added health, level, xp, and inventory

This commit is contained in:
Jonathan Jara 2025-05-02 23:05:58 -07:00
parent 34079860bf
commit 9c06791a1c
7 changed files with 55 additions and 14 deletions

19
src/components/entity.rs Normal file
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use bevy::prelude::*;
#[derive(Component, Debug)]
pub struct Level(pub u32);
#[derive(Component, Debug)]
pub struct Xp(pub u32);
#[derive(Component, Debug)]
pub struct Health{
pub current: u32,
pub max: u32,
}
#[derive(Component, Debug)]
pub struct Inventory{
pub items: Vec<Entity>,
pub max_size: u32,
}

1
src/components/mod.rs Normal file
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pub mod entity;

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use bevy::prelude::*;
pub mod shape;
pub mod components;
pub mod systems;
fn main() {
App::new()
.insert_resource(ClearColor(Color::srgb(1.0, 1.0, 1.0)))
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, shape::display_shape)
.add_systems(Startup, (setup, systems::player::spawn_player))
.add_systems(Update, systems::debug::debug_player_components)
.run();
}

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@ -1,11 +0,0 @@
use bevy::prelude::*;
pub fn display_shape(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
let shape = meshes.add(Capsule2d::new(25.0, 50.0));
let color = Color::hsl(360. * 5 as f32 / 10 as f32, 0.95, 0.7);
commands.spawn((
Mesh2d(shape),
MeshMaterial2d(materials.add(color)),
Transform::from_xyz(100.0, 0.0, 0.0)));
}

14
src/systems/debug.rs Normal file
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use bevy::prelude::*;
use crate::components::entity::{Level, Xp, Health, Inventory};
pub fn debug_player_components(
query: Query<(Entity, &Level, &Xp, &Health, &Inventory)>,
) {
for (entity, level, xp, health, inv) in query.iter() {
println!("-- Debug Entity {:?} --", entity);
println!(" Level: {:?}", level);
println!(" XP: {:?}", xp);
println!(" Health: {:?}", health);
println!(" Inventory contains {} items: {:?}", inv.items.len(), inv.items);
}
}

2
src/systems/mod.rs Normal file
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pub mod player;
pub mod debug;

15
src/systems/player.rs Normal file
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use bevy::prelude::*;
use crate::components::entity::{Level, Xp, Health, Inventory};
pub fn spawn_player(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
let player_mesh = meshes.add(Capsule2d::new(25.0, 50.0));
let color = Color::hsl(360. * 5 as f32 / 10 as f32, 0.95, 0.7);
commands.spawn( (
Mesh2d(player_mesh),
MeshMaterial2d(materials.add(color)),
Transform::from_xyz(100.0, 0.0, 0.0),
Level(1),
Xp(0),
Health{current: 10, max: 10},
Inventory {items: Vec::new(), max_size: 10},));
}