Move the title screen stuff into widgets.rs
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@@ -4,7 +4,6 @@ mod machinery;
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mod objects;
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mod physics;
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mod resources;
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mod title_screen;
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mod widgets;
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use crate::config::{
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@@ -30,7 +29,7 @@ pub struct AsteroidPlugin;
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impl Plugin for AsteroidPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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title_screen::GameMenuPlugin,
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widgets::GameMenuPlugin,
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widgets::preparation_widget_plugin,
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierDebugRenderPlugin::default(),
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@@ -1,54 +0,0 @@
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use crate::GameState;
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use bevy::prelude::*;
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pub struct GameMenuPlugin;
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impl Plugin for GameMenuPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
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.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
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.add_systems(
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Update,
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handle_spacebar.run_if(in_state(GameState::TitleScreen)),
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);
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}
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}
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// Marker component for the title screen UI entity.
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// This way, a query for the TitleUI can be used to despawn the title screen
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#[derive(Component)]
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struct TitleUI;
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fn spawn_menu(mut commands: Commands) {
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commands
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.spawn((
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TitleUI,
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Node {
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flex_direction: FlexDirection::Column,
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..Default::default()
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},
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))
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.with_children(|cmds| {
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cmds.spawn((
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Text::new("Robert's Bad Asteroids Game"),
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TextFont::from_font_size(50.0),
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));
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cmds.spawn((
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Text::new("Press space to begin"),
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TextFont::from_font_size(40.0),
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));
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});
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}
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fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
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for entity in &to_despawn {
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commands.entity(entity).despawn();
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}
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}
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fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
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if input.just_pressed(KeyCode::Space) {
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game_state.set(GameState::GetReady);
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}
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}
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@@ -97,3 +97,54 @@ fn animate_get_ready_widget(
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game_state.set(GameState::Playing);
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}
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}
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pub struct GameMenuPlugin;
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impl Plugin for GameMenuPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
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.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
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.add_systems(
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Update,
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handle_spacebar.run_if(in_state(GameState::TitleScreen)),
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);
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}
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}
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// Marker component for the title screen UI entity.
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// This way, a query for the TitleUI can be used to despawn the title screen
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#[derive(Component)]
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struct TitleUI;
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fn spawn_menu(mut commands: Commands) {
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commands
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.spawn((
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TitleUI,
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Node {
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flex_direction: FlexDirection::Column,
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..Default::default()
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},
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))
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.with_children(|cmds| {
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cmds.spawn((
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Text::new("Robert's Bad Asteroids Game"),
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TextFont::from_font_size(50.0),
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));
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cmds.spawn((
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Text::new("Press space to begin"),
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TextFont::from_font_size(40.0),
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));
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});
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}
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fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
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for entity in &to_despawn {
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commands.entity(entity).despawn();
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}
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}
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fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
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if input.just_pressed(KeyCode::Space) {
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game_state.set(GameState::GetReady);
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}
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}
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