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a74b99deb4
| Author | SHA1 | Date | |
|---|---|---|---|
| a74b99deb4 | |||
| 2f9401e93f | |||
| 54ef257ab4 | |||
| 69bef24913 | |||
| df4479bf49 |
@@ -5,6 +5,10 @@ use bevy::color::Color;
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pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
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pub const WINDOW_SIZE: bevy::prelude::Vec2 = bevy::prelude::Vec2::new(800.0, 600.0);
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pub const UI_BUTTON_NORMAL: Color = Color::srgb(0.15, 0.15, 0.15); // Button color when it's just hanging out
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pub const UI_BUTTON_HOVERED: Color = Color::srgb(0.25, 0.25, 0.25); // ... when it's hovered
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pub const UI_BUTTON_PRESSED: Color = Color::srgb(0.35, 0.75, 0.35); // ... when it's pressed
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pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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pub(crate) const BACKGROUND_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const PLAYER_SHIP_COLOR: Color = Color::srgb(1.0, 1.0, 1.0);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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pub(crate) const SHIP_THRUSTER_COLOR_ACTIVE: Color = Color::srgb(1.0, 0.2, 0.2);
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17
src/lib.rs
17
src/lib.rs
@@ -13,7 +13,7 @@ mod widgets;
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use crate::config::{
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use crate::config::{
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ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
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ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, BULLET_COLOR, BULLET_LIFETIME, BULLET_SPEED,
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PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
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PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
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SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
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SHIP_THRUSTER_COLOR_INACTIVE,
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};
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};
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use crate::machinery::AsteroidSpawner;
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use crate::machinery::AsteroidSpawner;
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use crate::objects::{Bullet, Ship};
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use crate::objects::{Bullet, Ship};
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@@ -34,8 +34,9 @@ pub struct AsteroidPlugin;
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impl Plugin for AsteroidPlugin {
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impl Plugin for AsteroidPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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app.add_plugins((
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widgets::GameMenuPlugin,
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widgets::PluginGameMenu,
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widgets::preparation_widget_plugin,
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widgets::PluginGameOver,
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widgets::PluginGetReady,
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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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@@ -64,8 +65,6 @@ impl Plugin for AsteroidPlugin {
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objects::bullet_impact_listener,
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objects::bullet_impact_listener,
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objects::ship_impact_listener,
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objects::ship_impact_listener,
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physics::collision_listener,
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physics::collision_listener,
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// TODO: Remove debug printing
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debug_collision_event_printer,
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machinery::tick_lifetimes,
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machinery::tick_lifetimes,
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)
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)
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.run_if(in_state(GameState::Playing)),
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.run_if(in_state(GameState::Playing)),
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@@ -82,13 +81,7 @@ impl Plugin for AsteroidPlugin {
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.add_event::<events::AsteroidDestroy>()
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.add_event::<events::AsteroidDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::BulletDestroy>();
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.add_event::<events::BulletDestroy>();
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app.insert_state(GameState::Playing);
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app.insert_state(GameState::GameOver);
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}
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}
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fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEvent>) {
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for event in collision_events.read() {
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dbg!(event);
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}
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}
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}
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}
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192
src/widgets.rs
192
src/widgets.rs
@@ -1,34 +1,75 @@
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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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resources::{Lives, Score},
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resources::{Lives, Score},
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};
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};
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use bevy::{
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use bevy::{
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color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED},
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color::palettes::css::{BLACK, GREEN, LIGHT_BLUE, RED, WHITE},
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prelude::*,
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prelude::*,
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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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/// Plugin for the main menu
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commands.spawn((
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pub struct PluginGameMenu;
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Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
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TextFont::from_font_size(25.0),
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impl Plugin for PluginGameMenu {
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));
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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::<TitleUI>)
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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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}
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pub fn preparation_widget_plugin(app: &mut App) {
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/// Plugin for the "get ready" period as gameplay starts.
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app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
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pub struct PluginGetReady;
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.add_systems(OnExit(GameState::GetReady), despawn_get_ready)
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.add_systems(
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impl Plugin for PluginGetReady {
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Update,
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fn build(&self, app: &mut App) {
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(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
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app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
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)
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.add_systems(OnExit(GameState::GetReady), despawn::<OnReadySetGo>)
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.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
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.add_systems(
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Update,
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(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
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)
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.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
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}
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}
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/// Plugin for the game-over screen (TODO)
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pub struct PluginGameOver;
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impl Plugin for PluginGameOver {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::GameOver), spawn_gameover_ui)
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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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);
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}
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}
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}
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/// Marker component for things on the get-ready indicator
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/// Marker component for things on the get-ready indicator
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#[derive(Component)]
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#[derive(Component)]
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struct OnReadySetGo;
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struct OnReadySetGo;
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/// Marker for things on the game-over screen
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#[derive(Component)]
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struct MarkerGameOver;
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/// Action specifier for the game-over menu's buttons.
