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70f2313766
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v0.2.0
| Author | SHA1 | Date | |
|---|---|---|---|
| 51e6989ef4 | |||
| 2ffc0e8861 | |||
| d15b96ef48 | |||
| 0aefc96f7a | |||
| 4102446e90 | |||
| f4df2ae33a | |||
| fc43be0777 | |||
| a74b99deb4 | |||
| 2f9401e93f | |||
| 54ef257ab4 | |||
| 69bef24913 | |||
| df4479bf49 | |||
| 33828d6a85 | |||
| 5e2018d3e4 | |||
| 7c877264a2 | |||
| 16842c13f7 | |||
| e199db16eb | |||
| f17910daef |
@@ -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 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 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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48
src/lib.rs
48
src/lib.rs
@@ -1,3 +1,7 @@
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//! Asteroids, implemented as a Bevy plugin.
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//!
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//! Compile-time configurables can be found in the [`config`] module.
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pub mod config;
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mod events;
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mod machinery;
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@@ -9,7 +13,7 @@ mod widgets;
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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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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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use crate::machinery::AsteroidSpawner;
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use crate::objects::{Bullet, Ship};
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@@ -24,21 +28,20 @@ use bevy_rapier2d::{
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use machinery::Lifetime;
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use resources::{GameAssets, Lives, Score, WorldSize};
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/// The main game plugin.
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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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widgets::GameMenuPlugin,
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widgets::preparation_widget_plugin,
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widgets::PluginGameMenu,
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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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RapierDebugRenderPlugin::default(),
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))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(WorldSize {
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width: WINDOW_SIZE.x,
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height: WINDOW_SIZE.y,
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})
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.insert_resource(WorldSize::default())
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.insert_resource(Lives(3))
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.register_type::<Lives>()
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.insert_resource(Score(0))
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@@ -62,8 +65,6 @@ impl Plugin for AsteroidPlugin {
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objects::bullet_impact_listener,
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objects::ship_impact_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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)
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.run_if(in_state(GameState::Playing)),
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@@ -80,16 +81,11 @@ impl Plugin for AsteroidPlugin {
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.add_event::<events::AsteroidDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::BulletDestroy>();
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app.insert_state(GameState::Playing);
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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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app.insert_state(GameState::TitleScreen);
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}
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}
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/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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pub enum GameState {
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TitleScreen, // Program is started. Present title screen and await user start
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@@ -102,9 +98,9 @@ fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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/*
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Checks if "W" is pressed and increases velocity accordingly.
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*/
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/// Player's thruster control system.
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///
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/// Checks if "W" is pressed and increases velocity accordingly.
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fn input_ship_thruster(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
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@@ -135,10 +131,10 @@ fn input_ship_thruster(
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}
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}
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/*
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Checks if "A" or "D" is pressed and updates the player's Rotation component accordingly
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Does *not* rotate the graphical widget! (that's done by the `apply_rotation_to_mesh` system)
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*/
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/// Player's rotation control system.
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///
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/// Checks if "A" or "D" is pressed and updates the player's [`AngularVelocity`]
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/// component accordingly.
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fn input_ship_rotation(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut AngularVelocity, With<Ship>>,
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@@ -157,6 +153,12 @@ fn input_ship_rotation(
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}
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}
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/// Player's gun trigger.
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///
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/// Checks if the spacebar has just been pressed, spawning a bullet if so.
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///
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/// TODO: Hook up a timer to control weapon fire-rate. Something will have to
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/// tick those timers. Maybe this system?
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fn input_ship_shoot(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
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@@ -1,5 +1,8 @@
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//! These are Systems that power the main game mechanics (and some misc items to support them)
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//! Systems, Components, and any other items for powering the game logic.
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//!
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//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
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//! the *game* keeps its main logic here. Its for ambient behaviors, like
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//! asteroid spawning, or eventually the flying saucer spawns.
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use rand::{Rng, SeedableRng};
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use std::time::Duration;
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@@ -7,6 +10,12 @@ use bevy::prelude::*;
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use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
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/// Asteroid spawning parameters and state.
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///
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/// This struct keeps track of the rng and timer for spawning asteroids. In the
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/// future it may contain additional fields to allow for more control.
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///
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/// It's values are operated by the [`tick_asteroid_manager`] system.
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#[derive(Resource)]
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pub struct AsteroidSpawner {
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rng: std::sync::Mutex<rand::rngs::StdRng>,
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@@ -26,8 +35,8 @@ impl AsteroidSpawner {
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}
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}
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/// Update the asteroid spawn timer and spawn any asteroids
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/// that are due this frame.
