Implement the HUD for real
Now it works!... but it runs every single frame, probably causing a bunch of unnecessary text rendering and UI layout operations. I'll have to come back and make it event-based at some point.
This commit is contained in:
@@ -37,6 +37,7 @@ impl Plugin for AsteroidPlugin {
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widgets::PluginGameMenu,
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widgets::PluginGameMenu,
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widgets::PluginGameOver,
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widgets::PluginGameOver,
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widgets::PluginGetReady,
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widgets::PluginGetReady,
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widgets::PluginGameHud,
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0),
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RapierDebugRenderPlugin::default(),
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RapierDebugRenderPlugin::default(),
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))
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))
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@@ -48,10 +49,7 @@ impl Plugin for AsteroidPlugin {
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.insert_resource(AsteroidSpawner::new())
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.insert_resource(AsteroidSpawner::new())
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.init_resource::<GameAssets>()
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.init_resource::<GameAssets>()
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.add_systems(Startup, spawn_camera)
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.add_systems(Startup, spawn_camera)
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.add_systems(
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.add_systems(OnEnter(GameState::Playing), objects::spawn_player)
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OnEnter(GameState::Playing),
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(objects::spawn_player, widgets::spawn_ui),
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)
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.add_systems(
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.add_systems(
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FixedUpdate,
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FixedUpdate,
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(
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(
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@@ -1,3 +1,5 @@
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use std::ops::DerefMut;
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use crate::{
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use crate::{
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GameState,
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GameState,
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config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
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config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
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@@ -38,6 +40,17 @@ impl Plugin for PluginGetReady {
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}
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}
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}
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}
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/// Plugin for the in-game HUD
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pub struct PluginGameHud;
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impl Plugin for PluginGameHud {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), spawn_ui)
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.add_systems(OnExit(GameState::Playing), despawn::<MarkerHUD>)
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.add_systems(Update, (operate_ui).run_if(in_state(GameState::Playing)));
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}
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}
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/// Plugin for the game-over screen
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/// Plugin for the game-over screen
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pub struct PluginGameOver;
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pub struct PluginGameOver;
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@@ -65,6 +78,10 @@ struct OnReadySetGo;
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#[derive(Component)]
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#[derive(Component)]
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struct MarkerGameOver;
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struct MarkerGameOver;
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/// Marker for things on the HUD (the in-game UI elements)
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#[derive(Component)]
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struct MarkerHUD;
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/// Action specifier for the game-over menu's buttons.
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/// Action specifier for the game-over menu's buttons.
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///
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///
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/// Attach this component to a button and [`PluginGameOver`] will use it to
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/// Attach this component to a button and [`PluginGameOver`] will use it to
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@@ -294,8 +311,50 @@ fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<Next
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}
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}
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pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
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pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
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let score = score.0;
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let lives = lives.0;
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commands.spawn((
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commands.spawn((
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Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
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MarkerHUD,
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Start,
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justify_content: JustifyContent::SpaceBetween,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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children![
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(
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Text::new(format!("Score: {score}")),
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TextFont::from_font_size(25.0),
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TextFont::from_font_size(25.0),
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TextShadow::default(),
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),
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(
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Text::new(format!("Lives: {lives}")),
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TextFont::from_font_size(25.0),
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TextShadow::default(),
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)
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],
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));
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));
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}
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}
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/// Updates the HUD with the current score & life count
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///
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/// TODO: some kind of event-based thing. Touching the text nodes every frame
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/// seems expensive.
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fn operate_ui(
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mut query: Single<(&Node, &Children), With<MarkerHUD>>,
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mut text_query: Query<&mut Text>,
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lives: Res<Lives>,
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score: Res<Score>,
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) {
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let (_node, children) = query.deref_mut();
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let score = score.0;
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let lives = lives.0;
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// TODO: Something smarter than `unwrap()`
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let mut score_text = text_query.get_mut(children[0]).unwrap();
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**score_text = format!("Score: {score}");
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let mut lives_text = text_query.get_mut(children[1]).unwrap();
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**lives_text = format!("Lives: {lives}");
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}
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