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Part one progress (All planned features implemented) +- Player movement. Player is moving to adjacent "grass" tiles. The non-continous movement (moving from one tile directly to the next one) is intentional. +- Map creation. The map is created before the game and consists of wall (obstacles) and grass. The arrangement of tiles is determined by the text file (/assets/map.txt). The player can move only on "grass" tiles. +- Bushes. Bushes occur on the map. They disapear when being stepped by the player. +- Keys. There are keys to be found on the map. Player can collect them (they disapear from the map and are added to the player inventory). +- Doors. Player can open door (it disappears from the map) in exchange for one of the keys from the equipment. With no keys player cannot go through the door. +- Diamonds. Appear on the map. Player can collect them; they are added to the equipment. +- Brittle obstacles. Only appear on the map (purple wall). +- Inspector-egui debugging system. Allows to see components and data of entities on the screen. May be removed later. + +## Part two progress +- Enemies. Enemies move up and down or left and right (from wall to wall). +- Lives. Player has lives that can be collected from the map. Lives are lost after collision with an enemy. +- Hammer. Destroys the britle wall (purple). To destroy turn in its direction and press X. +- Animation. The player turns in the direction of movement. Steps are animated. After collision with an enemy (after losing a life) player turns red for a few seconds. During this time player cannot be hit again. After losing last life player is defeated and is not moving anymore. Using hammer is also animated (the hammer usage is animated even if nothing is being destroyed). +- Saving - loading system. Only the basics: state of the player (lives, diamonds etc. is saved using serde, every time player crosses the spawn point (= save point). To return there and load the saved state press space bar. It is also possible after player death (for convenience). +## Not implemented: +- Stones. They appear on the map but act like a wall. Their textures are generated randomly. ## Authors -- Andrzej Głuszak (@agluszak on GitHub) -- Linus Torvalds (@torvalds on GitHub) +- Krystyna Gasińska (@monty930 on GitHub) ## Description -Frobnicator is going to be a platformer game similar to Super Mario Bros made using Bevy game engine. +The idea is to create a game similar to „Diamond rush” (the game that used to be on old cellphones). It would have one level, diamonds to collect (points), enemies to avoid (without combat system), lives, keys to collect, doors opened by keys, bushes to destroy falling stones and a hammer. +Gameplay of original game: https://www.youtube.com/watch?v=W5jp-VyLEHY ## Features -- map generator -- shooting -- enemy AI -- game state saving and loading - scores +- enemies +- game state saving and loading +- falling stones +- system of keys and doors +- riddles with a goal to defeat enemies ## Plan -In the first part we're going to implement the basics: movement, physics and shooting. The enemies will simply bounce from one edge of the platform to the other. There will be only a single map. +In the first part I'm going to implement the map with diamonds, bushes, keys and doors. -In the second part we're going to add random map generator, saving/loading, scores and a more sophisticated AI. +In the second part I'm going to add enemies, lives, stones, saving-loading system and a hammer (to destroy brittle obstacles and immobilize enemies). The stone will fall if there is nothing below it and it will roll to the left or right if there is a stone below it. Falling stone can also kill the enemy or the player. +I will also add riddles like the one at 07:54 in linked gameplay: https://www.youtube.com/watch?v=W5jp-VyLEHY ## Libraries - Bevy -- Serde (for serialization) + +## Credits +Player assets thanks to: https://edermunizz.itch.io/pixel-art-rpg-character-creator + +Other tiles assets thanks to: https://opengameart.org/ + +Part one was created with assistance of following tutorials: + +https://www.youtube.com/watch?v=Yb3vInxzKGE + +https://www.youtube.com/watch?v=WnUzWuaMzuM diff --git a/assets/characters.png b/assets/characters.png new file mode 100644 index 0000000..9f42b7a Binary files /dev/null and b/assets/characters.png differ diff --git a/assets/main_assets.png b/assets/main_assets.png new file mode 100644 index 0000000..3b38928 Binary files /dev/null and b/assets/main_assets.png differ diff --git a/assets/map.txt b/assets/map.txt new file mode 100644 index 0000000..46549d3 --- /dev/null +++ b/assets/map.txt @@ -0,0 +1,14 @@ +xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx +xooooooooxxxxooodoooooodoooooooooxxxxxxxxxxx +xo*ooooooxxxxoxxxxxxxxxxxxxooooooxxxxxxxxxxx +xoooo@oooxxxxoxxxxxxxxxxxxxbbboooxxxxxxxxxxx +xoooxxxoooooooxxxxxxxxxxxxxooooooxxxxxxxxxxx +xooxxxxokooookxxxxxxxxxxxxxooobbbxxxxxxxxxxx +xxooxxxxxxxxxxxxxxxooooooooooooooxxxooooxxxx +xooooooooooooooooooooooooooooooooxxxo++oxxxx +xoooooooooooooooooooooooooooooooo00ooppoxxxx +xoooooooooooooooooooooooooooopoooxxxxxxxxxxx +xooooopppooooo++oooooooo0ooooooooxxxxxxxxxxx +xooooooooooxoooooooxoooooooooooooxxxxxxxxxxx +x@@@@@@@@@@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx +xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx \ No newline at end of file diff --git a/serialize b/serialize new file mode 100644 index 0000000..46d9cfc --- /dev/null +++ b/serialize @@ -0,0 +1 @@ +{"speed":10.0,"health":4,"diamonds":5,"keys":0,"last_up_movement":73.12985,"last_down_movement":73.66621,"last_right_movement":85.1037,"last_left_movement":86.26515,"unchecked_movement":true,"space":0,"last_space_movement":74.80475,"on_save_point":true,"death_mode":false,"dead":false,"health_lost":85.68104,"hammer_used":51.847122} \ No newline at end of file diff --git a/src/bushes.rs b/src/bushes.rs new file mode 100644 index 0000000..060924d --- /dev/null +++ b/src/bushes.rs @@ -0,0 +1,51 @@ +use bevy::prelude::*; +use std::fs::File; +use std::io::BufRead; +use std::io::BufReader; + +use crate::textures::spawn_from_textures; +use crate::textures::CharacterTextures; +use crate::TILE_SIZE; + +pub const BUSH_IDX: usize = 17; +pub struct BushesPlugin; + +#[derive(Component)] +pub struct BushCollider; + +impl Plugin for BushesPlugin { + fn build(&self, app: &mut App) { + app.add_startup_system(spawn_bushes); + } +} + +// Creates bushes vector and places bushes on the map, basing on /assets/map.txt file +fn spawn_bushes(mut commands: Commands, texture: Res) { + let file = File::open("assets/map.txt").expect("Couldn't open map asset!"); + let mut bushes_storage = Vec::new(); + + for (y, line) in BufReader::new(file).lines().enumerate() { + if let Ok(line) = line { + for (x, char) in line.chars().enumerate() { + if char == 'b' { + let bush = spawn_from_textures( + &mut commands, + &texture, + BUSH_IDX, + Vec3::new(x as f32 * TILE_SIZE, -(y as f32) * TILE_SIZE, 150.0), + ); + + commands.entity(bush).insert(BushCollider); + bushes_storage.push(bush); + } + } + } + } + + commands + .spawn() + .insert(Name::new("Bushes")) + .insert(Transform::default()) + .insert(GlobalTransform::default()) + .push_children(&bushes_storage); +} diff --git a/src/debug.rs b/src/debug.rs new file mode 100644 index 0000000..6d006fc --- /dev/null +++ b/src/debug.rs @@ -0,0 +1,15 @@ +use bevy::prelude::*; +use bevy_inspector_egui::{RegisterInspectable, WorldInspectorPlugin}; + +use crate::player::Player; + +pub struct DebugPlugin; + +impl Plugin for DebugPlugin { + fn build(&self, app: &mut App) { + if cfg!