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tilemap
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d98b28cb36 |
@@ -6,6 +6,7 @@ edition = "2024"
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[dependencies]
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bevy = { version = "0.16.1", features = ["dynamic_linking"] }
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bevy-inspector-egui = "0.33.1"
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bevy_ecs_tilemap = "0.16.0"
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[profile.dev]
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opt-level = 1
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Before Width: | Height: | Size: 317 B After Width: | Height: | Size: 317 B |
BIN
assets/thumbnails/full-2-walls-hallway.png
Normal file
BIN
assets/thumbnails/full-2-walls-hallway.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 110 B |
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Before Width: | Height: | Size: 159 B After Width: | Height: | Size: 159 B |
BIN
assets/tiles/full-2-walls-hallway.png
Normal file
BIN
assets/tiles/full-2-walls-hallway.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 123 B |
@@ -2,14 +2,14 @@ use bevy::prelude::*;
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use std::path::Path;
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pub struct TileImage {
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name: &'static str,
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thumbnail_handle: Handle<Image>,
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tile_handle: Handle<Image>,
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pub name: &'static str,
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pub thumbnail_handle: Handle<Image>,
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pub tile_handle: Handle<Image>,
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}
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#[derive(Resource)]
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pub struct AssetLibrary {
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tile_images: Vec<TileImage>,
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pub tile_images: Vec<TileImage>,
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}
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impl AssetLibrary {
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@@ -33,7 +33,8 @@ impl AssetLibrary {
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"corner-sw-3-walls",
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"full-0-walls",
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"full-1-wall",
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"full-2-walls",
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"full-2-walls-corner",
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"full-2-walls-hallway",
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"full-3-walls",
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"full-4-walls",
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];
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@@ -59,6 +60,15 @@ impl AssetLibrary {
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Self { tile_images }
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}
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pub fn get_index(&self, name: &str) -> Option<u32> {
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self
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.tile_images
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.iter()
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.enumerate()
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.find(|(_, tile)| tile.name == name)
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.map(|(index, _)| index as u32)
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}
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pub fn get_thumbnail(&self, name: &str) -> Option<Handle<Image>> {
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self
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.tile_images
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144
src/card.rs
144
src/card.rs
@@ -1,5 +1,7 @@
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//! TODO: module doc :v
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use bevy::ecs::component::Component;
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/// Value for the "sub tiles" inside a room tile
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub enum Cell {
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@@ -12,6 +14,25 @@ pub enum Cell {
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Filled,
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}
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#[derive(Clone, Copy, Debug)]
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pub struct Walls {
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pub north: bool,
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pub east: bool,
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pub south: bool,
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pub west: bool,
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}
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impl Walls {
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pub fn new(north: bool, east: bool, south: bool, west: bool) -> Self {
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Self {
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north,
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east,
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south,
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west,
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}
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub enum CutLine {
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VertLeft,
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@@ -47,17 +68,17 @@ pub enum RotationDir {
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/// An invidiual room, or "card" in the player's hand. The room may
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/// *or may not* be valid, yet.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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#[derive(Clone, Copy, Component, Debug, Default, PartialEq)]
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pub struct Card {
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cells: [Cell; 9],
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nw: bool,
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n: bool,
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ne: bool,
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w: bool,
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e: bool,
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sw: bool,
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s: bool,
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se: bool,
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pub cells: [Cell; 9],
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pub nw: bool,
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pub n: bool,
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pub ne: bool,
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pub w: bool,
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pub e: bool,
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pub sw: bool,
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pub s: bool,
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pub se: bool,
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}
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impl Card {
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@@ -616,7 +637,108 @@ mod test {
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#[test]
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fn cut_triangle() {
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todo!();
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let tri = Card {
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cells: NW_TRIANGLE,
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..Default::default()
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};
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// Pairs of each different slice option
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let vert_left_pair = (
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::NW, Cell::Empty, Cell::Empty,
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],
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..Default::default()
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},
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::NW,
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Cell::Empty, Cell::NW, Cell::Filled,
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Cell::Empty, Cell::Filled, Cell::Filled,
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],
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..Default::default()
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},
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);
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let vert_right_pair = (
