Begin work on a main menu & UI systems

This commit is contained in:
2025-10-18 15:04:54 -05:00
parent 09e05c9f8e
commit 9b71fff4eb
2 changed files with 129 additions and 2 deletions

View File

@@ -8,10 +8,21 @@ use bevy::{
use thiserror::Error;
use tungstenite::{WebSocket, http::Response, stream::MaybeTlsStream};
use crate::ui::{despawn_main_menu, spawn_main_menu};
mod ui;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.insert_state(GameState::MainMenu)
.add_systems(Startup, spawn_camera)
.add_systems(OnEnter(GameState::MainMenu), spawn_main_menu)
.add_systems(OnExit(GameState::MainMenu), despawn_main_menu)
.add_observer(ui::button_hover_start)
.add_observer(ui::button_hover_stop)
// TODO: System to operate buttons & other UI widgets
// .add_systems(Update, )
.add_systems(
Update,
(
@@ -20,7 +31,8 @@ fn main() {
handle_tasks,
send_info,
recv_info,
),
)
.run_if(in_state(GameState::ConnectionDemo)),
)
.add_message::<WebSocketConnectionMessage>()
.insert_resource(ChatTimer {
@@ -29,6 +41,29 @@ fn main() {
.run();
}
/// Main game state indicator
#[derive(Debug, Hash, PartialEq, Eq, Clone, States)]
enum GameState {
MainMenu,
Playing,
ConnectionDemo, // TODO: Remove this state.
}
/// Utility to despawn entities with a given component. Useful for scene
/// changes.
///
/// I'm using this primarily with marker components to delete UI elements when
/// they are no longer needed. E.g.: Removing the main menu after starting.
pub fn despawn<T: Component>(mut commands: Commands, targets: Query<Entity, With<T>>) {
targets
.iter()
.for_each(|entt| commands.entity(entt).despawn());
}
fn spawn_camera(mut commands: Commands) {
commands.spawn(Camera2d);
}
/// Initialize the scene
fn setup(
mut commands: Commands,

92
client/src/ui.rs Normal file
View File

@@ -0,0 +1,92 @@
//! All the UI elements for the Pong game client.
use bevy::{
color::palettes::css::{DARK_GRAY, GRAY},
prelude::*,
};
pub const BTN_BORDER_COLOR: Color = Color::WHITE;
pub const BTN_BG_COLOR: Color = Color::BLACK;
pub const BTN_BG_SELECTED: Color = bevy::prelude::Color::Srgba(DARK_GRAY);
pub fn spawn_main_menu(mut commands: Commands) {
commands
.spawn((Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
..Default::default()
},))
.with_children(|cmds| {
cmds.spawn((
// TODO: A more sharp and square font, maybe "pixel art" bitmap
// to really get the chunky feel of Pong.
Text::new("Robert's Bad Pong Game"),
TextFont::from_font_size(50.0),
TextLayout::new_with_justify(Justify::Center),
TextShadow::default(),
));
let mut start_button = cmds.spawn(button_bundle("Start game"));
start_button.observe(|_trigger: On<Pointer<Click>>| {
info!("The start button was pressed.");
});
let mut quit_button = cmds.spawn(button_bundle("Quit Game"));
quit_button.observe(
|_trigger: On<Pointer<Click>>, mut messages: MessageWriter<AppExit>| {
info!("The quit button was pressed.");
// Quit the game if the quit button was pressed.
messages.write(AppExit::Success);
},
);
});
}
pub fn despawn_main_menu(mut commands: Commands) {
warn!("->> ui.rs: despawn_main_menu() is not implemented.");
}
/// The basic bundle for generic buttons.
///
/// It's mostly so I don't have to copy & paste this everywhere I want to use it.
fn button_bundle(text: &str) -> impl Bundle {
(
Button,
Node {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(4.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(10.0)),
..Default::default()
},
BorderColor::all(BTN_BORDER_COLOR),
BorderRadius::ZERO,
BackgroundColor(BTN_BG_COLOR),
children![(
Text::new(text),
TextColor(GRAY.into()),
TextShadow::default(),
)],
)
}
pub fn button_hover_start(
trigger: On<Pointer<Over>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
) {
if let Ok((mut bg, mut border)) = button_colors.get_mut(trigger.entity) {
bg.0 = BTN_BG_SELECTED;
}
}
pub fn button_hover_stop(
trigger: On<Pointer<Out>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
) {
if let Ok((mut bg, mut border)) = button_colors.get_mut(trigger.entity) {
bg.0 = BTN_BG_COLOR;
}
}