├── .cargo └── config.toml ├── .gitignore ├── Cargo.lock ├── Cargo.toml ├── LICENSE ├── README.md ├── README_EN.md ├── assets ├── fonts │ └── num.ttf ├── sounds │ ├── accumulation.mp3 │ ├── fall.mp3 │ ├── start.mp3 │ └── success.mp3 └── texture │ ├── background.jpg │ ├── btn_back.png │ ├── btn_home.png │ ├── btn_restart.png │ ├── btn_start.png │ ├── player.png │ └── title.png ├── screenshots ├── game_over.png ├── game_playing.png └── main_menu.png └── src ├── camera.rs ├── main.rs ├── platform.rs ├── player.rs └── ui.rs /.cargo/config.toml: -------------------------------------------------------------------------------- 1 | [target.wasm32-unknown-unknown] 2 | runner = "wasm-server-runner" -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /target 2 | /out 3 | .DS_Store 4 | .idea -------------------------------------------------------------------------------- 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| checksum = "fa4f8080344d4671fb4e831a13ad1e68092748387dfc4f55e356242fae12ce3e" 4864 | dependencies = [ 4865 | "proc-macro2", 4866 | "quote", 4867 | "syn", 4868 | ] 4869 | -------------------------------------------------------------------------------- /Cargo.toml: -------------------------------------------------------------------------------- 1 | [package] 2 | name = "jump-jump" 3 | version = "0.1.0" 4 | edition = "2021" 5 | 6 | [dependencies] 7 | bevy_hanabi = "0.14" 8 | rand = "0.8" 9 | bevy = { version = "0.15", features = ["mp3"]} -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Night's Watch Games 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | [English](README_EN.md) 2 | 3 | # jump-jump 微信跳一跳游戏 4 | - [x] 角色跳跃动画 5 | - [x] 角色和平台蓄力效果 6 | - [x] 角色蓄力粒子特效 7 | - [x] 角色摔落效果 8 | - [x] 相机跟随 9 | - [x] 自动生成平台 10 | - [x] 飘分效果 11 | - [x] 分数统计 12 | - [x] 游戏UI 13 | - [x] 游戏音效 14 | - [x] WASM支持 15 | 16 | 在线游玩:[点这里](https://nightswatchgames.github.io/games/jump-jump/)(电脑版Chrome/Firefox/Edge打开) 17 | 18 | ## 运行 19 | 1. 本地运行 20 | ``` 21 | cargo run 22 | ``` 23 | 2. WASM运行 24 | ``` 25 | rustup target install wasm32-unknown-unknown 26 | cargo install wasm-server-runner 27 | cargo run --target wasm32-unknown-unknown 28 | ``` 29 | ``` 30 | cargo install wasm-bindgen-cli 31 | cargo build --release --target wasm32-unknown-unknown 32 | wasm-bindgen --out-dir ./out/ --target web ./target/wasm32-unknown-unknown/release/jump-jump.wasm 33 | ``` 34 | 35 | ## 游戏展示 36 | 视频演示:[B站](https://www.bilibili.com/video/BV1B24y1q7aW) 37 | 38 | ![main menu](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/main_menu.png) 39 | ![game playing](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/game_playing.png) 40 | ![game over](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/game_over.png) 41 | 42 | ## 参考 43 | - https://github.com/yaoshanliang/weapp-jump 44 | - https://github.com/wswei99/tiaoyitiao 45 | - https://github.com/potato47/jump -------------------------------------------------------------------------------- /README_EN.md: -------------------------------------------------------------------------------- 1 | # jump-jump 2 | - [x] Jump animation 3 | - [x] Charging animation 4 | - [x] Charging particle effect 5 | - [x] Fall animation 6 | - [x] Camera follow 7 | - [x] Generate platforms 8 | - [x] Score up animation 9 | - [x] Score board 10 | - [x] Game ui 11 | - [x] Game sounds 12 | - [x] WASM