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::Empty, Cell::NW, Cell::Empty,
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Cell::NW, Cell::Filled, Cell::Empty,
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],
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..Default::default()
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},
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::NW,
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Cell::Empty, Cell::Empty, Cell::Filled,
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Cell::Empty, Cell::Empty, Cell::Filled,
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],
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..Default::default()
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},
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);
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let horiz_top_pair = (
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::NW,
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::Empty, Cell::Empty, Cell::Empty,
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],
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..Default::default()
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},
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::Empty, Cell::NW, Cell::Filled,
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Cell::NW, Cell::Filled, Cell::Filled,
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],
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..Default::default()
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},
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);
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let horiz_bottom_pair = (
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::NW,
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Cell::Empty, Cell::NW, Cell::Filled,
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Cell::Empty, Cell::Empty, Cell::Empty,
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],
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..Default::default()
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},
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Card {
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#[rustfmt::skip]
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cells: [
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::Empty, Cell::Empty, Cell::Empty,
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Cell::NW, Cell::Filled, Cell::Filled,
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],
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..Default::default()
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},
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);
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// Run tests
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let result_vleft = tri.clone().cut(CutLine::VertLeft);
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assert_eq!(result_vleft, vert_left_pair);
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let result_vright = tri.clone().cut(CutLine::VertRight);
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assert_eq!(result_vright, vert_right_pair);
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let result_hupper = tri.clone().cut(CutLine::HorizUpper);
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assert_eq!(result_hupper, horiz_top_pair);
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let result_hlower = tri.cut(CutLine::HorizLower);
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assert_eq!(result_hlower, horiz_bottom_pair);
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}
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#[test]
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439
src/game/map.rs
Normal file
439
src/game/map.rs
Normal file
@@ -0,0 +1,439 @@
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use bevy::prelude::*;
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use bevy_ecs_tilemap::prelude::*;
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use crate::assets::AssetLibrary;
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use crate::card::{Card, Cell, Walls};
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pub fn setup_test_tilemap(mut commands: Commands, assets: Res<AssetLibrary>) {
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let tilemap_entity = commands.spawn_empty().id();
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let tilemap_id = TilemapId(tilemap_entity);
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let map_size = TilemapSize { x: 9, y: 9 };
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let mut tile_storage = TileStorage::empty(map_size);
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let card = Card {
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cells: [
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Cell::NW,
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Cell::Filled,
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Cell::NE,
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Cell::Filled,
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Cell::Filled,
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Cell::Filled,
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Cell::SW,
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Cell::Filled,
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Cell::SE,
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],
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..Default::default()
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};
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add_card_to_tilemap(
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&card,
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&assets,
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TilePos { x: 0, y: 2 },
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tilemap_id,
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&mut commands,
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&mut tile_storage,
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);
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let tile_size = TilemapTileSize { x: 48.0, y: 48.0 };
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let grid_size = tile_size.into();
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let map_type = TilemapType::default();
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let texture_handles = assets
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.tile_images
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.iter()
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.map(|image| image.tile_handle.clone())
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.collect();
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commands.entity(tilemap_entity).insert(TilemapBundle {
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grid_size,
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map_type,
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size: map_size,
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storage: tile_storage,
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texture: TilemapTexture::Vector(texture_handles),
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tile_size,
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anchor: TilemapAnchor::BottomLeft,
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..Default::default()
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});
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}
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/// Returns a cell description for a tilemap, including the texture index and a flip configuration
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fn get_cell_description(
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cell: &Cell,
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walls: &Walls,
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assets: &AssetLibrary,
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) -> Option<(u32, TileFlip)> {
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// Filter allowed walls
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let walls = match cell {
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Cell::NW => Walls {
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north: false,
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east: walls.east,
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south: walls.south,
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west: false,
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},
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Cell::NE => Walls {
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north: false,
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east: false,
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south: walls.south,
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west: walls.west,
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},
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Cell::SE => Walls {
