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use crate::client::network::*;
use crate::protocol::*;
use crate::shared::*;
use bevy::input::mouse::MouseButton;
use bevy::prelude::*;
use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
use lightyear::client::input::InputSystemSet;
use lightyear::prelude::*;
mod network;
pub fn main(transport: TransportConfig) {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(ClientPlugin { transport })
.run();
}
struct ClientPlugin {
pub transport: TransportConfig,
}
impl Plugin for ClientPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(NetworkPlugin {
transport: self.transport.clone(),
})
.add_systems(Startup, setup)
.add_systems(Update, spawn_players)
.add_systems(Update, move_players)
.add_systems(
FixedPreUpdate,
buffer_input.in_set(InputSystemSet::BufferInputs),
);
}
}
fn setup(mut client: ClientMut, mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
client.connect().unwrap();
}
fn spawn_players(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
players: Query<(Entity, &PlayerPosition, &PlayerColor), Added<PlayerId>>,
) {
for (entity, position, color) in players.iter() {
commands.entity(entity).insert(MaterialMesh2dBundle {
mesh: Mesh2dHandle(meshes.add(Circle { radius: 10. })),
material: materials.add(color.0),
transform: Transform::from_xyz(position.0.x, position.0.y, 0.),
..Default::default()
});
}
}
fn move_players(mut players: Query<(&mut Transform, &PlayerPosition), Changed<PlayerPosition>>) {
for (mut transform, player_position) in players.iter_mut() {
transform.translation = Vec3::new(player_position.0.x, player_position.0.y, 0.);
}
}
fn buffer_input(
cameras: Query<(&Camera, &GlobalTransform)>,
mouse_input: Res<ButtonInput<MouseButton>>,
mut client: ClientMut,
windows: Query<&Window>,
) {
let window = windows.single();
let (camera, camera_transform) = cameras.single();
if mouse_input.just_pressed(MouseButton::Left) {
if let Some(cursor_position) = window.cursor_position() {
if let Some(world_position) =
camera.viewport_to_world_2d(camera_transform, cursor_position)
{
client.add_input(Inputs::Teleport(world_position));
}
}
}
}
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