Files
another-asteroids/src/widgets.rs
Robert Garrett a48dfc1d65
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Basic checks / Basic build-and-test supertask (push) Failing after 2m1s
Finish the engine upgrade
Events have been replaced with Messages, import paths have been updated
for new engine module layout, and minor API changes have been matched.
2025-12-17 10:15:33 -06:00

364 lines
12 KiB
Rust

use std::ops::DerefMut;
use crate::{
GameState,
config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
despawn,
resources::{Lives, Score},
};
use bevy::{
color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
prelude::*,
};
/// Plugin for the main menu
pub struct PluginGameMenu;
impl Plugin for PluginGameMenu {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::TitleScreen), spawn_menu)
.add_systems(OnExit(GameState::TitleScreen), despawn::<MarkerMainMenu>)
.add_systems(
Update,
(handle_spacebar, operate_buttons).run_if(in_state(GameState::TitleScreen)),
);
}
}
/// Plugin for the "get ready" period as gameplay starts.
pub struct PluginGetReady;
impl Plugin for PluginGetReady {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::GetReady), spawn_get_ready)
.add_systems(OnExit(GameState::GetReady), despawn::<OnReadySetGo>)
.add_systems(
Update,
(animate_get_ready_widget).run_if(in_state(GameState::GetReady)),
)
.insert_resource(ReadySetGoTimer(Timer::from_seconds(3.0, TimerMode::Once)));
}
}
/// Plugin for the in-game HUD
pub struct PluginGameHud;
impl Plugin for PluginGameHud {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), spawn_ui)
.add_systems(OnExit(GameState::Playing), despawn::<MarkerHUD>)
.add_systems(Update, (operate_ui).run_if(in_state(GameState::Playing)));
}
}
/// Plugin for the game-over screen
pub struct PluginGameOver;
impl Plugin for PluginGameOver {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(GameState::GameOver), spawn_gameover_ui)
.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)]
struct MarkerGameOver;
/// Marker for things on the HUD (the in-game UI elements)
#[derive(Component)]
struct MarkerHUD;
/// Action specifier for the buttons on the menus.
///
/// Instead of holding function pointers for use as callbacks, I'm doing enum-
/// dispatch. Add a variant according to what action the button press should
/// trigger.
///
/// Only [`PluginGameMenu`] and [`PluginGameOver`] will use it to this
/// component. There is no always-on, global system.
#[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);
/// Marker for the counter text segment
#[derive(Component)]
struct CountdownText;
/// Marker for the counter bar segment
#[derive(Component)]
struct CountdownBar;
/// 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::all(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(Justify::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, mut timer: ResMut<ReadySetGoTimer>) {
timer.reset();
commands.spawn((
OnReadySetGo, // marker, so this can be de-spawned properly
Node {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
width: Val::Percent(30.),
height: Val::Percent(30.),
..default()
},
BackgroundColor(LIGHT_BLUE.into()),
children![
(Text::new("Get Ready!"), TextColor(BLACK.into())),
(
CountdownBar,
Node {
width: Val::Percent(90.0),
height: Val::Percent(10.),
..default()
},
BackgroundColor(GREEN.into()),
),
(
CountdownText,
Text::new("<uninit timer>"),
TextColor(RED.into()),
)
],
));
}
/// 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![
(
Text::new("Game Over"),
TextFont::from_font_size(35.0),
TextShadow::default(),
),
(button_bundle("Main Menu"), ButtonMenuAction::ToMainMenu,),
(button_bundle("Quit"), ButtonMenuAction::Quit),
],
));
}
fn animate_get_ready_widget(
mut text_segment: Single<&mut Text, With<CountdownText>>,
mut bar_segment: Single<&mut Node, With<CountdownBar>>,
time: Res<Time>,
mut timer: ResMut<ReadySetGoTimer>,
mut game_state: ResMut<NextState<GameState>>,
) {
// Advance the timer, read the remaining time and write it onto the label.
timer.tick(time.delta());
// Add one to the visual value so the countdown starts at 3 and stops at 1.
// Otherwise it starts at 2 and disappears after showing 0.
// That feels wrong even though it's functionally identical.
let tval = timer.0.remaining().as_secs() + 1;
**text_segment = format!("{tval}").into();
// Shrink the progress bar Node
bar_segment.width = Val::Percent(100.0 * (1.0 - timer.fraction()));
// If the timer has expired, change state to playing.
if timer.is_finished() {
game_state.set(GameState::Playing);
}
}
/// 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: MessageWriter<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.set_all(DARK_GRAY);
match menu_action {
ButtonMenuAction::ToMainMenu => {
game_state.set(GameState::TitleScreen);
}
ButtonMenuAction::StartGame => {
game_state.set(GameState::GetReady);
}
ButtonMenuAction::Quit => {
app_exit_events.write(AppExit::Success);
}
}
}
Interaction::Hovered => {
*color = UI_BUTTON_HOVERED.into();
border_color.set_all(WHITE);
}
Interaction::None => {
*color = UI_BUTTON_NORMAL.into();
border_color.set_all(BLACK);
}
}
}
}
/// 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>) {
let score = score.0;
let lives = lives.0;
commands.spawn((
MarkerHUD,
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Start,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
children![
(
Text::new(format!("Score: {score}")),
TextFont::from_font_size(25.0),
TextShadow::default(),
),
(
Text::new(format!("Lives: {lives}")),
TextFont::from_font_size(25.0),
TextShadow::default(),
)
],
));
}
/// Updates the HUD with the current score & life count
///
/// TODO: some kind of event-based thing. Touching the text nodes every frame
/// seems expensive.
fn operate_ui(
mut query: Single<(&Node, &Children), With<MarkerHUD>>,
mut text_query: Query<&mut Text>,
lives: Res<Lives>,
score: Res<Score>,
) {
let (_node, children) = query.deref_mut();
let score = score.0;
let lives = lives.0;
// TODO: Something smarter than `unwrap()`
let mut score_text = text_query.get_mut(children[0]).unwrap();
**score_text = format!("Score: {score}");
let mut lives_text = text_query.get_mut(children[1]).unwrap();
**lives_text = format!("Lives: {lives}");
}