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/// Update the asteroid spawn timer in the [`AsteroidSpawner`] resource, and
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/// spawns any asteroids that are due this frame.
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pub fn tick_asteroid_manager(
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mut events: EventWriter<SpawnAsteroid>,
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mut spawner: ResMut<AsteroidSpawner>,
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@@ -46,7 +55,7 @@ pub fn tick_asteroid_manager(
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let spawn_angle = rng.random_range(0.0..(std::f32::consts::PI * 2.0));
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// Rho will be the radius of a circle bordering the viewport, multiplied by 1.2
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// TODO: Use view diagonal to get a minimally sized circle around the play area
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let spawn_distance = play_area.width.max(play_area.height) / 2.0;
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let spawn_distance = play_area.x.max(play_area.y) / 2.0;
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// Convert polar to Cartesian, use as position
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let pos = Vec2::new(
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@@ -77,9 +86,11 @@ pub fn tick_asteroid_manager(
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}
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}
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/// Sets a lifetime on an entity to automatically delete it after expiration.
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#[derive(Component)]
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pub struct Lifetime(pub Timer);
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/// System to tick the [`Lifetime`] timers and despawn expired entities.
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pub fn tick_lifetimes(
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mut commands: Commands,
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time: Res<Time>,
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@@ -28,6 +28,7 @@ use crate::{
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physics::{Velocity, Wrapping},
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};
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/// The asteroid, defined entirely by [it's size](`AsteroidSize`).
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#[derive(Component, Deref, DerefMut)]
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pub struct Asteroid(pub AsteroidSize);
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@@ -39,6 +40,8 @@ pub enum AsteroidSize {
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}
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impl AsteroidSize {
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/// Convenience util to get the "next smallest" size. Useful for splitting
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/// after collision.
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pub fn next(&self) -> Option<Self> {
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match self {
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AsteroidSize::Small => None,
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@@ -48,9 +51,11 @@ impl AsteroidSize {
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}
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}
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/// Marker component for the player's ship.
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#[derive(Component)]
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pub struct Ship;
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/// Marker component for bullets.
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#[derive(Component)]
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pub struct Bullet;
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@@ -126,6 +131,11 @@ pub fn split_asteroids(
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}
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}
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/// Spawns the player at the world origin. Used during the state change to
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/// [`GameState::Playing`] to spawn the player.
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///
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/// This only spawns the player. For player **re**-spawn activity, see the
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/// [`ship_impact_listener()`] system.
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pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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commands
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.spawn((
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@@ -160,6 +170,9 @@ pub fn bullet_impact_listener(mut commands: Commands, mut events: EventReader<Bu
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/// Watch for [`ShipDestroy`] events and update game state accordingly.
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///
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/// One life is taken from the counter, asteroids are cleared, and the player
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/// is placed back at the origin. If lives reach 0, this system will change
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/// states to [`GameState::GameOver`].
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/// - Subtract a life
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/// - Check life count. If 0, go to game-over state
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/// - Clear all asteroids
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@@ -1,5 +1,19 @@
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//! Custom physics items
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//!
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//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
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//!
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//! Position, both translation and rotation, are tracked by the built-in
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//! Bevy [`Transform`] component. This module adds a (Linear) [`Velocity`] and
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//! [`AngularVelocity`] component to the mix.
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//! These two components are operated by simple integrator systems to
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//! accumulate translation and rotation from the velocities.
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//!
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//! The [`Wrapping`] component marks things that should wrap around the world
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//! boundaries. It's a kind of physical property of this world, so I'm putting
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//! it here.
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//!
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//! Collisions are also considered physics. After all, I got *a physics engine*
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//! to detect them for me (so that I don't have to write clipping code).
