Finish main-menu button handling
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Basic checks / Basic build-and-test supertask (push) Successful in 7m8s
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@@ -18,7 +18,7 @@ impl Plugin for PluginGameMenu {
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.add_systems(OnExit(GameState::TitleScreen), despawn::<MarkerMainMenu>)
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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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(handle_spacebar, operate_buttons).run_if(in_state(GameState::TitleScreen)),
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);
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}
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}
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@@ -38,7 +38,7 @@ impl Plugin for PluginGetReady {
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}
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}
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/// Plugin for the game-over screen (TODO)
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/// Plugin for the game-over screen
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pub struct PluginGameOver;
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impl Plugin for PluginGameOver {
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@@ -47,7 +47,7 @@ impl Plugin for PluginGameOver {
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.add_systems(OnExit(GameState::GameOver), despawn::<MarkerGameOver>)
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.add_systems(
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Update,
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operate_gameover_ui //.run_if(in_state(GameState::GameOver)),
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operate_buttons.run_if(in_state(GameState::GameOver)),
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);
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}
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}
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@@ -70,7 +70,7 @@ struct MarkerGameOver;
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/// Attach this component to a button and [`PluginGameOver`] will use it to
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/// decide what to do when that button is pressed.
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#[derive(Component)]
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enum GameOverMenuAction {
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enum ButtonMenuAction {
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ToMainMenu,
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StartGame,
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Quit,
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@@ -147,12 +147,8 @@ fn spawn_menu(mut commands: Commands) {
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TextColor(Color::srgb(0.7, 0.7, 0.7)),
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TextShadow::default(),
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));
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cmds.spawn((
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button_bundle("Start Game"), GameOverMenuAction::StartGame
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));
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cmds.spawn((
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button_bundle("Quit"), GameOverMenuAction::Quit
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));
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cmds.spawn((button_bundle("Start Game"), ButtonMenuAction::StartGame));
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cmds.spawn((button_bundle("Quit"), ButtonMenuAction::Quit));
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});
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}
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@@ -205,8 +201,8 @@ fn spawn_gameover_ui(mut commands: Commands) {
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..default()
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},
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children![
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(button_bundle("Main Menu"), GameOverMenuAction::ToMainMenu,),
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(button_bundle("Quit"), GameOverMenuAction::Quit),
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(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
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(button_bundle("Quit"), ButtonMenuAction::Quit),
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],
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));
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}
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@@ -236,19 +232,24 @@ fn animate_get_ready_widget(
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}
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}
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/// Handles interaction and performs updates to the game-over UI.
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/// Handles interactions with the menu buttons.
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///
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/// Used by [`PluginGameOver`] while in the [`GameState::GameOver`] state.
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/// The buttons are used by the main menu and the game-over menu to change
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/// between game states.
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///
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/// Mostly a button input handler, but it also makes for a convenient single
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/// place to keep all system logic for this plugin.
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fn operate_gameover_ui(
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/// Button animation and action handling is done entirely within this system.
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///
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/// There are no checks for current state. If a "quit" button was put somewhere
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/// on the HUD, this system would quit the game. The same will happen for
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/// returning to the title screen. This should be useful for making a pause
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/// menu, too.
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fn operate_buttons(
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mut interactions: Query<
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(
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&Interaction,
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&mut BackgroundColor,
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&mut BorderColor,
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&GameOverMenuAction,
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&ButtonMenuAction,
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),
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(Changed<Interaction>, With<Button>),
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>,
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@@ -262,13 +263,13 @@ fn operate_gameover_ui(
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*color = UI_BUTTON_PRESSED.into();
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border_color.0 = RED.into();
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match menu_action {
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GameOverMenuAction::ToMainMenu => {
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ButtonMenuAction::ToMainMenu => {
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game_state.set(GameState::TitleScreen);
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}
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GameOverMenuAction::StartGame => {
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ButtonMenuAction::StartGame => {
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game_state.set(GameState::Playing);
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}
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GameOverMenuAction::Quit => {
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ButtonMenuAction::Quit => {
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app_exit_events.write(AppExit::Success);
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}
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}
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