(debug_assertions) { + app.add_plugin(WorldInspectorPlugin::new()) + .register_inspectable::(); + } + } +} diff --git a/src/diamonds.rs b/src/diamonds.rs new file mode 100644 index 0000000..1e9db06 --- /dev/null +++ b/src/diamonds.rs @@ -0,0 +1,52 @@ +use bevy::prelude::*; +use std::fs::File; +use std::io::BufRead; +use std::io::BufReader; + +use crate::textures::spawn_from_textures; +use crate::textures::CharacterTextures; +use crate::TILE_SIZE; + +pub const DIAMOND_IDX: usize = 8; + +pub struct DiamondsPlugin; + +#[derive(Component)] +pub struct DiamondDetect; + +impl Plugin for DiamondsPlugin { + fn build(&self, app: &mut App) { + app.add_startup_system(spawn_diamonds); + } +} + +// Creates diamonds vector and places diamonds on the map, basing on /assets/map.txt file +fn spawn_diamonds(mut commands: Commands, texture: Res) { + let file = File::open("assets/map.txt").expect("Couldn't open map asset!"); + let mut diamonds_storage = Vec::new(); + + for (y, line) in BufReader::new(file).lines().enumerate() { + if let Ok(line) = line { + for (x, char) in line.chars().enumerate() { + if char == 'p' { + let diamond = spawn_from_textures( + &mut commands, + &texture, + DIAMOND_IDX, + Vec3::new(x as f32 * TILE_SIZE, -(y as f32) * TILE_SIZE, 150.0), + ); + + commands.entity(diamond).insert(DiamondDetect); + diamonds_storage.push(diamond); + } + } + } + } + + commands + .spawn() + .insert(Name::new("Diamonds")) + .insert(Transform::default()) + .insert(GlobalTransform::default()) + .push_children(&diamonds_storage); +} diff --git a/src/doors.rs b/src/doors.rs new file mode 100644 index 0000000..ba4e3cf --- /dev/null +++ b/src/doors.rs @@ -0,0 +1,55 @@ +use bevy::prelude::*; + +use std::fs::File; +use std::io::BufRead; +use std::io::BufReader; + +use crate::textures::spawn_from_textures; +use crate::textures::CharacterTextures; +use crate::TILE_SIZE; + +pub const DOOR_IDX: usize = 24; +pub const DOOR_CHAR: char = 'd'; + +pub struct DoorsPlugin; + +#[derive(Component)] +pub struct DoorDetect; + +impl Plugin for DoorsPlugin { + fn build(&self, app: &mut App) { + app.add_startup_system(spawn_doors); + } +} + +// Creates doors vector and places doors on the map, basing on /assets/map.txt file +fn spawn_doors(mut commands: Commands, texture: Res) { + let file = File::open("assets/map.txt").expect("Couldn't open map asset!"); + let mut doors_storage = Vec::new(); + + for (y, line) in BufReader::new(file).lines().enumerate() { + if let Ok(line) = line { + for (x, char) in line.chars().enumerate() { + if char == DOOR_CHAR { + let door = spawn_from_textures( + &mut commands, + &texture, + DOOR_IDX, + Vec3::new(x as f32 * TILE_SIZE, -(y as f32) * TILE_SIZE, 160.0), + ); + + commands.entity(door).insert(DoorDetect); + + doors_storage.push(door); + } + } + } + } + + commands + .spawn() + .insert(Name::new("Doors")) + .insert(Transform::default()) + .insert(GlobalTransform::default()) + .push_children(&doors_storage); +} diff --git a/src/enemy.rs b/src/enemy.rs new file mode 100644 index 0000000..1772d19 --- /dev/null +++ b/src/enemy.rs @@ -0,0 +1,100 @@ +use bevy::prelude::*; +use bevy_inspector_egui::Inspectable; + +use crate::player::check_simple_collision; +use crate::player::round_position; +use crate::textures::spawn_from_textures; +use crate::textures::CharacterTextures; +use crate::worldmap::WallColider; +use crate::TILE_SIZE; + +pub const ENEMY_IDX: usize = 29; +pub const MINIMUM_ENEMY_MOVEMENT_BREAK: f32 = 0.2; + +pub struct EnemyPlugin; + +#[derive(Component, Inspectable)] +pub struct Enemy { + data: i32, + last_movement: f32, + dir: i32, + x_dir: i32, +} + +impl Plugin for EnemyPlugin { + fn build(&self, app: &mut App) { + app.add_startup_system(enemy_spawn_system) + .add_system(enemy_movement_system); + } +} + +fn enemy_spawn_system(mut commands: Commands, texture: Res) { + let enemies = vec![ + Vec3::new(7., 1., 0.), + Vec3::new(28., 11., 1.), + Vec3::new(2., 11., 1.), + Vec3::new(16., 11., 1.), + ]; + + for v in enemies { + let x = v.x; + let y = v.y; + let enemy = spawn_from_textures( + &mut commands, + &texture, + ENEMY_IDX, + Vec3::new(x as f32 * TILE_SIZE, -(y as f32) * TILE_SIZE, 899.0), + ); + + commands + .entity(enemy) + .insert(Enemy { + data: 2, + last_movement: 2., + dir: 1, + x_dir: v.z as i32, + }) + .id(); + } +} + +fn enemy_movement_system( + mut enemy_query: Query<(&mut Enemy, &mut Transform)>, + time: Res