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north: walls.north,
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east: false,
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south: false,
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west: walls.west,
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},
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Cell::SW => Walls {
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north: walls.north,
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east: walls.east,
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south: false,
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west: false,
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},
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_ => *walls,
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};
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let wall_count = (if walls.north { 1 } else { 0 })
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+ (if walls.east { 1 } else { 0 })
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+ (if walls.south { 1 } else { 0 })
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+ (if walls.west { 1 } else { 0 });
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match (cell, wall_count) {
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(Cell::Empty, _) => None,
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(Cell::NW, 0) => Some((
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assets.get_index("corner-nw-1-wall").unwrap(),
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TileFlip::default(),
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)),
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(Cell::NW, 1) => {
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if walls.east {
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Some((
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assets.get_index("corner-nw-2-walls-east").unwrap(),
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TileFlip::default(),
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))
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} else if walls.south {
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Some((
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assets.get_index("corner-nw-2-walls-south").unwrap(),
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TileFlip::default(),
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))
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} else {
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unreachable!()
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}
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}
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(Cell::NW, 2) => Some((
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assets.get_index("corner-nw-3-walls").unwrap(),
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TileFlip::default(),
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)),
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(Cell::NE, 0) => Some((
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assets.get_index("corner-ne-1-wall").unwrap(),
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TileFlip::default(),
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)),
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(Cell::NE, 1) => {
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if walls.west {
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Some((
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assets.get_index("corner-ne-2-walls-west").unwrap(),
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TileFlip::default(),
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))
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} else if walls.south {
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Some((
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assets.get_index("corner-ne-2-walls-south").unwrap(),
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TileFlip::default(),
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))
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} else {
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unreachable!()
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}
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}
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(Cell::NE, 2) => Some((
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assets.get_index("corner-ne-3-walls").unwrap(),
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TileFlip::default(),
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)),
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(Cell::SE, 0) => Some((
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assets.get_index("corner-se-1-wall").unwrap(),
|
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TileFlip::default(),
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)),
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(Cell::SE, 1) => {
|
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if walls.west {
|
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Some((
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assets.get_index("corner-se-2-walls-west").unwrap(),
|
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TileFlip::default(),
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))
|
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} else if walls.north {
|
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Some((
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assets.get_index("corner-se-2-walls-north").unwrap(),
|
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TileFlip::default(),
|
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))
|
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} else {
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unreachable!()
|
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}
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}
|
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(Cell::SE, 2) => Some((
|
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assets.get_index("corner-se-3-walls").unwrap(),
|
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TileFlip::default(),
|
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)),
|
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(Cell::SW, 0) => Some((
|
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assets.get_index("corner-sw-1-wall").unwrap(),
|
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TileFlip::default(),
|
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)),
|
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(Cell::SW, 1) => {
|
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if walls.east {
|
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Some((
|
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assets.get_index("corner-sw-2-walls-east").unwrap(),
|
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TileFlip::default(),
|
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))
|
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} else if walls.north {
|
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Some((
|
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assets.get_index("corner-sw-2-walls-north").unwrap(),
|
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TileFlip::default(),
|
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))
|
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} else {
|
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unreachable!()
|
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}
|
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}
|
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(Cell::SW, 2) => Some((
|
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assets.get_index("corner-sw-3-walls").unwrap(),
|
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TileFlip::default(),
|
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)),
|
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(Cell::Filled, 0) => Some((
|
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assets.get_index("full-0-walls").unwrap(),
|
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TileFlip::default(),
|
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)),
|
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(Cell::Filled, 1) => {
|
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if walls.north {
|
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Some((
|
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assets.get_index("full-1-wall").unwrap(),
|
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TileFlip::default(),
|
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))
|
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} else if walls.east {
|
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Some((
|
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assets.get_index("full-1-wall").unwrap(),
|
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TileFlip {
|
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x: true,
|
||||
y: false,
|
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d: true,
|