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use crate::{
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WorldSize, events,
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@@ -42,9 +56,9 @@ pub(crate) fn wrap_entities(
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mut query: Query<&mut Transform, With<Wrapping>>,
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world_size: Res<WorldSize>,
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) {
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let right = world_size.width / 2.0;
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let right = world_size.x / 2.0;
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let left = -right;
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let top = world_size.height / 2.0;
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let top = world_size.y / 2.0;
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let bottom = -top;
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for mut pos in query.iter_mut() {
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@@ -10,7 +10,7 @@ use bevy::{
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Vec2,
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primitives::{Circle, Triangle2d},
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},
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prelude::{Deref, Reflect, ReflectResource},
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prelude::{Deref, DerefMut, Reflect, ReflectResource},
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render::mesh::Mesh,
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sprite::ColorMaterial,
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};
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@@ -19,7 +19,7 @@ use bevy_inspector_egui::inspector_options::ReflectInspectorOptions;
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use crate::{
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ASTEROID_SMALL_COLOR, BULLET_COLOR, PLAYER_SHIP_COLOR, SHIP_THRUSTER_COLOR_ACTIVE,
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SHIP_THRUSTER_COLOR_INACTIVE,
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SHIP_THRUSTER_COLOR_INACTIVE, config::WINDOW_SIZE,
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};
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#[derive(Resource, Debug, Deref, Clone, Copy)]
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@@ -41,10 +41,13 @@ impl From<Lives> for String {
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}
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}
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#[derive(Resource)]
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pub struct WorldSize {
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pub width: f32,
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pub height: f32,
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#[derive(Deref, DerefMut, Resource)]
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pub struct WorldSize(Vec2);
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impl Default for WorldSize {
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fn default() -> Self {
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WorldSize(Vec2::new(WINDOW_SIZE.x, WINDOW_SIZE.y))
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}
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}
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#[derive(Resource)]
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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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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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};
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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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};
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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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/// Plugin for the main menu
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pub struct PluginGameMenu;
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impl Plugin for PluginGameMenu {
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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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pub fn preparation_widget_plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
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.add_systems(OnExit(GameState::GetReady), despawn_get_ready)
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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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/// Plugin for the "get ready" period as gameplay starts.
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pub struct PluginGetReady;
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|
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impl Plugin for PluginGetReady {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
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.add_systems(OnExit(GameState::GetReady), despawn::<OnReadySetGo>)
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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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)
|
||||
.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
|
||||
}
|
||||
}
|
||||
|
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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) {
|
||||
app.add_systems(OnEnter(GameState::GameOver), spawn_gameover_ui)
|
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.add_systems(OnExit(GameState::GameOver), despawn::<MarkerGameOver>)
|
||||
.add_systems(
|
||||
Update,
|
||||
operate_buttons.run_if(in_state(GameState::GameOver)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Marker component for the title screen UI entity.
|
||||
// This way, a query for the TitleUI can be used to despawn the title screen
|
||||
#[derive(Component)]
|
||||
struct MarkerMainMenu;
|
||||
|
||||
/// Marker component for things on the get-ready indicator
|
||||
#[derive(Component)]
|
||||
struct OnReadySetGo;
|
||||
|
||||
/// Marker for things on the game-over screen
|
||||
#[derive(Component)]
|
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struct MarkerGameOver;
|
||||
|
||||
/// Action specifier for the game-over menu's buttons.
|
||||
///
|
||||
/// Attach this component to a button and [`PluginGameOver`] will use it to
|
||||
/// decide what to do when that button is pressed.
|
||||
#[derive(Component)]
|
||||
enum ButtonMenuAction {
|
||||
ToMainMenu,
|
||||
StartGame,
|
||||
Quit,
|
||||
}
|
||||
|
||||
/// Newtype wrapper for `Timer`. Used to count down during the "get ready" phase.
|
||||
#[derive(Deref, DerefMut, Resource)]
|
||||
struct ReadySetGoTimer(Timer);
|
||||
@@ -41,6 +88,70 @@ struct CountdownText;
|
||||
#[derive(Component)]
|
||||
struct CountdownBar;
|
||||
|
||||
/// Despawns entities matching the generic argument. Intended to remove UI
|
||||
/// elements.
|
||||
fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
|
||||
for entity in to_despawn {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// Utility function for creating a standard button.