support 13 | 14 | Play online: [click here](https://nightswatchgames.github.io/games/jump-jump/) (Open with PC Chrome/Firefox/Edge) 15 | 16 | ## Get started 17 | 1. Native 18 | ``` 19 | cargo run 20 | ``` 21 | 2. WASM 22 | ``` 23 | rustup target install wasm32-unknown-unknown 24 | cargo install wasm-server-runner 25 | cargo run --target wasm32-unknown-unknown 26 | ``` 27 | ``` 28 | cargo install wasm-bindgen-cli 29 | cargo build --release --target wasm32-unknown-unknown 30 | wasm-bindgen --out-dir ./out/ --target web ./target/wasm32-unknown-unknown/release/jump-jump.wasm 31 | ``` 32 | 33 | ## Screenshots 34 | Game video: [Youtube](https://www.youtube.com/watch?v=CskIsc8SCdo) 35 | 36 | ![main menu](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/main_menu.png) 37 | ![game playing](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/game_playing.png) 38 | ![game over](https://raw.githubusercontent.com/NightsWatchGames/jump-jump/master/screenshots/game_over.png) 39 | 40 | ## Reference 41 | - https://github.com/yaoshanliang/weapp-jump 42 | - https://github.com/wswei99/tiaoyitiao 43 | - https://github.com/potato47/jump 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-------------------------------------------------------------------------------- /src/camera.rs: -------------------------------------------------------------------------------- 1 | use crate::player::{FallState, JumpState, Player, INITIAL_PLAYER_POS}; 2 | use bevy::core_pipeline::bloom::Bloom; 3 | use bevy::prelude::*; 4 | 5 | pub const INITIAL_CAMERA_POS: Vec3 = Vec3::new(-5.0, 8.0, 5.0); 6 | 7 | #[derive(Debug, Resource)] 8 | pub struct CameraMoveState { 9 | step: Vec3, 10 | player_pos: Vec3, 11 | } 12 | 13 | impl Default for CameraMoveState { 14 | fn default() -> Self { 15 | Self { 16 | step: Vec3::ZERO, 17 | player_pos: INITIAL_PLAYER_POS, 18 | } 19 | } 20 | } 21 | 22 | pub fn setup_camera(mut commands: Commands) { 23 | // 方向光 24 | // TODO 阴影 25 | commands.spawn(( 26 | DirectionalLight { 27 | illuminance: 15000.0, 28 | shadows_enabled: true, 29 | ..default() 30 | }, 31 | Transform::from_xyz(2.0, 10.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), 32 | )); 33 | 34 | // camera 35 | commands.spawn(( 36 | Camera3d::default(), 37 | Transform::from_translation(INITIAL_CAMERA_POS).looking_at(Vec3::ZERO, Vec3::Y), 38 | Camera { 39 | hdr: true, 40 | ..default() 41 | }, 42 | Bloom::default(), 43 | )); 44 | } 45 | 46 | pub fn setup_ground( 47 | mut commands: Commands, 48 | mut meshes: ResMut>, 49 | mut materials: ResMut>, 50 | ) { 51 | // 地面 52 | commands.spawn(( 53 | Mesh3d( 54 | meshes.add( 55 | Plane3d::new(Vec3::Y, Vec2::new(1000000.0, 1000000.0)) 56 | .mesh() 57 | .size(1000000.0, 1000000.0), 58 | ), 59 | ), 60 | MeshMaterial3d(materials.add(Color::srgb(0.95, 0.87, 0.88))), 61 | )); 62 | } 63 | 64 | // 相机跟随玩家 65 | pub fn move_camera( 66 | q_player: Query<&Transform, With>, 67 | mut q_camera: Query<&mut Transform, (With, Without)>, 68 | mut camera_move_state: ResMut, 69 | jump_state: Res, 70 | fall_state: Res, 71 | ) { 72 | // 跳跃或摔落期间不移动相机 73 | if jump_state.completed && fall_state.completed { 74 | let player = q_player.single(); 75 | let mut camera = q_camera.single_mut(); 76 | let camera_destination = INITIAL_CAMERA_POS + player.translation; 77 | 78 | // 检测player是否移动,重新计算step 79 | if camera_move_state.player_pos.distance(player.translation) > 