9 Commits

Author SHA1 Message Date
ea9055e46c (autoformat) 2025-08-30 09:24:38 -05:00
be9cb3fe69 Fix: pass the machine ID through, not PLACEHOLDER
Oops. Yay for rushed work.
2025-08-30 09:23:59 -05:00
6fb3539329 Use hook on FuelGauge to show text on first spawn
There is an on-add hook that can be used to maintain invariants. I'll
use it to ensure the label text always gets the current fuel value upon
spawning the widget, regardless of whether or not the caller remembers
to set it up themselves.
2025-08-30 09:21:57 -05:00
fb8a27325e Add machine components to the other dummies 2025-08-29 10:08:13 -05:00
4a80b4f4ad Make Fuel a required component on machines
It will be pulled in automatically by Bevy, now. I've also set a default
fuel level of 5 units.
2025-08-29 09:55:16 -05:00
f470687494 Fix Fuel's field visibility, add it to the cutter
*Now* the fuel change events will work (and compile).
2025-08-28 15:35:46 -05:00
ed2e1e75ef Impl the FuelGauge text update logic
This does a linear search through all existing FuelGauges, but we're not
expecting that to be a problem. There should only be zero or one of them
on screen at any moment.

It also doesn't work because the rest of the game state isn't correct...
2025-08-28 15:33:21 -05:00
21c00d4a02 Pass target ID through the cutter's button handler
Use the machine entity ID in the button handler prototype. Now to see
about getting the FuelGauge to show the value after a button press.
2025-08-28 12:27:53 -05:00
5f1f283500 Change trait SpawnUi to require a target entity
The UIs aren't *any* UIs. They are specifically *machine* UIs. They need
to be able to fetch data from components on those machine entities,
which means they need some way to find the machine. Passing an entity ID
is the easiest way, IMO.
2025-08-28 12:27:45 -05:00
5 changed files with 75 additions and 33 deletions

View File

@@ -16,16 +16,22 @@ pub mod machines {
use bevy::prelude::*; use bevy::prelude::*;
use crate::game::consumables::Fuel;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct CuttingMachine; pub struct CuttingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct RotatingMachine; pub struct RotatingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct FlippingMachine; pub struct FlippingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct TransposingMachine; pub struct TransposingMachine;
} }
@@ -33,8 +39,13 @@ pub mod consumables {
use bevy::prelude::*; use bevy::prelude::*;
#[derive(Component)] #[derive(Component)]
pub struct Fuel(u32); pub struct Fuel(pub u32);
impl Default for Fuel {
fn default() -> Self {
Self(5)
}
}
#[derive(Event)] #[derive(Event)]
pub struct FuelChanged; pub struct FuelChanged;
} }

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@@ -55,6 +55,7 @@ fn dummy_machines(mut commands: Commands) {
commands commands
.spawn(( .spawn((
RotatingMachine,
Sprite::from_color(GREEN, Vec2::splat(40.0)), Sprite::from_color(GREEN, Vec2::splat(40.0)),
Transform::from_translation(Vec3::new(40.0, 40.0, 0.0)), Transform::from_translation(Vec3::new(40.0, 40.0, 0.0)),
Pickable::default(), Pickable::default(),
@@ -64,6 +65,7 @@ fn dummy_machines(mut commands: Commands) {
// TODO: The other observers, once they have a spawner struct & impl. // TODO: The other observers, once they have a spawner struct & impl.
commands commands
.spawn(( .spawn((
FlippingMachine,
Sprite::from_color(PURPLE, Vec2::splat(40.)), Sprite::from_color(PURPLE, Vec2::splat(40.)),
Transform::from_translation(Vec3::new(-40.0, -40.0, 0.0)), Transform::from_translation(Vec3::new(-40.0, -40.0, 0.0)),
Pickable::default(), Pickable::default(),
@@ -72,6 +74,7 @@ fn dummy_machines(mut commands: Commands) {
commands commands
.spawn(( .spawn((
TransposingMachine,
Sprite::from_color(DARK_ORANGE, Vec2::splat(40.)), Sprite::from_color(DARK_ORANGE, Vec2::splat(40.)),
Transform::from_translation(Vec3::new(40.0, -40.0, 0.0)), Transform::from_translation(Vec3::new(40.0, -40.0, 0.0)),
Pickable::default(), Pickable::default(),
@@ -86,5 +89,5 @@ fn spawn_machine_ui<M: SpawnUi>(
) { ) {
let _entity = event.target; let _entity = event.target;
// TODO: Hook up the Fuel component (and spawn one so that I can) // TODO: Hook up the Fuel component (and spawn one so that I can)
M::spawn_ui(commands, theme); M::spawn_ui(commands, theme, event.target());
} }

