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Orbits
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use bevy::prelude::*; | |
#[derive(Component, Debug)] | |
struct SectorPosition(Vec3); | |
#[derive(Component, Debug)] | |
struct ShipVelocity(Vec3); | |
#[derive(Component)] | |
struct ShipFactionHuman; | |
#[derive(Component)] | |
struct ShipFactionAlien; | |
#[derive(Default, Reflect, GizmoConfigGroup)] | |
struct MyRoundGizmos {} | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.init_gizmo_group::<MyRoundGizmos>() | |
.add_systems(Startup, setup_map) | |
.add_systems(Update, ship_combat) | |
.add_systems(Update, ship_move) | |
.run(); | |
} | |
fn setup_map(mut commands: Commands) { | |
commands.spawn(Camera3dBundle { | |
transform: Transform::from_xyz(10., 20.0, 10.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y), | |
..default() | |
}); | |
/// Ships | |
commands.spawn(( | |
ShipFactionHuman, | |
SectorPosition(Vec3::new(1.0, 0.0, 1.0)), | |
ShipVelocity(Vec3::ZERO) | |
)); | |
commands.spawn(( | |
ShipFactionAlien, | |
SectorPosition(Vec3::new(0.0, 0.0, 0.0)), | |
ShipVelocity(Vec3::ZERO) | |
)); | |
} | |
fn ship_move( | |
mut query: Query<(&ShipVelocity, &mut SectorPosition)>, | |
mut gizmos: Gizmos, | |
mut my_gizmos: Gizmos<MyRoundGizmos>, | |
time: Res<Time> | |
) { | |
let mut col = Color::ORANGE; | |
for (velo, mut pos) in &mut query { | |
pos.0 += velo.0 * time.delta_seconds(); | |
my_gizmos | |
.sphere(pos.0, Quat::IDENTITY, 1.0, col) | |
.circle_segments(64); | |
col = Color::NAVY; | |
} | |
} | |
fn ship_combat( | |
mut human_query: Query<(&SectorPosition, &mut ShipVelocity), (With<ShipFactionHuman>, Without<ShipFactionAlien>)>, | |
mut alien_query: Query<(&SectorPosition, &mut ShipVelocity), (With<ShipFactionAlien>, Without<ShipFactionHuman>)>, | |
) { | |
for (human_position, mut human_velocity) in &mut human_query { | |
for (alien_position, mut alien_velocity) in &mut alien_query { | |
let pos_diff = human_position.0 - alien_position.0; | |
let cross = pos_diff.normalize().cross(Vec3::Y); | |
human_velocity.0 = cross.normalize() * 20.0; | |
let pos_diff = alien_position.0 - human_position.0; | |
let cross = pos_diff.normalize().cross(Vec3::Y); | |
alien_velocity.0 = cross.normalize() * 20.0; | |
} | |
} | |
} |
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