0.1 { 80 | let delta = camera_destination - camera.translation; 81 | camera_move_state.step = 0.05 * delta; 82 | camera_move_state.player_pos = player.translation; 83 | } 84 | 85 | if camera.translation.distance(camera_destination) 86 | > Vec3::ZERO.distance(camera_move_state.step) 87 | { 88 | camera.translation = camera.translation + camera_move_state.step; 89 | } 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /src/main.rs: -------------------------------------------------------------------------------- 1 | use std::time::Duration; 2 | 3 | use crate::camera::*; 4 | use crate::platform::*; 5 | use crate::player::*; 6 | use crate::ui::*; 7 | use bevy::prelude::*; 8 | use bevy_hanabi::prelude::*; 9 | 10 | mod camera; 11 | mod platform; 12 | mod player; 13 | mod ui; 14 | 15 | fn main() { 16 | let mut app = App::new(); 17 | app.add_plugins(DefaultPlugins); 18 | 19 | #[cfg(not(target_arch = "wasm32"))] 20 | { 21 | app.add_plugins(HanabiPlugin); 22 | } 23 | 24 | app.init_state::() 25 | .insert_resource(CameraMoveState::default()) 26 | .insert_resource(Score(0)) 27 | .insert_resource(Accumulator(None)) 28 | .insert_resource(JumpState::default()) 29 | .insert_resource(FallState::default()) 30 | .insert_resource(GenerateAccumulationParticleEffectTimer(Timer::new( 31 | Duration::from_millis(200), 32 | TimerMode::Once, 33 | ))) 34 | .insert_resource(PrepareJumpTimer(Timer::new( 35 | Duration::from_millis(200), 36 | TimerMode::Once, 37 | ))) 38 | .insert_resource(ScoreUpQueue(Vec::new())) 39 | .add_systems(Startup, (setup_camera, setup_ground, setup_game_sounds)) 40 | // Main Menu 41 | .add_systems( 42 | OnEnter(GameState::MainMenu), 43 | ( 44 | setup_main_menu, 45 | clear_player, 46 | clear_platforms, 47 | despawn_scoreboard, 48 | ), 49 | ) 50 | .add_systems( 51 | Update, 52 | (click_button,).run_if(in_state(GameState::MainMenu)), 53 | ) 54 | .add_systems( 55 | OnExit(GameState::MainMenu), 56 | (despawn_screen::,), 57 | ) 58 | // Playing 59 | .add_systems( 60 | OnEnter(GameState::Playing), 61 | ( 62 | clear_player, 63 | clear_platforms, 64 | despawn_scoreboard, 65 | setup_first_platform.after(clear_platforms), 66 | setup_player.after(clear_player), 67 | setup_scoreboard.after(despawn_scoreboard), 68 | reset_score, 69 | reset_prepare_jump_timer, 70 | ), 71 | ) 72 | .add_systems( 73 | Update, 74 | ( 75 | prepare_jump, 76 | generate_next_platform, 77 | move_camera, 78 | player_jump, 79 | update_scoreboard, 80 | animate_jump, 81 | animate_fall, 82 | animate_player_accumulation, 83 | animate_platform_accumulation.after(player_jump), 84 | spawn_score_up_effect, 85 | sync_score_up_effect, 86 | shift_score_up_effect, 87 | ) 88 | .run_if(in_state(GameState::Playing)), 89 | ) 90 | // GameOver 91 | .add_systems(OnEnter(GameState::GameOver), (setup_game_over_menu,)) 92 | .add_systems( 93 | Update, 94 | (click_button,).run_if(in_state(GameState::GameOver)), 95 | ) 96 | .add_systems( 97 | OnExit(GameState::GameOver), 98 | (despawn_screen::,), 99 | ); 100 | 101 | #[cfg(not(target_arch = "wasm32"))] 102 | { 103 | app.add_systems(Update, animate_accumulation_particle_effect); 104 | } 105 | 106 | app.run(); 107 | } 108 | -------------------------------------------------------------------------------- /src/platform.rs: -------------------------------------------------------------------------------- 