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},
|
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))
|
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} else if walls.south {
|
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Some((
|
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assets.get_index("full-1-wall").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: true,
|
||||
d: false,
|
||||
},
|
||||
))
|
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} else {
|
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// walls.west
|
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Some((
|
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assets.get_index("full-1-wall").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: false,
|
||||
d: true,
|
||||
},
|
||||
))
|
||||
}
|
||||
}
|
||||
(Cell::Filled, 2) => {
|
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if walls.west && walls.north {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-corner").unwrap(),
|
||||
TileFlip::default(),
|
||||
))
|
||||
} else if walls.north && walls.east {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-corner").unwrap(),
|
||||
TileFlip {
|
||||
x: true,
|
||||
y: false,
|
||||
d: false,
|
||||
},
|
||||
))
|
||||
} else if walls.east && walls.south {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-corner").unwrap(),
|
||||
TileFlip {
|
||||
x: true,
|
||||
y: true,
|
||||
d: false,
|
||||
},
|
||||
))
|
||||
} else if walls.south && walls.west {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-corner").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: true,
|
||||
d: false,
|
||||
},
|
||||
))
|
||||
} else if walls.north && walls.south {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-hallway").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: false,
|
||||
d: false,
|
||||
},
|
||||
))
|
||||
} else if walls.east && walls.west {
|
||||
Some((
|
||||
assets.get_index("full-2-walls-hallway").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: false,
|
||||
d: true,
|
||||
},
|
||||
))
|
||||
} else {
|
||||
unreachable!()
|
||||
}
|
||||
}
|
||||
(Cell::Filled, 3) => {
|
||||
if !walls.north {
|
||||
Some((
|
||||
assets.get_index("full-3-walls").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: true,
|
||||
d: true,
|
||||
},
|
||||
))
|
||||
} else if !walls.east {
|
||||
Some((
|
||||
assets.get_index("full-3-walls").unwrap(),
|
||||
TileFlip::default(),
|
||||
))
|
||||
} else if !walls.south {
|
||||
Some((
|
||||
assets.get_index("full-3-walls").unwrap(),
|
||||
TileFlip {
|
||||
x: false,
|
||||
y: false,
|
||||
d: true,
|
||||
},
|
||||
))
|
||||
} else if walls.west {
|
||||
Some((
|
||||
assets.get_index("full-3-walls").unwrap(),
|
||||
TileFlip {
|
||||
x: true,
|
||||
y: false,
|
||||
d: false,
|
||||
},
|
||||
))
|
||||
} else {
|
||||
unreachable!()
|
||||
}
|
||||
}
|
||||
(Cell::Filled, 4) => Some((
|
||||
assets.get_index("full-4-walls").unwrap(),
|
||||
TileFlip::default(),
|
||||
)),
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns an array of cell descriptions, starting from the top right tile and moving right to left, top to bottom
|
||||
fn get_card_description(card: &Card, assets: &AssetLibrary) -> [Option<(u32, TileFlip)>; 9] {
|
||||
let mut walls = [
|
||||
Walls::new(true, false, false, true),
|
||||
Walls::new(true, false, false, false),
|
||||
Walls::new(true, true, false, false),
|
||||
Walls::new(false, false, false, true),
|
||||
Walls::new(false, false, false, false),
|
||||
Walls::new(false, true, false, false),
|
||||
Walls::new(false, false, true, true),
|
||||
Walls::new(false, false, true, false),
|
||||
Walls::new(false, true, true, false),
|
||||
];
|
||||
|
||||
if card.cells[0] == Cell::Empty {
|
||||
walls[1].west = true;
|
||||
walls[3].north = true;
|
||||
}
|
||||
if card.cells[1] == Cell::Empty {
|
||||
walls[0].east = true;
|
||||
walls[2].west = true;
|
||||
walls[4].north = true;
|
||||
}
|
||||
if card.cells[2] == Cell::Empty {
|
||||
walls[1].east = true;
|
||||
walls[5].north = true;
|
||||
}
|
||||
if card.cells[3] == Cell::Empty {
|
||||
walls[0].south = true;
|
||||
walls[4].west = true;
|
||||
walls[6].north = true;
|
||||
}
|
||||
if card.cells[4] == Cell::Empty {
|
||||
walls[1].south = true;
|
||||
walls[3].east = true;
|
||||
walls[5].west = true;
|
||||
walls[7].north = true;
|
||||
}
|
||||
if card.cells[5] == Cell::Empty {
|
||||
walls[2].south = true;
|
||||
walls[4].east = true;
|
||||
walls[8].north = true;
|
||||
}
|
||||
if card.cells[6] == Cell::Empty {
|
||||
walls[7].west = true;
|
||||
walls[3].south = true;
|
||||
}
|
||||
if card.cells[7] == Cell::Empty {
|
||||
walls[6].east = true;
|
||||
walls[8].west = true;
|
||||
walls[4].south = true;
|
||||
}
|
||||
if card.cells[8] == Cell::Empty {
|
||||
walls[7].east = true;
|
||||
walls[5].south = true;
|
||||
}
|
||||
|
||||
card
|
||||
.cells
|
||||
.iter()
|
||||
.zip(walls.iter())
|
||||
.map(|(cell, walls)| get_cell_description(cell, walls, assets))
|
||||
.collect::<Vec<_>>()
|
||||
.try_into()
|
||||
.unwrap()
|
||||
}
|
||||
|
||||
fn add_card_to_tilemap(
|
||||
card: &Card,
|
||||
assets: &AssetLibrary,
|
||||
top_left: TilePos,
|
||||
tilemap_id: TilemapId,
|
||||
commands: &mut Commands,
|
||||
tile_storage: &mut TileStorage,
|
||||
) {
|
||||
get_card_description(card, assets)
|
||||
.iter()
|
||||
.enumerate()
|
||||
.for_each(|(index, desc)| {
|
||||
let dx = (index as u32) % 3;
|
||||
let dy = (index as u32) / 3;
|
||||
|
||||
let position = TilePos {
|
||||
x: top_left.x + dx,
|
||||
y: top_left.y - dy,
|
||||
};
|
||||
|
||||
match desc {
|
||||
Some((texture_index, flip)) => {
|
||||
let tile_entity = commands
|
||||
.spawn(TileBundle {
|
||||
position,
|
||||
tilemap_id,
|
||||
texture_index: TileTextureIndex(*texture_index),
|
||||
flip: *flip,
|
||||
..Default::default()
|
||||
})
|
||||
.id();
|
||||
tile_storage.set(&position, tile_entity);
|
||||
}
|
||||
None => {
|
||||
tile_storage.remove(&position);
|
||||
}
|
||||
};
|
||||
});
|
||||
}
|
||||
40
src/game/mod.rs
Normal file
40
src/game/mod.rs
Normal file
@@ -0,0 +1,40 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub mod map;
|
||||
pub mod player;
|
||||
|
||||
/// Data component for info about the player's current set of cards.
|
||||
///
|
||||
/// [`Self::capacity`] is the maximum hand size.
|
||||
///
|
||||
/// [`Self::low_water_mark`] is the threshold for drawing new cards on-room-enter.
|
||||
#[derive(Component)]
|
||||
pub struct PlayerHand {
|
||||
cards: Vec<Entity>,
|
||||
capacity: u8,
|
||||
low_water_mark: u8,
|
||||
}
|
||||
|
||||
pub mod machines {
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct CuttingMachine;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct RotatingMachine;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct FlippingMachine;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct TransposingMachine;
|
||||
}
|
||||
|
||||
pub mod consumables {
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Fuel(u32);
|
||||
}
|
||||
28
src/game/player.rs
Normal file
28
src/game/player.rs
Normal file
@@ -0,0 +1,28 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component)]
|
||||
#[require(Transform)]
|
||||
pub struct Player;
|
||||
|
||||
pub fn spawn_player(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
let shape = Circle::new(12.0);
|
||||
let mesh = meshes.add(shape);
|
||||
|
||||
let color = Color::srgb(1., 0., 0.);
|
||||
let material = materials.add(color);
|
||||
|
||||
commands.spawn((
|
||||
Player,
|
||||
Mesh2d(mesh),
|
||||
MeshMaterial2d(material),
|
||||
Transform::from_translation(Vec3 {
|
||||
x: 72.,
|
||||
y: 72.,
|
||||
z: 1.,
|
||||
}),
|
||||
));
|
||||
}
|
||||
57
src/main.rs
57
src/main.rs
@@ -1,8 +1,15 @@
|
||||
use bevy::{prelude::*, window::WindowResolution};
|
||||
use bevy::{color::palettes::css::GREEN, prelude::*, window::WindowResolution};
|
||||
use bevy_ecs_tilemap::prelude::*;
|
||||
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
|
||||
|
||||
use crate::{
|
||||
game::machines::{CuttingMachine, RotatingMachine},
|
||||
resources::UiTheme,
|
||||
};
|
||||
|
||||
mod assets;
|
||||
mod card;
|
||||
mod game;
|
||||
mod resources;
|
||||
mod widgets;
|
||||
|
||||
@@ -17,6 +24,8 @@ fn main() {
|
||||
}))
|
||||
.add_plugins(EguiPlugin::default())
|
||||
.add_plugins(WorldInspectorPlugin::new())
|
||||
.add_plugins(widgets::GameUiPlugin)
|
||||
.add_plugins(TilemapPlugin)
|
||||
.init_resource::<resources::UiTheme>()
|
||||
.register_type::<resources::UiTheme>()
|
||||
.add_systems(
|
||||
@@ -24,14 +33,30 @@ fn main() {
|
||||
(
|
||||
setup,
|
||||
assets::load_assets,
|
||||
widgets::spawn_rotator_machine_ui,
|
||||
),
|
||||
game::map::setup_test_tilemap,
|
||||
dummy_machine,
|
||||
)
|
||||
.chain(),
|
||||
)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
Camera2d,
|
||||
Projection::Orthographic(OrthographicProjection {
|
||||
scaling_mode: bevy::render::camera::ScalingMode::AutoMin {
|
||||
min_width: 360.0,
|
||||
min_height: 240.0,
|
||||
},
|
||||
..OrthographicProjection::default_2d()
|
||||
}),
|
||||
Transform::from_translation(Vec3 {
|
||||
x: 72.,
|
||||
y: 72.,
|
||||
z: 0.,
|
||||
}),
|
||||
));
|
||||
}
|
||||
|
||||
/// Generic utility for despawning entities that have a given component.