|
||||
fn button_bundle(text: &str) -> impl Bundle {
|
||||
(
|
||||
Button,
|
||||
// TODO: Generic action
|
||||
Node {
|
||||
width: Val::Px(150.0),
|
||||
height: Val::Px(65.0),
|
||||
border: UiRect::all(Val::Px(2.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
margin: UiRect::all(Val::Px(5.0)),
|
||||
..default()
|
||||
},
|
||||
BorderColor(Color::BLACK),
|
||||
BorderRadius::MAX,
|
||||
BackgroundColor(UI_BUTTON_NORMAL),
|
||||
children![(
|
||||
Text::new(text),
|
||||
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
||||
TextShadow::default(),
|
||||
)],
|
||||
)
|
||||
}
|
||||
|
||||
fn spawn_menu(mut commands: Commands) {
|
||||
commands
|
||||
.spawn((
|
||||
MarkerMainMenu,
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
flex_direction: FlexDirection::Column,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.with_children(|cmds| {
|
||||
cmds.spawn((
|
||||
Text::new("Robert's Bad Asteroids Game"),
|
||||
TextFont::from_font_size(50.0),
|
||||
TextLayout::new_with_justify(JustifyText::Center),
|
||||
TextShadow::default(),
|
||||
));
|
||||
cmds.spawn((
|
||||
Text::new("Press space to begin"),
|
||||
TextFont::from_font_size(20.0),
|
||||
TextColor(Color::srgb(0.7, 0.7, 0.7)),
|
||||
TextShadow::default(),
|
||||
));
|
||||
cmds.spawn((button_bundle("Start Game"), ButtonMenuAction::StartGame));
|
||||
cmds.spawn((button_bundle("Quit"), ButtonMenuAction::Quit));
|
||||
});
|
||||
}
|
||||
|
||||
fn spawn_get_ready(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
OnReadySetGo, // marker, so this can be de-spawned properly
|
||||
@@ -75,12 +186,25 @@ fn spawn_get_ready(mut commands: Commands) {
|
||||
));
|
||||
}
|
||||
|
||||
// TODO: Replace this with a generic somewhere else in the crate
|
||||
// want: `despawn_screen::<OnReadySetGo>>()`
|
||||
fn despawn_get_ready(mut commands: Commands, to_despawn: Query<Entity, With<OnReadySetGo>>) {
|
||||
for entity in to_despawn {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
/// Spawns the game over screen.
|
||||
///
|
||||
/// Used by [`PluginGameOver`] when entering the [`GameState::GameOver`] state.
|
||||
fn spawn_gameover_ui(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
MarkerGameOver, // Marker, so `despawn<T>` can remove this on state exit.
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
flex_direction: FlexDirection::Column,
|
||||
..default()
|
||||
},
|
||||
children![
|
||||
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
|
||||
(button_bundle("Quit"), ButtonMenuAction::Quit),
|
||||
],
|
||||
));
|
||||
}
|
||||
|
||||
fn animate_get_ready_widget(
|
||||
@@ -108,53 +232,70 @@ fn animate_get_ready_widget(
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GameMenuPlugin;
|
||||
|
||||
impl Plugin for GameMenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
|
||||
.add_systems(OnExit(GameState::TitleScreen), despawn_menu)
|
||||
.add_systems(
|
||||
Update,
|
||||
handle_spacebar.run_if(in_state(GameState::TitleScreen)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Marker component for the title screen UI entity.
|
||||
// This way, a query for the TitleUI can be used to despawn the title screen
|
||||
#[derive(Component)]
|
||||
struct TitleUI;
|
||||
|
||||
fn spawn_menu(mut commands: Commands) {
|
||||
commands
|
||||
.spawn((
|
||||
TitleUI,
|
||||
Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.with_children(|cmds| {
|
||||
cmds.spawn((
|
||||
Text::new("Robert's Bad Asteroids Game"),
|
||||
TextFont::from_font_size(50.0),
|
||||
));
|
||||
cmds.spawn((
|
||||
Text::new("Press space to begin"),
|
||||
TextFont::from_font_size(40.0),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
fn despawn_menu(mut commands: Commands, to_despawn: Query<Entity, With<TitleUI>>) {
|
||||
for entity in &to_despawn {
|
||||
commands.entity(entity).despawn();
|
||||
/// Handles interactions with the menu buttons.
|
||||
///
|
||||
/// The buttons are used by the main menu and the game-over menu to change
|
||||
/// between game states.
|
||||
///
|
||||
/// Button animation and action handling is done entirely within this system.
|
||||
///
|
||||
/// There are no checks for current state. If a "quit" button was put somewhere
|
||||
/// 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(
|
||||
mut interactions: Query<
|
||||
(
|
||||
&Interaction,
|
||||
&mut BackgroundColor,
|
||||
&mut BorderColor,
|
||||
&ButtonMenuAction,
|
||||
),
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
mut game_state: ResMut<NextState<GameState>>,
|
||||
mut app_exit_events: EventWriter<AppExit>,
|
||||
) {
|
||||
// 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 {
|
||||
Interaction::Pressed => {
|
||||
*color = UI_BUTTON_PRESSED.into();
|
||||
border_color.0 = DARK_GRAY.into();
|
||||
match menu_action {
|
||||
ButtonMenuAction::ToMainMenu => {
|
||||
game_state.set(GameState::TitleScreen);
|
||||
}
|
||||
ButtonMenuAction::StartGame => {
|
||||
game_state.set(GameState::Playing);
|
||||
}
|
||||
ButtonMenuAction::Quit => {
|
||||
app_exit_events.write(AppExit::Success);
|
||||
}
|
||||
}
|
||||
}
|
||||
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>>) {
|
||||
if input.just_pressed(KeyCode::Space) {
|
||||
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