initial commit

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2024-09-09 16:33:43 +02:00
commit 822c8bb7b5
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/target

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Cargo.lock generated Normal file

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Cargo.toml Normal file
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[package]
name = "my_first_bevy_game"
version = "0.1.0"
edition = "2021"
[dependencies]
avian3d = "0.1.2"
bevy = "0.14.2"
log = { version = "*", features = ["max_level_debug", "release_max_level_warn"] }
[features]
default = ["dynamic_linking"]
dynamic_linking = ["bevy/dynamic_linking"]
[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3
[profile.release]
codegen-units = 1
lto = "thin"
[profile.wasm-release]
inherits = "release"
opt-level = "s"
strip = "debuginfo"
#[workspace.metadata.cross.target.x86_64-unknown-linux-gnu]
#pre-build = [
# "dpkg --add-architecture $CROSS_DEB_ARCH",
# "apt-get update && apt-get --assume-yes install libudev-dev:$CROSS_DEB_ARCH libssl-dev:$CROSS_DEB_ARCH libasound2-dev:$CROSS_DEB_ARCH"
#]

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Cross.toml Normal file
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[target.x86_64-unknown-linux-gnu]
pre-build = [
"dpkg --add-architecture $CROSS_DEB_ARCH",
"apt-get update && apt-get --assume-yes install libudev-dev:$CROSS_DEB_ARCH libssl-dev:$CROSS_DEB_ARCH libasound2-dev:$CROSS_DEB_ARCH"
]

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src/main.rs Normal file
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use bevy::{
//bevy_dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
prelude::*
};
use avian3d::prelude::*;
fn main() {
App::new()
.insert_resource(GreetTimer(Timer::from_seconds(2.5, TimerMode::Repeating)))
.add_systems(Update, (close_on_esc, spawn_block))
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default(),
/*FpsOverlayPlugin {
config: FpsOverlayConfig {
text_config: TextStyle {
// Here we define size of our overlay
font_size: 50.0,y
// We can also change color of the overlay
color: Color::srgb(0.0, 1.0, 0.0),
// If we want, we can use a custom font
font: default(),
},
},
},*/
))
//.add_plugins(FrameTimeDiagnosticsPlugin::default())
.add_systems(Startup, setup)
.run();
}
//#[derive(Component)]
//struct Ground;
#[derive(Resource)]
struct GreetTimer(Timer);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// floor
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
RigidBody::Static,
Collider::cuboid(20.0, 0.0, 20.0),
//Ground,
));
// Dynamic physics object with a collision shape and initial angular velocity
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 5.0, 0.0),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(1.0, 1.0, 1.0),
AngularVelocity(Vec3::new(1.5, 2.5, 0.5)),
));
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
commands.entity(window).despawn();
}
}
}
fn spawn_block(
time: Res<Time>,
mut timer: ResMut<GreetTimer>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
if timer.0.tick(time.delta()).just_finished() {
// Dynamic physics object with a collision shape and initial angular velocity every 2.5 Seconds
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 5.0, 0.0),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(1.0, 1.0, 1.0),
AngularVelocity(Vec3::new(1.5, 2.5, 0.5)),
));
}
}