View File

@@ -1,9 +1,15 @@
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*}; use bevy::{
color::palettes::css::*,
ecs::{component::HookContext, world::DeferredWorld},
prelude::*,
ui::Val::*,
};
use crate::game::consumables::{Fuel, FuelChanged}; use crate::game::consumables::{Fuel, FuelChanged};
#[derive(Component)] #[derive(Component)]
#[require(Label)] #[require(Label)]
#[component(on_add = FuelGauge::refresh_label)]
pub struct FuelGauge(Entity); pub struct FuelGauge(Entity);
impl FuelGauge { impl FuelGauge {
@@ -19,14 +25,45 @@ impl FuelGauge {
}, },
BackgroundColor(GREEN.into()), BackgroundColor(GREEN.into()),
Text::new("Fuel: "), Text::new("Fuel: "),
children![TextSpan::new("<n>"),],
) )
} }
pub fn detect_fuel_change(event: Trigger<FuelChanged>) { /// Observer system to update the [`FuelGauge`] widget when a machine emits a
dbg!(format!( /// [`FuelChanged`] event.
"Detected fuel change on entity ID: {}", pub fn detect_fuel_change(
event.target() event: Trigger<FuelChanged>,
)); fuel_levels: Query<&Fuel>,
mut gauges: Query<(&FuelGauge, &mut Text)>,
) {
// Find the FuelGauge that references the same Entity as the event target.
// That gauge's `Text` is the one to update.
let (_, mut label) = gauges
.iter_mut()
.find(|(gauge, _label)| gauge.0 == event.target())
.expect("Couldn't find any fuel gauges");
let fuel = fuel_levels.get(event.target()).expect(
"Logic error: a `FuelChanged` event was targetted at an entity with no `Fuel` component.",
);
label.0 = format!("Fuel: {}", fuel.0);
}
fn refresh_label(mut world: DeferredWorld, ctx: HookContext) {
// Get the machine ID from the FuelGauge component.
let Some(machine_id) = world.get::<FuelGauge>(ctx.entity).map(|fg| fg.0) else {
panic!("Couldn't get a FuelGauge during it's on-add hook run!");
};
// and fuel level
let Some(fuel) = world.get::<Fuel>(machine_id).map(|lvl| lvl.0) else {
// TODO: Maybe don't panic and just emit a warning.
panic!("Couldn't get a Fuel for a machine during a FuelGauge on-add hook.");
};
// Get an excl ref to the Text component so we can redraw its text
let Some(mut label) = world.get_mut::<Text>(ctx.entity) else {
panic!()
};
label.0 = format!("Fuel: {}", fuel);
} }
} }

View File

@@ -7,12 +7,12 @@ use crate::{
}; };
impl SpawnUi for CuttingMachine { impl SpawnUi for CuttingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
// Left panel. For fuel or machine stats or whatever. // Left panel. For fuel or machine stats or whatever.
// TODO: Pass along target machine, not the UI's root entity. // TODO: Pass along target machine, not the UI's root entity.
commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER)); commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder for the Card view) // Center panel (placeholder for the Card view)
commands.spawn(( commands.spawn((
@@ -37,19 +37,10 @@ impl SpawnUi for CuttingMachine {
)) ))
.with_children(|cmds| { .with_children(|cmds| {
let mut button_cmds = cmds.spawn(BigRedButton::bundle("CUT")); let mut button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
button_cmds.observe( button_cmds.observe(move |trigger: Trigger<Pointer<Click>>, mut com: Commands| {
|trigger: Trigger<Pointer<Click>>,
mut com: Commands,
q: Single<(Entity, &CuttingMachine)>| {
dbg!("Cut button pressed. Triggering a FuelChanged event"); dbg!("Cut button pressed. Triggering a FuelChanged event");
com.trigger_targets(FuelChanged, machine_id);
// Feed through the target machine, once the SpawnUi trait is updated });
// to require it gets here in the first place.
let cutting_machine = q.0;
com.trigger_targets(FuelChanged, cutting_machine);
},
);
// TODO: Attach on-press observer so this machine can do something // TODO: Attach on-press observer so this machine can do something
// in response to that button being pressed // in response to that button being pressed
}); });
@@ -58,10 +49,10 @@ impl SpawnUi for CuttingMachine {
} }
impl SpawnUi for RotatingMachine { impl SpawnUi for RotatingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER)); commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder for input-output rotation) // Center panel (placeholder for input-output rotation)
commands.spawn(( commands.spawn((
@@ -93,10 +84,10 @@ impl SpawnUi for RotatingMachine {
} }
impl SpawnUi for FlippingMachine { impl SpawnUi for FlippingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Flipping Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Flipping Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER)); commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder) // Center panel (placeholder)
commands.spawn(( commands.spawn((
@@ -128,10 +119,10 @@ impl SpawnUi for FlippingMachine {
} }
impl SpawnUi for TransposingMachine { impl SpawnUi for TransposingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Transposing Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Transposing Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER)); commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder) // Center panel (placeholder)
commands.spawn(( commands.spawn((

View File

@@ -30,12 +30,12 @@ impl Plugin for GameUiPlugin {
} }
} }
/// Anything that can spawn a themed UI should impl this trait. /// Machines spawn their UI through this trait.
/// ///
/// This exists mainly so that I can write generic functions and have the *compiler* /// This exists mainly so that I can write generic functions and have the compiler
/// expand the code for me, instead of doing it by hand. /// expand the code for me, instead of doing it by hand.
pub trait SpawnUi { pub trait SpawnUi {
fn spawn_ui(commands: Commands, theme: Res<UiTheme>); fn spawn_ui(commands: Commands, theme: Res<UiTheme>, machine_id: Entity);
} }
/// The base panel for the machines that manipulate the room cards. /// The base panel for the machines that manipulate the room cards.