|
||||
@@ -40,3 +65,27 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
fn dummy_machine(
|
||||
mut commands: Commands,
|
||||
// mut meshes: ResMut<Assets<Mesh>>,
|
||||
// mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands
|
||||
.spawn((
|
||||
Sprite::from_color(GREEN, Vec2::splat(40.0)),
|
||||
// WARN: Mesh picking is not part of the `DefaultPlugins` plugin collection!
|
||||
// (but sprite picking is!)
|
||||
|
||||
// Mesh2d(meshes.add(Rectangle::new(25., 25.))),
|
||||
// MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
|
||||
Transform::default(),
|
||||
Pickable::default(),
|
||||
))
|
||||
.observe(
|
||||
|event: Trigger<Pointer<Click>>, commands: Commands, theme: Res<UiTheme>| {
|
||||
let entity = event.target;
|
||||
CuttingMachine::spawn_ui(commands, theme);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,11 +1,16 @@
|
||||
//! Program constants & defaults
|
||||
|
||||
use bevy::{color::palettes::css::*, prelude::*};
|
||||
use bevy::{
|
||||
color::palettes::{css::*, tailwind::SLATE_100},
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
#[derive(Debug, Reflect, Resource)]
|
||||
#[reflect(Resource)]
|
||||
pub struct UiTheme {
|
||||
// TODO: Panes
|
||||
// Colors for the machine UI panes
|
||||
// (and others, but we're not there yet)
|
||||
pub pane_bg: Color,
|
||||
|
||||
// Colors for the "Big Red Buttons" (the main actions of the machines)
|
||||
// normal
|
||||
@@ -17,17 +22,37 @@ pub struct UiTheme {
|
||||
// pressed
|
||||
pub brb_pressed_bg: Color,
|
||||
pub brb_pressed_border: Color,
|
||||
|
||||
// Colors for low-priority buttons
|
||||
// normal
|
||||
pub quiet_bg: Color,
|
||||
pub quiet_border: Color,
|
||||
// hover
|
||||
pub quiet_hover_bg: Color,
|
||||
pub quiet_hover_border: Color,
|
||||
// pressed
|
||||
pub quiet_pressed_bg: Color,
|
||||
pub quiet_pressed_border: Color,
|
||||
}
|
||||
|
||||
impl FromWorld for UiTheme {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
fn from_world(_world: &mut World) -> Self {
|
||||
Self {
|
||||
pane_bg: SLATE_100.into(),
|
||||
|
||||
brb_bg: RED.into(),
|
||||
brb_border: DARK_RED.into(),
|
||||
brb_hover_bg: PINK.into(),
|
||||
brb_hover_border: RED.into(),
|
||||
brb_pressed_bg: GREEN.into(),
|
||||
brb_pressed_border: DARK_GREEN.into(),
|
||||
|
||||
quiet_bg: GRAY.into(),
|
||||
quiet_border: DARK_GRAY.into(),
|
||||
quiet_hover_bg: DARK_GRAY.into(),
|
||||
quiet_hover_border: LIGHT_GRAY.into(),
|
||||
quiet_pressed_bg: LIGHT_GRAY.into(),
|
||||
quiet_pressed_border: GRAY.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
95
src/widgets/machines.rs
Normal file
95
src/widgets/machines.rs
Normal file
@@ -0,0 +1,95 @@
|
||||
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
|
||||
|
||||
use crate::{
|
||||
game::machines::*,
|
||||
resources::UiTheme,
|
||||
widgets::{BigRedButton, machine_ui_base},
|
||||
};
|
||||
|
||||
impl CuttingMachine {
|
||||
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
|
||||
let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
|
||||
commands.entity(base_entity).with_children(|commands| {
|
||||
// Left panel. For fuel or machine stats or whatever.
