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6 Commits
better-car
...
8f6dfc3e49
| Author | SHA1 | Date | |
|---|---|---|---|
| 8f6dfc3e49 | |||
| e169750923 | |||
| c7fd053fd1 | |||
| 0c254b2ed0 | |||
| 3b0dad7063 | |||
| 04fb8519f6 |
@@ -34,4 +34,7 @@ pub mod consumables {
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#[derive(Component)]
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pub struct Fuel(u32);
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#[derive(Event)]
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pub struct FuelChanged;
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}
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66
src/main.rs
66
src/main.rs
@@ -1,9 +1,10 @@
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use bevy::{color::palettes::css::GREEN, prelude::*, window::WindowResolution};
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use bevy::{color::palettes::css::*, prelude::*, window::WindowResolution};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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use crate::{
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game::machines::{CuttingMachine, RotatingMachine},
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game::machines::{CuttingMachine, FlippingMachine, RotatingMachine, TransposingMachine},
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resources::UiTheme,
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widgets::SpawnUi,
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};
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mod assets;
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@@ -24,7 +25,7 @@ fn main() {
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.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(widgets::GameUiPlugin)
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.add_systems(Startup, (setup, assets::load_assets, dummy_machine))
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.add_systems(Startup, (setup, assets::load_assets, dummy_machines))
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.run();
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}
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@@ -39,26 +40,51 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
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}
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}
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fn dummy_machine(
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mut commands: Commands,
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// mut meshes: ResMut<Assets<Mesh>>,
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// mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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/// Dev tool for spawning dummy entities. I'm developing their UIs by hooking
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/// up to these while the TileMap gets ready.
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fn dummy_machines(mut commands: Commands) {
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// Spawn a dummy Cutting Machine
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commands
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.spawn((
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CuttingMachine,
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Sprite::from_color(RED, Vec2::splat(40.0)),
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Transform::from_translation(Vec3::new(-40.0, 40.0, 0.0)),
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Pickable::default(),
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))
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.observe(spawn_machine_ui::<CuttingMachine>);
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commands
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.spawn((
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Sprite::from_color(GREEN, Vec2::splat(40.0)),
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// WARN: Mesh picking is not part of the `DefaultPlugins` plugin collection!
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// (but sprite picking is!)
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// Mesh2d(meshes.add(Rectangle::new(25., 25.))),
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// MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
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Transform::default(),
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Transform::from_translation(Vec3::new(40.0, 40.0, 0.0)),
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Pickable::default(),
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))
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.observe(
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|event: Trigger<Pointer<Click>>, commands: Commands, theme: Res<UiTheme>| {
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let entity = event.target;
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CuttingMachine::spawn_ui(commands, theme);
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},
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);
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.observe(spawn_machine_ui::<RotatingMachine>);
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// TODO: The other observers, once they have a spawner struct & impl.
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commands
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.spawn((
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Sprite::from_color(PURPLE, Vec2::splat(40.)),
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Transform::from_translation(Vec3::new(-40.0, -40.0, 0.0)),
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Pickable::default(),
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))
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.observe(spawn_machine_ui::<FlippingMachine>);
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commands
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.spawn((
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Sprite::from_color(DARK_ORANGE, Vec2::splat(40.)),
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Transform::from_translation(Vec3::new(40.0, -40.0, 0.0)),
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Pickable::default(),
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))
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.observe(spawn_machine_ui::<TransposingMachine>);
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}
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fn spawn_machine_ui<M: SpawnUi>(
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event: Trigger<Pointer<Click>>,
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commands: Commands,
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theme: Res<UiTheme>,
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) {
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let _entity = event.target;
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// TODO: Hook up the Fuel component (and spawn one so that I can)
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M::spawn_ui(commands, theme);
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}
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32
src/widgets/fuel_gauge.rs
Normal file
32
src/widgets/fuel_gauge.rs
Normal file
@@ -0,0 +1,32 @@
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::game::consumables::{Fuel, FuelChanged};
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#[derive(Component)]
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#[require(Label)]
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pub struct FuelGauge(Entity);
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impl FuelGauge {
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/// Default bundle for a machine's fuel gauge widget. Give it the ID of the
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/// machine whose info it is displaying.
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pub fn bundle(target: Entity) -> impl Bundle {
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(
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FuelGauge(target),
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Node {
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min_width: Px(20.0),
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min_height: Px(10.0),
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..default()
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},
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BackgroundColor(GREEN.into()),
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Text::new("Fuel: "),
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children![TextSpan::new("<n>"),],
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)
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}
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pub fn detect_fuel_change(event: Trigger<FuelChanged>) {
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dbg!(format!(
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"Detected fuel change on entity ID: {}",
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event.target()
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));
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}
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}
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@@ -1,25 +1,18 @@
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use bevy::{color::palettes::css::*, prelude::*};
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use crate::{
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game::machines::*,
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game::{consumables::FuelChanged, machines::*},
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resources::UiTheme,
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widgets::{BigRedButton, machine_ui_base},
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widgets::{BigRedButton, SpawnUi, fuel_gauge::FuelGauge, machine_ui_base},
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};
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impl CuttingMachine {
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pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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impl SpawnUi for CuttingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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// Left panel. For fuel or machine stats or whatever.
