use crate::components::PlayerResources; use crate::components::Schedule::{Startup, Update}; use crate::networking::handlers::{ handle_crafting_ui, handle_despawn_part, handle_energy_update, handle_existing_players_list, handle_login_response, handle_message, handle_part_positions, handle_player_leave, handle_spawn_part, handle_spawn_player, }; use crate::networking::websocket::Websocket; use crate::systems::create_hearty; use bevy_ecs::schedule::Schedule; use bevy_ecs::{event::Events, world::World}; use components::{Camera, Chat, RecvPacket, SendPacket}; use networking::handlers::{handle_planet_positions, handle_spawn_planet}; use platform::assets::Assets; use platform::websocket::Ws; use rendering::assets::AssetLoader; use rendering::App; use tracing::info; use winit::event_loop::{ControlFlow, EventLoop}; #[cfg(target_arch = "wasm32")] #[path = "wasm/mod.rs"] pub mod platform; #[cfg(not(target_arch = "wasm32"))] #[path = "native/mod.rs"] pub mod platform; pub mod components; pub mod networking; pub mod rendering; pub mod systems; pub mod ui; // Hi, you've found the real main function! This is called AFTER platform-specific initialization code. pub fn start() { info!( "Hello, world! StarKingdoms.TK v{} says hello, running on {}", env!("CARGO_PKG_VERSION"), if cfg!(target_arch = "wasm32") { "wasm" } else { "native" } ); info!("Creating the ECS world..."); let mut world = World::new(); world.insert_resource(Camera { x: 0.0, y: 0.0, zoom: 1.0, width: 0, height: 0, }); world.insert_resource(Assets::new()); world.insert_resource(Ws::new()); world.insert_resource(PlayerResources { fuel_amount: 0, fuel_max: 0, }); world.insert_resource(Chat { messages: vec![], textbox: String::new(), }); let send_packet_events = Events::::default(); let recv_packet_events = Events::::default(); starkingdoms_common::packet::register_packet_events(&mut world); let mut startup_schedule = Schedule::new(Startup); startup_schedule.add_systems(create_hearty); let mut update_schedule = Schedule::new(Update); update_schedule.add_systems(handle_existing_players_list); update_schedule.add_systems(handle_spawn_player); update_schedule.add_systems(handle_spawn_part); update_schedule.add_systems(handle_part_positions); update_schedule.add_systems(handle_spawn_planet); update_schedule.add_systems(handle_planet_positions); update_schedule.add_systems(handle_energy_update); update_schedule.add_systems(handle_crafting_ui); update_schedule.add_systems(handle_message); update_schedule.add_systems(handle_player_leave); update_schedule.add_systems(handle_despawn_part); update_schedule.add_systems(handle_login_response); // add systems here world.add_schedule(startup_schedule); world.add_schedule(update_schedule); world.run_schedule(Startup); let event_loop = EventLoop::new().unwrap(); event_loop.set_control_flow(ControlFlow::Wait); event_loop .run_app(&mut App::new(world, send_packet_events, recv_packet_events)) .unwrap(); }