SIZE) as f32;
transform.translation.y = ((dimensions.height * HALF_GRID_SIZE)
- position.y * GRID_SIZE
+ HALF_GRID_SIZE) as f32;
}
}
}
fn update_entity_directions(mut query: Query<(&Direction, &mut Sprite), Changed<Direction>>) {
for (direction, mut sprite) in &mut query {
if let Some(atlas) = sprite.texture_atlas.as_mut() {
atlas.index = *direction as usize;
}
}
}
fn on_game_event(
mut level_events: EventReader<GameEvent>,
mut collision_objects_query: Query<CollisionObjectQuery, Without<Player>>,
mut player_query: Query<(&mut Position, &mut Direction, Option<&Weight>), With<Player>>,
mut ui_state: ResMut<UiState>,
dimensions: Res<Dimensions>,
) {
for event in level_events.read() {
match event {
GameEvent::MovePlayer(direction) => {
if let Ok((mut position, mut player_direction, weight)) =
player_query.get_single_mut()
{
ui_state.camera_offset = Default::default();
if move_object(
&mut position,
*direction,
&dimensions,
collision_objects_query.iter_mut().map(Into::into),
weight.copied().unwrap_or_default(),
)
.is_ok()
{
*player_direction = *direction;
}
}
}
}
}
}
fn on_player_moved(mut commands: Commands, query: Query<Ref<Position>, With<Player>>) {
for player_position in &query {
if player_position.is_changed() {
commands.send_event(UpdateBackgroundTransform::Fast);
}
}
}
fn on_resize(mut commands: Commands, mut resize_reader: EventReader<WindowResized>) {
if resize_reader.read().last().is_some() {
commands.send_event(UpdateBackgroundTransform::Immediate);
}
}
fn on_zoom_change(
trigger: Trigger<ChangeZoom>,
mut commands: Commands,
mut ui_state: ResMut<UiState>,
) {
let ChangeZoom(factor) = trigger.event();
let zoom_factor = ui_state.zoom_factor;
if (*factor < 1. && zoom_factor >= 0.2) || (*factor > 1. && zoom_factor <= 5.) {
ui_state.zoom_factor = zoom_factor * factor;
commands.send_event(UpdateBackgroundTransform::Fast);
}
}
#[expect(clippy::too_many_arguments)]
fn load_level(
trigger: Trigger<LoadLevel>,
mut commands: Commands,
mut background_query: Query<Entity, With<Background>>,
mut background_events: EventWriter<UpdateBackgroundTransform>,
mut dimensions: ResMut<Dimensions>,
mut exit_state: ResMut<ExitState>,
mut game_state: ResMut<GameState>,
mut pressed_triggers: ResMut<PressedTriggers>,
assets: Res<GameObjectAssets>,
fonts: Res<Fonts>,
levels: Res<Levels>,
menu_state: Res<MenuState>,
) {
let LoadLevel(level) = trigger.event();
game_state.set_current_level(*level);
let level_data = levels.get(*level).unwrap_or({
&Cow::Borrowed(
r#"[Player]
Position=1,1
[Exit]
Position=2,1
"#,
)
});
let mut level = Level::load(level_data);
// If we come from a previous level, we check if the new level has an
// entrance to the previous level. If it does, it will be the player's
// starting position instead of the one specified by the level.
if let Some(previous_level) = game_state.previous_level {
let entrance_position = level
.objects
.get(&ObjectType::Entrance)
.and_then(|entrances| {
entrances
.iter()
.find(|entrance| entrance.level == Some(previous_level))
})
.map(|entrance| entrance.position);
if let Some(entrance_position) = entrance_position {
if let Some(players) = level.objects.get_mut(&ObjectType::Player) {
for player in players {
player.position = entrance_position;
}
}
}
}
let background_entity = background_query.single_mut();
let mut background = commands.entity(background_entity);
background.despawn_descendants();
background.with_children(|cb| {
spawn_level_objects(cb, level.objects, &assets, &fonts);
});
pressed_triggers.num_pressed_triggers = 0;
*dimensions = level.dimensions;
exit_state.next_level = None;
background_events.send(if menu_state.is_in_hub_menu() {
UpdateBackgroundTransform::Immediate
} else {
UpdateBackgroundTransform::LevelEntrance
});
}
fn load_relative_level(
trigger: Trigger<LoadRelativeLevel>,
mut commands: Commands,
game_state: Res<GameState>,
) {
let LoadRelativeLevel(delta) = trigger.event();
let new_level = game_state.current_level.saturating_add_signed(*delta);
commands.trigger(LoadLevel(new_level));
}
fn reset_level(
_trigger: Trigger<ResetLevel>,
mut game_state: ResMut<GameState>,
mut levels: ResMut<Levels>,
) {
let level = game_state.current_level;
levels.reset_level(level);
game_state.set_current_level(level);
}
#[expect(clippy::type_complexity)]
fn save_level(
trigger: Trigger<SaveLevel>,
mut levels: ResMut<Levels>,
dimensions: Res<Dimensions>,
game_state: Res<GameState>,
objects_query: Query<(
&ObjectType,
&Position,
&Direction,
Option<&Entrance>,
Option<&Massive>,
Option<&Openable>,
Option<&Teleporter>,
)>,
) {
let SaveLevel { save_to_disk } = trigger.event();
let mut objects = BTreeMap::new();
for (object_type, position, direction, entrance, massive, openable, teleporter) in
&objects_query
{
if position.x > 0
&& position.x <= dimensions.width
&& position.y > 0
&& position.y <= dimensions.height
{
let positions = objects.entry(*object_type).or_insert(Vec::new());
positions.push(InitialPositionAndMetadata {
position: *position,
direction: *direction,
identifier: teleporter.map(|teleporter| teleporter.0),
level: entrance.map(|entrance| entrance.0).or_else(|| {
openable.and_then(|openable| match openable {
Openable::Key => None,
Openable::LevelFinished(level) => Some(*level),
Openable::Trigger => None,
})
}),
open: openable.is_some() && massive.is_none(),
});
}
}
if objects
.get(&ObjectType::Player)
.is_none_or(|player_locations| player_locations.len() != 1)
{
return; // Only save levels with exactly one player.
}
let level = Level {
dimensions: *dimensions,
objects,
};
let content = level.save();
let current_level = game_state.current_level;
if *save_to_disk {
if let Err(error) = fs::write(get_level_path(current_level), &content) {
println!("Could not save level: {error}");
}
levels.insert_stored(current_level, content);
} else {
levels.insert_current(current_level, content);
}
}
fn spawn_level_objects(
cb: &mut ChildBuilder,
objects: BTreeMap<ObjectType, Vec<InitialPositionAndMetadata>>,
assets: &GameObjectAssets,
fonts: &Fonts,
) {
for (object_type, initial_positions) in objects {
for initial_position in initial_positions {
spawn_object_of_type(cb, assets, fonts, object_type, initial_position);
}
}
}
fn spawn_object(
trigger: Trigger<SpawnObject>,
mut commands: Commands,
background_query: Query<Entity, With<Background>>,
assets: Res<GameObjectAssets>,
fonts: Res<Fonts>,
) {
let SpawnObject {
object_type,
position,
} = trigger.event();
let background = background_query
.get_single()
.expect("there should be only one background");
let mut background = commands.entity(background);
background.with_children(|cb| {
spawn_object_of_type(cb, &assets, &fonts, *object_type, position.clone());
});
}