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commands.spawn((
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Node {
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padding: UiRect::all(Px(10.0)),
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..default()
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},
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BackgroundColor(GREEN.into()),
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Pickable::default(),
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children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
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));
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// TODO: Pass along target machine, not the UI's root entity.
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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// Center panel (placeholder for the Card view)
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commands.spawn((
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@@ -43,7 +36,20 @@ impl CuttingMachine {
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Pickable::default(),
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))
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.with_children(|cmds| {
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let _button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
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let mut button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
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button_cmds.observe(
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|trigger: Trigger<Pointer<Click>>,
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mut com: Commands,
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q: Single<(Entity, &CuttingMachine)>| {
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dbg!("Cut button pressed. Triggering a FuelChanged event");
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// Feed through the target machine, once the SpawnUi trait is updated
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// to require it gets here in the first place.
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let cutting_machine = q.0;
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com.trigger_targets(FuelChanged, cutting_machine);
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},
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);
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// TODO: Attach on-press observer so this machine can do something
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// in response to that button being pressed
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});
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@@ -51,19 +57,11 @@ impl CuttingMachine {
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}
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}
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impl RotatingMachine {
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pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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impl SpawnUi for RotatingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn((
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Node {
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padding: UiRect::all(Px(10.0)),
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..Default::default()
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},
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BackgroundColor(GREEN.into()),
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Pickable::default(),
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children![(Text::new("Uses: <n>"), TextColor(BLACK.into()))],
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));
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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// Center panel (placeholder for input-output rotation)
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commands.spawn((
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@@ -93,3 +91,73 @@ impl RotatingMachine {
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});
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}
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}
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impl SpawnUi for FlippingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Flipping Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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// Center panel (placeholder)
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commands.spawn((
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Node::default(),
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BackgroundColor(BLUE.into()),
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Pickable::default(),
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children![
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Text::new("Card Flipping placeholder"),
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TextColor(MAGENTA.into()),
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],
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));
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// Right panel go button
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commands
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.spawn((
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Node {
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align_items: AlignItems::End,
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..Default::default()
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},
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BackgroundColor(DARK_GRAY.into()),
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Pickable::default(),
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))
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.with_children(|cmds| {
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let _button_cmds = cmds.spawn(BigRedButton::bundle("FLIP"));
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// TODO: Attach on-press observer to the button.
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});
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});
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}
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}
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impl SpawnUi for TransposingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Transposing Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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// Center panel (placeholder)
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commands.spawn((
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Node::default(),
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BackgroundColor(BLUE.into()),
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Pickable::default(),
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children![
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Text::new("Card Transposition placeholder"),
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TextColor(MAGENTA.into()),
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],
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));
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// Right panel go button
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commands
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.spawn((
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Node {
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align_items: AlignItems::End,
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..Default::default()
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},
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BackgroundColor(DARK_GRAY.into()),
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Pickable::default(),
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))
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.with_children(|cmds| {
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let _button_cmds = cmds.spawn(BigRedButton::bundle("SWAP"));
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// TODO: Attach on-press observer to the button.
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});
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});
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}
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}
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@@ -1,10 +1,11 @@
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//! Catch-all location for UI bits
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mod fuel_gauge;
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pub mod machines;
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::resources::UiTheme;
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use crate::{resources::UiTheme, widgets::fuel_gauge::FuelGauge};
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/// Plugin to set up systems & resources for the custom UI elements
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///
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@@ -24,10 +25,19 @@ impl Plugin for GameUiPlugin {
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.add_observer(BigRedButton::button_hover_start)
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.add_observer(BigRedButton::button_hover_stop)
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.add_observer(BigRedButton::button_press_start)
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.add_observer(BigRedButton::button_press_stop);
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.add_observer(BigRedButton::button_press_stop)
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.add_observer(FuelGauge::detect_fuel_change);
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}
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}
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/// Anything that can spawn a themed UI should impl this trait.
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///
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/// This exists mainly so that I can write generic functions and have the *compiler*
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/// expand the code for me, instead of doing it by hand.
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pub trait SpawnUi {
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fn spawn_ui(commands: Commands, theme: Res<UiTheme>);
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}
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/// The base panel for the machines that manipulate the room cards.
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///
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/// This function is not a valid Bevy System because of how the Commands struct
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