|
||||
commands.spawn((
|
||||
Node {
|
||||
padding: UiRect::all(Px(10.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(GREEN.into()),
|
||||
Pickable::default(),
|
||||
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
|
||||
));
|
||||
|
||||
// Center panel (placeholder for the Card view)
|
||||
commands.spawn((
|
||||
Node::default(),
|
||||
BackgroundColor(BLUE.into()),
|
||||
Pickable::default(),
|
||||
children![(
|
||||
Text::new("Card cut view placeholder"),
|
||||
TextColor(MAGENTA.into()),
|
||||
TextShadow::default(),
|
||||
),],
|
||||
));
|
||||
// Right panel for the "CUT" button
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
align_items: AlignItems::End,
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(DARK_GRAY.into()),
|
||||
Pickable::default(),
|
||||
))
|
||||
.with_children(|cmds| {
|
||||
let _button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
|
||||
// TODO: Attach on-press observer so this machine can do something
|
||||
// in response to that button being pressed
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
impl RotatingMachine {
|
||||
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
|
||||
let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
|
||||
commands.entity(base_entity).with_children(|commands| {
|
||||
commands.spawn((
|
||||
Node {
|
||||
padding: UiRect::all(Px(10.0)),
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(GREEN.into()),
|
||||
Pickable::default(),
|
||||
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()))],
|
||||
));
|
||||
|
||||
// Center panel (placeholder for input-output rotation)
|
||||
commands.spawn((
|
||||
Node::default(),
|
||||
BackgroundColor(BLUE.into()),
|
||||
Pickable::default(),
|
||||
children![
|
||||
Text::new("Card rotation side-by-side placeholder"),
|
||||
TextColor(MAGENTA.into()),
|
||||
],
|
||||
));
|
||||
|
||||
// Right panel for the rotation controls
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
align_items: AlignItems::End,
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(DARK_GRAY.into()),
|
||||
Pickable::default(),
|
||||
))
|
||||
.with_children(|cmds| {
|
||||
let _button_cmds = cmds.spawn(BigRedButton::bundle("TURN"));
|
||||
// TODO: Attach on-press observer to the button.
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,217 +1,265 @@
|
||||
//! Catch-all location for UI bits
|
||||
|
||||
use bevy::{
|
||||
color::palettes::{css::*, tailwind::*},
|
||||
prelude::*,
|
||||
ui::Val::*,
|
||||
};
|
||||
pub mod machines;
|
||||
|
||||
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
|
||||
|
||||
use crate::resources::UiTheme;
|
||||
|
||||
pub fn spawn_cutter_machine_ui(mut commands: Commands) {
|
||||
commands
|
||||
.spawn((machine_ui_base("Cutting Machine"),))
|
||||
.with_children(|commands| {
|
||||
// Left panel. For fuel or machine stats or whatever.
|
||||
commands.spawn((
|
||||
Node {
|
||||
padding: UiRect::all(Px(10.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(GREEN.into()),
|
||||
Pickable::default(),
|
||||
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
|
||||
));
|
||||
/// Plugin to set up systems & resources for the custom UI elements
|
||||
///
|
||||
/// The UiTheme resource is initialized and the button press Observers
|
||||
/// are registered here.
|
||||
pub struct GameUiPlugin;
|
||||
|
||||
// Center panel (placeholder for the Card view)
|
||||
commands.spawn((
|
||||
Node::default(),
|
||||
BackgroundColor(BLUE.into()),
|
||||
Pickable::default(),
|
||||
children![(
|
||||
Text::new("Card cut view placeholder"),
|
||||
TextColor(MAGENTA.into()),
|
||||
TextShadow::default(),
|
||||
),],
|
||||
));
|
||||
// Right panel for the "CUT" button
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
align_items: AlignItems::End,
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(DARK_GRAY.into()),
|
||||
Pickable::default(),
|
||||
))
|
||||
.with_children(|cmds| spawn_machine_button(cmds, "CUT"));
|
||||
});
|
||||
}
|
||||
|
||||
pub fn spawn_rotator_machine_ui(mut commands: Commands) {
|
||||
commands
|
||||
.spawn((machine_ui_base("Rotating Machine"),))
|
||||
.with_children(|commands| {
|
||||
commands.spawn((
|
||||
Node {
|
||||
padding: UiRect::all(Px(10.0)),
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(GREEN.into()),
|
||||
Pickable::default(),
|
||||
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()))],
|
||||
));
|
||||
|
||||
// Center panel (placeholder for input-output rotation)
|
||||
commands.spawn((
|
||||
Node::default(),
|
||||
BackgroundColor(BLUE.into()),
|
||||
Pickable::default(),
|
||||
children![
|
||||
Text::new("Card rotation side-by-side placeholder"),
|
||||
TextColor(MAGENTA.into()),
|
||||
]
|
||||
));
|
||||
|
||||
// Right panel for the rotation controls
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
align_items: AlignItems::End,
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(DARK_GRAY.into()),
|
||||
Pickable::default(),
|
||||
))
|
||||
.with_children(|cmds| spawn_machine_button(cmds, "TURN"));
|
||||
});
|
||||
impl Plugin for GameUiPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.init_resource::<UiTheme>()
|
||||
.register_type::<UiTheme>()
|
||||
.add_observer(CloseButton::hover_start)
|
||||
.add_observer(CloseButton::hover_stop)
|
||||
.add_observer(CloseButton::press_start)
|
||||
.add_observer(CloseButton::press_stop)
|
||||
.add_observer(BigRedButton::button_hover_start)
|
||||
.add_observer(BigRedButton::button_hover_stop)
|
||||
.add_observer(BigRedButton::button_press_start)
|
||||
.add_observer(BigRedButton::button_press_stop);
|
||||
}
|
||||
}
|
||||
|
||||
/// The base panel for the machines that manipulate the room cards.
