Begin work on a main menu & UI systems
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@@ -8,10 +8,21 @@ use bevy::{
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use thiserror::Error;
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use tungstenite::{WebSocket, http::Response, stream::MaybeTlsStream};
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use crate::ui::{despawn_main_menu, spawn_main_menu};
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mod ui;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.insert_state(GameState::MainMenu)
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.add_systems(Startup, spawn_camera)
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.add_systems(OnEnter(GameState::MainMenu), spawn_main_menu)
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.add_systems(OnExit(GameState::MainMenu), despawn_main_menu)
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.add_observer(ui::button_hover_start)
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.add_observer(ui::button_hover_stop)
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// TODO: System to operate buttons & other UI widgets
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// .add_systems(Update, )
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.add_systems(
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Update,
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(
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@@ -20,7 +31,8 @@ fn main() {
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handle_tasks,
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send_info,
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recv_info,
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),
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)
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.run_if(in_state(GameState::ConnectionDemo)),
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)
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.add_message::<WebSocketConnectionMessage>()
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.insert_resource(ChatTimer {
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@@ -29,6 +41,29 @@ fn main() {
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.run();
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}
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/// Main game state indicator
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#[derive(Debug, Hash, PartialEq, Eq, Clone, States)]
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enum GameState {
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MainMenu,
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Playing,
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ConnectionDemo, // TODO: Remove this state.
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}
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/// Utility to despawn entities with a given component. Useful for scene
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/// changes.
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///
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/// I'm using this primarily with marker components to delete UI elements when
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/// they are no longer needed. E.g.: Removing the main menu after starting.
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pub fn despawn<T: Component>(mut commands: Commands, targets: Query<Entity, With<T>>) {
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targets
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.iter()
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.for_each(|entt| commands.entity(entt).despawn());
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}
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fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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/// Initialize the scene
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fn setup(
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mut commands: Commands,
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92
client/src/ui.rs
Normal file
92
client/src/ui.rs
Normal file
@@ -0,0 +1,92 @@
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//! All the UI elements for the Pong game client.
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use bevy::{
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color::palettes::css::{DARK_GRAY, GRAY},
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prelude::*,
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};
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pub const BTN_BORDER_COLOR: Color = Color::WHITE;
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pub const BTN_BG_COLOR: Color = Color::BLACK;
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pub const BTN_BG_SELECTED: Color = bevy::prelude::Color::Srgba(DARK_GRAY);
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pub fn spawn_main_menu(mut commands: Commands) {
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commands
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.spawn((Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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flex_direction: FlexDirection::Column,
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..Default::default()
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},))
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.with_children(|cmds| {
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cmds.spawn((
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// TODO: A more sharp and square font, maybe "pixel art" bitmap
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// to really get the chunky feel of Pong.
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Text::new("Robert's Bad Pong Game"),
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TextFont::from_font_size(50.0),
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TextLayout::new_with_justify(Justify::Center),
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TextShadow::default(),
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));
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let mut start_button = cmds.spawn(button_bundle("Start game"));
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start_button.observe(|_trigger: On<Pointer<Click>>| {
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info!("The start button was pressed.");
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});
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let mut quit_button = cmds.spawn(button_bundle("Quit Game"));
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quit_button.observe(
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|_trigger: On<Pointer<Click>>, mut messages: MessageWriter<AppExit>| {
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info!("The quit button was pressed.");
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// Quit the game if the quit button was pressed.
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messages.write(AppExit::Success);
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},
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);
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});
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}
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pub fn despawn_main_menu(mut commands: Commands) {
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warn!("->> ui.rs: despawn_main_menu() is not implemented.");
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}
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/// The basic bundle for generic buttons.
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///
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/// It's mostly so I don't have to copy & paste this everywhere I want to use it.
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fn button_bundle(text: &str) -> impl Bundle {
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(
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Button,
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Node {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(4.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(10.0)),
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..Default::default()
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},
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BorderColor::all(BTN_BORDER_COLOR),
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BorderRadius::ZERO,
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BackgroundColor(BTN_BG_COLOR),
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children![(
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Text::new(text),
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TextColor(GRAY.into()),
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TextShadow::default(),
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)],
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)
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}
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pub fn button_hover_start(
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trigger: On<Pointer<Over>>,
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(trigger.entity) {
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bg.0 = BTN_BG_SELECTED;
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}
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}
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pub fn button_hover_stop(
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trigger: On<Pointer<Out>>,
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(trigger.entity) {
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bg.0 = BTN_BG_COLOR;
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}
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}
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