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v0.2.0
| Author | SHA1 | Date | |
|---|---|---|---|
| 51e6989ef4 | |||
| 2ffc0e8861 | |||
| d15b96ef48 | |||
| 0aefc96f7a | |||
| 4102446e90 | |||
| f4df2ae33a | |||
| fc43be0777 | |||
| a74b99deb4 | |||
| 2f9401e93f | |||
| 54ef257ab4 | |||
| 69bef24913 | |||
| df4479bf49 |
@@ -5,6 +5,10 @@ use bevy::color::Color;
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|||||||
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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(0.55, 0.55, 0.55); // ... 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::TitleScreen);
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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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265
src/widgets.rs
265
src/widgets.rs
@@ -1,34 +1,81 @@
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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, DARK_GRAY, 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::<MarkerMainMenu>)
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.add_systems(
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Update,
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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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}
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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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}
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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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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_buttons.run_if(in_state(GameState::GameOver)),
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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 MarkerMainMenu;
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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 ButtonMenuAction {
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ToMainMenu,
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StartGame,
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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 +88,70 @@ 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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/// Utility function for creating a standard button.
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fn button_bundle(text: &str) -> impl Bundle {
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(
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Button,
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// TODO: Generic action
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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(text),
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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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fn spawn_menu(mut commands: Commands) {
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commands
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.spawn((
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MarkerMainMenu,
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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::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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TextLayout::new_with_justify(JustifyText::Center),
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|
TextShadow::default(),
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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(20.0),
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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((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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|
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fn spawn_get_ready(mut commands: Commands) {
|
fn spawn_get_ready(mut commands: Commands) {
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commands.spawn((
|
commands.spawn((
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OnReadySetGo, // marker, so this can be de-spawned properly
|
OnReadySetGo, // marker, so this can be de-spawned properly
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@@ -75,12 +186,25 @@ fn spawn_get_ready(mut commands: Commands) {
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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
|
/// Spawns the game over screen.
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// want: `despawn_screen::<OnReadySetGo>>()`
|
///
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fn despawn_get_ready(mut commands: Commands, to_despawn: Query<Entity, With<OnReadySetGo>>) {
|
/// Used by [`PluginGameOver`] when entering the [`GameState::GameOver`] state.
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for entity in to_despawn {
|
fn spawn_gameover_ui(mut commands: Commands) {
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commands.entity(entity).despawn();
|
commands.spawn((
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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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|
(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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|
|
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fn animate_get_ready_widget(
|
fn animate_get_ready_widget(
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@@ -108,53 +232,70 @@ fn animate_get_ready_widget(
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|||||||
}
|
}
|
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}
|
}
|
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|
|
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pub struct GameMenuPlugin;
|
/// Handles interactions with the menu buttons.
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|
///
|
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impl Plugin for GameMenuPlugin {
|
/// The buttons are used by the main menu and the game-over menu to change
|
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fn build(&self, app: &mut App) {
|
/// between game states.
|
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app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
|
///
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.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
|
/// Button animation and action handling is done entirely within this system.
|
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.add_systems(
|
///
|
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Update,
|
/// There are no checks for current state. If a "quit" button was put somewhere
|
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handle_spacebar.run_if(in_state(GameState::TitleScreen)),
|
/// on the HUD, this system would quit the game. The same will happen for
|
||||||
);
|
/// returning to the title screen. This should be useful for making a pause
|
||||||
}
|
/// menu, too.
|
||||||
}
|
fn operate_buttons(
|
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|
mut interactions: Query<
|
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// Marker component for the title screen UI entity.
|
(
|
||||||
// This way, a query for the TitleUI can be used to despawn the title screen
|
&Interaction,
|
||||||
#[derive(Component)]
|
&mut BackgroundColor,
|
||||||
struct TitleUI;
|
&mut BorderColor,
|
||||||
|
&ButtonMenuAction,
|
||||||
fn spawn_menu(mut commands: Commands) {
|
),
|
||||||
commands
|
(Changed<Interaction>, With<Button>),
|
||||||
.spawn((
|
>,
|
||||||
TitleUI,
|
mut game_state: ResMut<NextState<GameState>>,
|
||||||
Node {
|
mut app_exit_events: EventWriter<AppExit>,
|
||||||
flex_direction: FlexDirection::Column,
|
) {
|
||||||
..Default::default()
|
// TODO: Better colors. These are taken from the example and they're ugly.
|
||||||
},
|
for (interaction, mut color, mut border_color, menu_action) in &mut interactions {
|
||||||
))
|
match *interaction {
|
||||||
.with_children(|cmds| {
|
Interaction::Pressed => {
|
||||||
cmds.spawn((
|
*color = UI_BUTTON_PRESSED.into();
|
||||||
Text::new("Robert's Bad Asteroids Game"),
|
border_color.0 = DARK_GRAY.into();
|
||||||
TextFont::from_font_size(50.0),
|
match menu_action {
|
||||||
));
|
ButtonMenuAction::ToMainMenu => {
|
||||||
cmds.spawn((
|
game_state.set(GameState::TitleScreen);
|
||||||
Text::new("Press space to begin"),
|
}
|
||||||
TextFont::from_font_size(40.0),
|
ButtonMenuAction::StartGame => {
|
||||||
));
|
game_state.set(GameState::Playing);
|
||||||
});
|
}
|
||||||
}
|
ButtonMenuAction::Quit => {
|
||||||
|
app_exit_events.write(AppExit::Success);
|
||||||
fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
|
}
|
||||||
for entity in &to_despawn {
|
}
|
||||||
commands.entity(entity).despawn();
|
}
|
||||||
|
Interaction::Hovered => {
|
||||||
|
*color = UI_BUTTON_HOVERED.into();
|
||||||
|
border_color.0 = WHITE.into();
|
||||||
|
}
|
||||||
|
Interaction::None => {
|
||||||
|
*color = UI_BUTTON_NORMAL.into();
|
||||||
|
border_color.0 = BLACK.into();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Main menu input listener. Starts game when the spacebar is pressed.
|
||||||
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
|
fn handle_spacebar(input: Res<ButtonInput<KeyCode>>, mut game_state: ResMut<NextState<GameState>>) {
|
||||||
if input.just_pressed(KeyCode::Space) {
|
if input.just_pressed(KeyCode::Space) {
|
||||||
game_state.set(GameState::GetReady);
|
game_state.set(GameState::GetReady);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
|
||||||
|
commands.spawn((
|
||||||
|
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),
|
||||||
|
TextFont::from_font_size(25.0),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user