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 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::<SendPacket>::default();
let recv_packet_events = Events::<RecvPacket>::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_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();
}