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///
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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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ToMainMenu,
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Quit,
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}
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/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
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/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
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#[derive(Deref, DerefMut, Resource)]
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#[derive(Deref, DerefMut, Resource)]
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struct ReadySetGoTimer(Timer);
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struct ReadySetGoTimer(Timer);
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@@ -41,6 +82,14 @@ struct CountdownText;
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#[derive(Component)]
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#[derive(Component)]
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struct CountdownBar;
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struct CountdownBar;
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/// Despawns entities matching the generic argument. Intended to remove UI
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/// elements.
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fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
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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 spawn_get_ready(mut commands: Commands) {
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fn spawn_get_ready(mut commands: Commands) {
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commands.spawn((
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commands.spawn((
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OnReadySetGo, // marker, so this can be de-spawned properly
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OnReadySetGo, // marker, so this can be de-spawned properly
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@@ -75,12 +124,63 @@ fn spawn_get_ready(mut commands: Commands) {
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));
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));
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}
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}
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// TODO: Replace this with a generic somewhere else in the crate
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/// Spawns the game over screen.
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// want: `despawn_screen::<OnReadySetGo>>()`
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///
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fn despawn_get_ready(mut commands: Commands, to_despawn: Query<Entity, With<OnReadySetGo>>) {
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/// Used by [`PluginGameOver`] when entering the [`GameState::GameOver`] state.
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for entity in to_despawn {
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fn spawn_gameover_ui(mut commands: Commands) {
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commands.entity(entity).despawn();
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commands.spawn((
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}
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MarkerGameOver, // Marker, so `despawn<T>` can remove this on state exit.
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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::Center,
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justify_content: JustifyContent::Center,
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flex_direction: FlexDirection::Column,
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..default()
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},
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children![
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(
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Button,
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Node {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(2.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(UI_BUTTON_NORMAL),
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children![(
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Text::new("Main Menu"),
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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TextShadow::default(),
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)]
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),
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(
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Button,
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Node {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(2.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(UI_BUTTON_NORMAL),
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children![(
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Text::new("Quit"),
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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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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fn animate_get_ready_widget(
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fn animate_get_ready_widget(
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@@ -108,16 +208,35 @@ fn animate_get_ready_widget(
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}
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}
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}
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}
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pub struct GameMenuPlugin;
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/// Handles interaction and performs updates to the game-over UI.
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///
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impl Plugin for GameMenuPlugin {
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/// Used by [`PluginGameOver`] while in the [`GameState::GameOver`] state.
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fn build(&self, app: &mut App) {
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///
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app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
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/// Mostly a button input handler, but it also makes for a convenient single
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.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
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/// place to keep all system logic for this plugin.
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.add_systems(
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fn operate_gameover_ui(
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Update,
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mut interactions: Query<
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handle_spacebar.run_if(in_state(GameState::TitleScreen)),
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(&Interaction, &mut BackgroundColor, &mut BorderColor),
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);
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(Changed<Interaction>, With<Button>),
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>,
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) {
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// TODO: Better colors. These are taken from the example and they're ugly.
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// TODO: Read the menu action enum component and take that action.
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for (interaction, mut color, mut border_color) in &mut interactions {
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match *interaction {
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Interaction::Pressed => {
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*color = UI_BUTTON_PRESSED.into();
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border_color.0 = RED.into();
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}
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Interaction::Hovered => {
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*color = UI_BUTTON_HOVERED.into();
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border_color.0 = WHITE.into();
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}
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Interaction::None => {
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*color = UI_BUTTON_NORMAL.into();
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border_color.0 = BLACK.into();
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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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@@ -147,14 +266,15 @@ fn spawn_menu(mut commands: Commands) {
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});
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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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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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if input.just_pressed(KeyCode::Space) {
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game_state.set(GameState::GetReady);
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game_state.set(GameState::GetReady);
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}
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}
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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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commands.spawn((
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Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
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TextFont::from_font_size(25.0),
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|
));
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}
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Reference in New Issue
Block a user