|
||||
fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
|
||||
(
|
||||
Node {
|
||||
// Position & size
|
||||
position_type: PositionType::Relative,
|
||||
width: Percent(60.0),
|
||||
height: Percent(60.0),
|
||||
top: Percent(20.0),
|
||||
left: Percent(20.0),
|
||||
|
||||
// 5x5 grid, padding & gutters, etc
|
||||
aspect_ratio: Some(1.0),
|
||||
display: Display::Grid,
|
||||
padding: UiRect::all(Val::Px(10.0)),
|
||||
grid_template_columns: vec![
|
||||
GridTrack::min_content(),
|
||||
GridTrack::flex(1.0),
|
||||
GridTrack::min_content(),
|
||||
],
|
||||
grid_template_rows: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
|
||||
row_gap: Val::Px(5.0),
|
||||
column_gap: Val::Px(5.0),
|
||||
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(SLATE_100.into()),
|
||||
BorderRadius::all(Percent(2.0)),
|
||||
children![(
|
||||
// TODO: A real node with stuff in it (buttons, maybe?)
|
||||
///
|
||||
/// This function is not a valid Bevy System because of how the Commands struct
|
||||
/// is passed through. Users are meant to call this *from* a System to create a
|
||||
/// base UI Node. That system then re-acquires an [`EntityCommands`] and adds
|
||||
/// child nodes to fill out the panel.
|
||||
fn machine_ui_base(commands: &mut Commands, header: impl Into<String>, theme: &UiTheme) -> Entity {
|
||||
let root_pane = commands
|
||||
.spawn((
|
||||
Node {
|
||||
justify_content: JustifyContent::Center,
|
||||
grid_column: GridPlacement::span(3),
|
||||
// Position & size
|
||||
position_type: PositionType::Relative,
|
||||
width: Percent(60.0),
|
||||
height: Percent(60.0),
|
||||
top: Percent(20.0),
|
||||
left: Percent(20.0),
|
||||
|
||||
// 5x5 grid, padding & gutters, etc
|
||||
aspect_ratio: Some(1.0),
|
||||
display: Display::Grid,
|
||||
padding: UiRect::all(Val::Px(10.0)),
|
||||
grid_template_columns: vec![
|
||||
GridTrack::min_content(),
|
||||
GridTrack::flex(1.0),
|
||||
GridTrack::min_content(),
|
||||
],
|
||||
grid_template_rows: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
|
||||
row_gap: Val::Px(5.0),
|
||||
column_gap: Val::Px(5.0),
|
||||
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(RED.into()),
|
||||
Pickable::default(),
|
||||
BackgroundColor(theme.pane_bg),
|
||||
BorderRadius::all(Percent(2.0)),
|
||||
children![(
|
||||
Text::new(header),
|
||||
// TODO: A real node with stuff in it (buttons, maybe?)
|
||||
Node {
|
||||
justify_content: JustifyContent::Center,
|
||||
grid_column: GridPlacement::span(2),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(RED.into()),
|
||||
Pickable::default(),
|
||||
children![(
|
||||
Text::new(header),
|
||||
TextColor(BLACK.into()),
|
||||
// TODO: Text shadow, maybe. I couldn't make it look good.
|
||||
)],
|
||||
),],
|
||||
))
|
||||
.id();
|
||||
|
||||
commands.entity(root_pane).with_children(|cmds| {
|
||||
cmds.spawn(CloseButton::bundle(root_pane));
|
||||
});
|
||||
root_pane
|
||||
}
|
||||
|
||||
/// The "Big Red Button" that makes a machine perform it's action.
|
||||
#[derive(Component)]
|
||||
pub struct BigRedButton;
|
||||
|
||||
impl BigRedButton {
|
||||
/// Default bundle for a Big Red Button. Remember to attach on-press observers!
|
||||
///
|
||||
/// I haven't figure out what will receive the on-press events, so I'm moving
|
||||
/// the problem. It will not be the button's job to hook up the event notice.
|
||||
///
|
||||
/// TODO: Pass in the UiTheme struct
|
||||
fn bundle(text: impl Into<String>) -> impl Bundle {
|
||||
(
|
||||
// TODO: Remove `Button`? Add `Button` to the `CloseButton` bundle?
|
||||
Button,
|
||||
BigRedButton,
|
||||
Node {
|
||||
width: Px(60.0),
|
||||
height: Px(60.0),
|
||||
aspect_ratio: Some(1.0),
|
||||
|
||||
// Why is it "align_items" to center the text vertically,
|
||||
// but "justify_*content*" to center it horizontally?
|
||||
align_items: AlignItems::Center,
|
||||
// align_content: AlignContent::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
border: UiRect::all(Px(2.0)),
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(RED.into()),
|
||||
BorderColor(DARK_RED.into()),
|
||||
BorderRadius::MAX,
|
||||
children![
|
||||
Text::new(text),
|
||||
TextColor(WHITE.into()),
|
||||
TextShadow::default(),
|
||||
],
|
||||
)
|
||||
}
|
||||
|
||||
/// Re-color the button when a pointer passes over it
|
||||
fn button_hover_start(
|
||||
event: Trigger<Pointer<Over>>,
|
||||
// Get button background and border colors so we can change them.