1 | use bevy::prelude::*; 2 | use rand::Rng; 3 | 4 | use crate::player::Accumulator; 5 | 6 | // 当前所站的平台 7 | #[derive(Debug, Component)] 8 | pub struct CurrentPlatform; 9 | 10 | // 下一个平台 11 | #[derive(Debug, Component)] 12 | pub struct NextPlatform; 13 | 14 | #[derive(Debug, Component)] 15 | pub enum PlatformShape { 16 | Box, 17 | Cylinder, 18 | } 19 | 20 | impl PlatformShape { 21 | pub fn mesh(&self) -> Mesh { 22 | match self { 23 | Self::Box => Mesh::from(Cuboid::new(1.5, 1.0, 1.5)), 24 | Self::Cylinder => Mesh::from(Cylinder::new(0.75, 1.0)), 25 | } 26 | } 27 | // 是否落到平台上 28 | pub fn is_landed_on_platform(&self, platform_pos: Vec3, landing_pos: Vec3) -> bool { 29 | dbg!(platform_pos); 30 | dbg!(landing_pos); 31 | match self { 32 | Self::Box => { 33 | (landing_pos.x - platform_pos.x).abs() < 1.5 / 2.0 34 | && (landing_pos.z - platform_pos.z).abs() < 1.5 / 2.0 35 | } 36 | Self::Cylinder => { 37 | (landing_pos.x - platform_pos.x).abs() < 0.75 38 | && (landing_pos.z - platform_pos.z).abs() < 0.75 39 | } 40 | } 41 | } 42 | // 是否接触到角色 43 | pub fn is_touched_player( 44 | &self, 45 | platform_pos: Vec3, 46 | landing_pos: Vec3, 47 | player_radius: f32, 48 | ) -> bool { 49 | match self { 50 | Self::Box => { 51 | (landing_pos.x - platform_pos.x).abs() < (1.5 / 2.0 + player_radius) 52 | && (landing_pos.z - platform_pos.z).abs() < (1.5 / 2.0 + player_radius) 53 | } 54 | Self::Cylinder => { 55 | (landing_pos.x - platform_pos.x).abs() < (0.75 + player_radius) 56 | && (landing_pos.z - platform_pos.z).abs() < (0.75 + player_radius) 57 | } 58 | } 59 | } 60 | } 61 | 62 | fn spawn_rand_platform( 63 | commands: &mut Commands, 64 | meshes: &mut ResMut>, 65 | materials: &mut ResMut>, 66 | pos: Vec3, 67 | component: T, 68 | ) { 69 | let platform_shape = rand_platform_shape(); 70 | commands.spawn(( 71 | Mesh3d(meshes.add(platform_shape.mesh())), 72 | MeshMaterial3d(materials.add(rand_platform_color())), 73 | Transform::from_translation(pos), 74 | platform_shape, 75 | component, 76 | )); 77 | } 78 | 79 | pub fn setup_first_platform( 80 | mut commands: Commands, 81 | mut meshes: ResMut>, 82 | mut materials: ResMut>, 83 | ) { 84 | spawn_rand_platform( 85 | &mut commands, 86 | &mut meshes, 87 | &mut materials, 88 | Vec3::new(0.0, 0.5, 0.0), 89 | CurrentPlatform, 90 | ); 91 | } 92 | 93 | // 生成下一个平台 94 | pub fn generate_next_platform( 95 | mut commands: Commands, 96 | mut meshes: ResMut>, 97 | mut materials: ResMut>, 98 | q_current_platform: Query<&Transform, With>, 99 | q_next_platform: Query>, 100 | ) { 101 | if q_next_platform.is_empty() { 102 | let current_platform = &q_current_platform.single(); 103 | let mut rng = rand::thread_rng(); 104 | let rand_distance = rng.gen_range(2.5..4.0); 105 | let next_pos = if rng.gen_bool(0.5) { 106 | Vec3::new( 107 | current_platform.translation.x + rand_distance, 108 | 0.5, 109 | current_platform.translation.z, 110 | ) 111 | } else { 112 | Vec3::new( 113 | current_platform.translation.x, 114 | 0.5, 115 | current_platform.translation.z - rand_distance, 116 | ) 117 | }; 118 | 119 | spawn_rand_platform( 120 | &mut commands, 121 | &mut meshes, 122 | &mut materials, 123 | next_pos, 124 | NextPlatform, 125 | ); 126 | } 127 | } 128 | 129 | // 平台蓄力效果 130 | pub fn animate_platform_accumulation( 131 | accumulator: Res, 132 | mut q_current_platform: Query<&mut Transform, With>, 133 | time: Res