# SEPARATED --- ## Introduction SEPARATED is a 2D platformer game where you can talk to NPCs. Most of the game is not yet implemented. ## Table of Contents - [SEPARATED](#separated) - [Introduction](#introduction) - [Table of Contents](#table-of-contents) - [Player Inputs ∆](#player-inputs-) - [Debugging Keyboard Shortcuts](#debugging-keyboard-shortcuts) - [TODO](#todo) - [`filesystem_watcher` and `asset_processor`](#filesystem_watcher-and-asset_processor) - [Rust Things 🦀](#rust-things-) - [Run in Wolf Mode (Debug)](#run-in-wolf-mode-debug) - [Pedantic linting](#pedantic-linting) - [Linting on all packages, treating warnings as errors](#linting-on-all-packages-treating-warnings-as-errors) - [Format code](#format-code) - [Test without default features](#test-without-default-features) - [Test with only the `bevy_ui` features](#test-with-only-the-bevy_ui-features) - [Test with all features enabled](#test-with-all-features-enabled) - [Test with all features enabled on nightly](#test-with-all-features-enabled-on-nightly) - [Generate documentation with all features enabled](#generate-documentation-with-all-features-enabled) - [`seldom_state` + `input_manager` Example](#seldom_state--input_manager-example) ## Player Inputs ∆ | Input | KeyCode | Gamepad Button/Axis | | :----------- | :-----------------------: | :-------------------------: | | **Run** | **Shift** | Xbox: **X** PS5: **Square** | | **Interact** | **E** | Xbox: **B** PS5: **◯** | | **Attack1** | **Q** | Xbox/PS5: **L1** | | **Jump** | **Space** | Xbox: **A** PS5: **╳** | | **Move** | **WASD** + **Arrow Keys** | **Any Axis + D-Pad** | ## Debugging Keyboard Shortcuts | Action | KeyCode | | :----------------------------- | :-----: | | Toggle Physics Wireframes | F9 | | StateInspector (**GameState**) | F10 | | WorldInspector | F11 | ## TODO --- - **Use WyRand instead of `thread_rng()`** ```rust fn print_random_value(mut rng: ResMut>) { println!("Random value: {}", rng.next_u32()); } use bevy_rand::WyRand; use bevy_rand::prelude::{GlobalEntropy, ForkableRng}; #[derive(Component)] struct Source; fn setup_source(mut commands: Commands, mut global: ResMut>) { commands .spawn(( Source, global.fork_rng(), )); } ``` --- ```rust if ( jumping || falling ) { if velocity.y.abs() < jumpHangTimeThreshold { // Increase acceleration for this duration also. // Reduce gravity. } } // If the player is moving downwards.. if velocity.y < 0 { // Increase gravity while falling. gravityScale *= fallGravityMultiplier; // Cap maximum fall speed, so when falling over large distances, // we don't accelerate to insanely high speeds. } ``` - **Localization** - Tool to rename all neighbours to neighbors and other britishism! There is some in `bevy_ecs_ldtk` for example. - ⚠️ ~~Started work by integrating `bevy_device_lang`. Requires a proper system that saves this value and allows the player to change it in the game menu, and also requires starting work on localization and saving and loading settings.~~ - Use `sys-lang` crate instead! - **`bevy_asepritesheet` + `bevy_ecs_ldtk` integration.** - **Patrol** - Flip sprite when turning around! - **Movement Improvements** - Movement animations. - Movement particle effects. - Coyote (Grace) Time after falling off a ledge. - Maybe needs a raycast in front of the player? Timer needs to start before falling off a ledge. - **Jump Improvements** - Jumping animations. - Jumping particle effects. - Wall Jumping - ~~Prevent player movement for a short duration during the wall jump.~~ Reduce run force? Maybe a lerp between the wall jump speed and running speed? - Air Time - Jump Height - Increase the player's jump height the longer the jump button is being held down. - Clamp maximum falling speed. - Coyote Time while jumping and pressing the jump button. - There is already some check for being in the air we just need the input part I think. - Bonus Air Time - Peak Control - Fast Fall - Increase Player's falling speed after the peak of their jump by adjusting gravity. - **Game Feel Improvements** This is kinda broad but always iterate over every small mechanic towards more fun. - **AI Stuff** ⚠️ Started work - Pass player input(s) to ai-brain so it can use it for prediction. - Basic Timer with Action Scheduling - Thirst ✅ - Fatigue ⚠️ - **Pathfinding** ⚠️ Started work - Use something to copy `dxil.dll` and `dxcompiler.dll` to Windows builds. - **YarnSpinner** - Begin YarnSpinner integration ✅ - YarnSpinner+LDTK integration ⚠️ Started work - **UI** - sickle_ui - labels ✅ - keycap/gamepad button switching ⚠️ ## `filesystem_watcher` and `asset_processor` ??? ## Rust Things 🦀 --- ### Run in Wolf Mode (Debug) ```pwsh cargo run --profile awoo 2>&1 | Out-String -Stream | Where-Object { $_ -notmatch "ID3D12Device::CreateCommittedResource:" -and $_ -notmatch "Live Object at" -and $_ -notmatch "LineGizmo" -and $_ -notmatch "End of Frame" -and $_ -notmatch "prepare_windows" -and $_ -notmatch "cleanup" -and $_ -notmatch "SwapChain" -and $_ -notmatch "create_view" } ``` ### Pedantic linting ```bash cargo clippy -- -W clippy::pedantic ``` ### Linting on all packages, treating warnings as errors ```bash cargo clippy --workspace --all-targets --all-features -- -D warnings ``` This command runs the `clippy` linter on all packages in the workspace, for all targets and features. The `-D warnings` option treats any warnings as errors. ### Format code ```bash cargo fmt --all ``` This command formats the code in every package using the default formatting rules provided by `rustfmt`. ### Test without default features ```bash cargo test --no-default-features ``` This command runs tests in the package, but disables the default features. ### Test with only the `bevy_ui` features ```bash cargo test --no-default-features --features="bevy_ui" ``` This command runs tests with only the `bevy_ui` feature enabled. ### Test with all features enabled ```bash cargo test --all-features ``` This command runs tests with all features enabled. ### Test with all features enabled on nightly ```bash cargo +nightly build --all-features ``` This command builds the package with all features enabled using the nightly version of the Rust compiler. This is typically used for generating documentation on docs.rs. ### Generate documentation with all features enabled ```bash cargo +nightly doc --all-features --no-deps ``` This command generates documentation for the package with all features enabled, without including dependencies, using the nightly version of the Rust compiler. ## `seldom_state` + `input_manager` Example ```rust // In this game, you can move with the left and right arrow keys, and jump with space. // `input-manager` handles the input. use bevy::prelude::*; use input_manager::{ axislike::VirtualAxis, prelude::* }; use seldom_state::prelude::*; fn main() { App::new() .add_plugins((DefaultPlugins, InputManagerPlugin::::default(), StateMachinePlugin)) .add_systems(Startup, init) .add_systems(Update, (walk, fall)) .run(); } const JUMP_VELOCITY: f32 = 500.0; fn init(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2dBundle::default()); commands.spawn(( SpriteBundle { transform: Transform::from_xyz(500.0, 0.0, 0.0), texture: asset_server.load("player.png"), ..default() }, // From `input-manager` InputManagerBundle { input_map: InputMap::default() .insert(Action::Move, VirtualAxis::horizontal_arrow_keys()) .insert(Action::Move, SingleAxis::symmetric(GamepadAxisType::LeftStickX, 0.0)) .insert(Action::Jump, KeyCode::Space) .insert(Action::Jump, GamepadButtonType::South) .build(), ..default() }, // This state machine achieves a very rigid movement system. Consider a state machine for // whatever parts of your player controller that involve discrete states. Like the movement // in Castlevania and Celeste, and the attacks in a fighting game. StateMachine::default() // Whenever the player presses jump, jump .trans::(just_pressed(Action::Jump), Falling { velocity: JUMP_VELOCITY, }) // When the player hits the ground, idle .trans::(grounded, Grounded::Idle) // When the player is grounded, set their movement direction .trans_builder(value_unbounded(Action::Move), |_: &Grounded, value| { Some(match value { value if value > 0.5 => Grounded::Right, value if value < -0.5 => Grounded::Left, _ => Grounded::Idle, }) }), Grounded::Idle, )); } #[derive(Actionlike, Clone, Eq, Hash, PartialEq, Reflect)] enum Action { Move, Jump, } fn grounded(In(entity): In, fallings: Query<(&Transform, &Falling)>) -> bool { let (transform, falling) = fallings.get(entity).unwrap(); transform.translation.y <= 0.0 && falling.velocity <= 0.0 } #[derive(Clone, Copy, Component, Reflect)] #[component(storage = "SparseSet")] enum Grounded { Left = -1, Idle = 0, Right = 1, } #[derive(Clone, Component, Reflect)] #[component(storage = "SparseSet")] struct Falling { velocity: f32, } const PLAYER_SPEED: f32 = 200.0; fn walk(mut groundeds: Query<(&mut Transform, &Grounded)>, time: Res