|
||||
// Filter for *changed* interactions, and only entities with a [`Button`]
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<BigRedButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
// Get the components for only the Trigger's target entity
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_hover_bg;
|
||||
border.0 = ui_theme.brb_hover_border;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Consolidate these with the help of a NewType enum and `trigger_map()`
|
||||
// see: https://github.com/bevyengine/bevy/issues/14649
|
||||
|
||||
fn button_hover_stop(
|
||||
event: Trigger<Pointer<Out>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<BigRedButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_bg;
|
||||
border.0 = ui_theme.brb_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn button_press_start(
|
||||
event: Trigger<Pointer<Pressed>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<BigRedButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_pressed_bg;
|
||||
border.0 = ui_theme.brb_pressed_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn button_press_stop(
|
||||
event: Trigger<Pointer<Released>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<BigRedButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_bg;
|
||||
border.0 = ui_theme.brb_border;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Button marker for closing (despawning) an in-game menu entity.
|
||||
#[derive(Component)]
|
||||
#[require(Button)]
|
||||
pub struct CloseButton(Entity);
|
||||
|
||||
impl CloseButton {
|
||||
/// Default bundle for a panel's close button. Pass in the entity to despawn.
|
||||
///
|
||||
/// TODO: Pass in the UiTheme struct
|
||||
fn bundle(target: Entity) -> impl Bundle {
|
||||
(
|
||||
// TODO: Add `Button`? Remove `Button` from the BigRedButton bundle?
|
||||
CloseButton(target),
|
||||
Node {
|
||||
width: Px(20.0),
|
||||
height: Px(20.0),
|
||||
aspect_ratio: Some(1.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
border: UiRect::all(Px(1.0)),
|
||||
..Default::default()
|
||||
},
|
||||
// TODO: Get colors *somehow.*
|
||||
// - Turn this function into a Bevy System, require `Res<...>`
|
||||
// - Just pass in the colors, let the caller figure out sourcing them.
|
||||
BackgroundColor(GRAY.into()),
|
||||
BorderColor(DARK_GRAY.into()),
|
||||
BorderRadius::all(Px(2.0)),
|
||||
children![(
|
||||
// TODO: Replace with an icon/sprite
|
||||
Text::new("X"),
|
||||
TextColor(BLACK.into()),
|
||||
// TODO: Text shadow, maybe. I couldn't make it look good.
|
||||
)],
|
||||
)],
|
||||
)
|
||||
}
|
||||
)
|
||||
}
|
||||
|
||||
// TODO: Hook up action handling (callback? Observer? Some other weird component?)
|
||||
fn spawn_machine_button(commands: &mut ChildSpawnerCommands, text: impl Into<String>) {
|
||||
let mut builder = commands.spawn((
|
||||
Button,
|
||||
Node {
|
||||
width: Px(60.0),
|
||||
height: Px(60.0),
|
||||
aspect_ratio: Some(1.0),
|
||||
fn hover_start(
|
||||
event: Trigger<Pointer<Over>>,
|
||||
// Get button background and border colors so we can change them.
|
||||
// Filter for *changed* interactions, and only entities with a [`Button`]
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
// Get the components for only the Trigger's target entity
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_hover_bg;
|
||||
border.0 = ui_theme.quiet_hover_border;
|
||||
}
|
||||
}
|
||||
|
||||
// Why is it "align_items" to center the text vertically,
|
||||
// but "justify_*content*" to center it horizontally?
|
||||
align_items: AlignItems::Center,
|
||||
// align_content: AlignContent::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
border: UiRect::all(Px(2.0)),
|
||||
..Default::default()
|
||||
},
|
||||
BackgroundColor(RED.into()),
|
||||
BorderColor(DARK_RED.into()),
|
||||
BorderRadius::MAX,
|
||||
children![
|
||||
Text::new(text),
|
||||
TextColor(WHITE.into()),
|
||||
TextShadow::default(),
|
||||
],
|
||||
));
|
||||
builder.observe(button_hover_start);
|
||||
builder.observe(button_hover_stop);
|
||||
builder.observe(button_press_start);
|
||||
builder.observe(button_press_stop);
|
||||
}
|
||||
fn hover_stop(
|
||||
event: Trigger<Pointer<Out>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_bg;
|
||||
border.0 = ui_theme.quiet_border;
|
||||
}
|
||||
}
|
||||
|
||||
/// Re-color the button when a pointer passes over it
|
||||
fn button_hover_start(
|
||||
event: Trigger<Pointer<Over>>,
|
||||
// Get button background and border colors so we can change them.
|
||||
// Filter for *changed* interactions, and only entities with a [`Button`]
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
// Get the components for only the Trigger's target entity
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_hover_bg;
|
||||
border.0 = ui_theme.brb_hover_border;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Consolidate these with the help of a NewType enum and `trigger_map()`
|
||||
// see: https://github.com/bevyengine/bevy/issues/14649
|
||||
|
||||
fn button_hover_stop(
|
||||
event: Trigger<Pointer<Out>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_bg;
|
||||
border.0 = ui_theme.brb_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn button_press_start(
|
||||
event: Trigger<Pointer<Pressed>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_pressed_bg;
|
||||
border.0 = ui_theme.brb_pressed_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn button_press_stop(
|
||||
event: Trigger<Pointer<Released>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.brb_bg;
|
||||
border.0 = ui_theme.brb_border;
|
||||
fn press_start(
|
||||
event: Trigger<Pointer<Pressed>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_pressed_bg;
|
||||
border.0 = ui_theme.quiet_pressed_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn press_stop(
|
||||
event: Trigger<Pointer<Released>>,
|
||||
mut commands: Commands,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor, &CloseButton)>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border, CloseButton(target))) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_bg;
|
||||
border.0 = ui_theme.quiet_border;
|
||||
commands.entity(*target).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user