All current work

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2026-09-26 01:17:10 +03:00
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[package]
name = "bevy_test"
version = "0.1.0"
edition = "2024"
[dependencies]
bevy = "0.17"
rand = "0.9"
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use bevy::prelude::*;
use bevy::window::PrimaryWindow;
const ENEMY_SPEED: f32 = 100.0;
const ENEMY_SIZE: f32 = 40.0;
const HOME_X: f32 = -400.0;
const SPAWN_X: f32 = 400.0;
#[derive(Component)]
struct Enemy;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
spawn_enemies,
move_enemies,
click_enemies,
),
)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
// Дом
commands.spawn((
Sprite {
color: Color::srgb(0.2, 0.8, 0.2),
custom_size: Some(Vec2::new(20.0, 600.0)),
..default()
},
Transform::from_xyz(HOME_X, 0.0, 0.0),
));
// Спавн
commands.spawn((
Sprite {
color: Color::srgb(0.8, 0.2, 0.2),
custom_size: Some(Vec2::new(20.0, 600.0)),
..default()
},
Transform::from_xyz(SPAWN_X, 0.0, 0.0),
));
}
fn spawn_enemies(
mut commands: Commands,
asset_server: Res<AssetServer>,
time: Res<Time>,
) {
// Пока просто спавним врага каждые 2 секунды.
//
// Это временный вариант.
// Позже сделаем нормальный Timer как отдельный ресурс.
let seconds = time.elapsed_secs();
if (seconds % 2.0) < 0.02 {
let y = rand::random_range(-250.0..250.0);
let texture = asset_server.load("test.png");
commands.spawn((
Sprite {
image: texture,
custom_size: Some(Vec2::splat(ENEMY_SIZE)),
..default()
},
Transform::from_xyz(SPAWN_X, y, 1.0),
Enemy,
));
}
}
fn move_enemies(
mut commands: Commands,
mut enemies: Query<(Entity, &mut Transform), With<Enemy>>,
time: Res<Time>,
) {
for (entity, mut transform) in &mut enemies {
transform.translation.x -= ENEMY_SPEED * time.delta_secs();
// Враг дошёл до дома
if transform.translation.x <= HOME_X {
commands.entity(entity).despawn();
}
}
}
fn click_enemies(
mouse: Res<ButtonInput<MouseButton>>,
windows: Query<&Window, With<PrimaryWindow>>,
enemies: Query<(Entity, &Transform), With<Enemy>>,
mut commands: Commands,
) {
if !mouse.just_pressed(MouseButton::Left) {
return;
}
let window = windows.single().unwrap();
let Some(cursor) = window.cursor_position() else {
return;
};
// Переводим координаты мыши из координат окна
// в координаты игрового мира.
let mouse_world = Vec2::new(
cursor.x - window.width() / 2.0,
window.height() / 2.0 - cursor.y,
);
for (entity, transform) in &enemies {
let enemy_position = transform.translation.truncate();
let distance = mouse_world.distance(enemy_position);
if distance < ENEMY_SIZE / 2.0 {
commands.entity(entity).despawn();
}
}
}