190 lines
4.6 KiB
Rust
190 lines
4.6 KiB
Rust
use bevy::{asset::AssetPath, prelude::*};
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use crate::{player::Player, score::Score, GameState, START_POSITION};
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pub struct HUDPlugin;
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impl Plugin for HUDPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup);
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app.add_systems(Update, start_button_logic);
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// let asset_path: AssetPath = "embedded://avoid_rs/assets/Xolonium-Regular.ttf".into();
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let asset_path: AssetPath = "Xolonium-Regular.ttf".into();
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let font: Handle<Font> = asset_server.load(asset_path);
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// let path = Path::new("avoid-rs").join("assets/Xolonium-Regular.ttf");
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// let source = AssetSourceId::from("embedded");
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// let asset_path = AssetPath::from_path(&path).with_source(source);
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// let font: Handle<_> = asset_server.load(asset_path);
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// score UI, top middle
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commands
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.spawn((Node {
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width: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..Default::default()
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},))
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.with_child((
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ScoreText,
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Text::new("0"),
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TextFont {
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font: font.clone(),
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font_size: 64.0,
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..Default::default()
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},
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TextLayout::new_with_justify(JustifyText::Center),
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));
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// game info, middle of the screen
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commands
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.spawn((
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IntroMessageText,
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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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..Default::default()
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},
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))
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.with_child((
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Text::new("Dodge the creeps!"),
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TextFont {
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font: font.clone(),
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font_size: 64.0,
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..Default::default()
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},
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TextLayout::new_with_justify(JustifyText::Center),
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));
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commands
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.spawn((
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StartMenuUI,
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(90.0),
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align_items: AlignItems::End,
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justify_content: JustifyContent::Center,
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..Default::default()
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},
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))
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.with_children(|parent| {
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parent
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.spawn((
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StartButton,
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Node {
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width: Val::Px(200.0),
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height: Val::Px(100.0),
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border: UiRect::all(Val::Px(5.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..Default::default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::all(Val::Px(10.0)),
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BackgroundColor::from(Color::srgb(0.15, 0.15, 0.15)),
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))
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.with_child((
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Text::new("Start"),
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TextFont {
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font: font.clone(),
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font_size: 64.0,
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..Default::default()
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},
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TextColor::from(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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}
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#[derive(Component, Default)]
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#[require(Text)]
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pub struct ScoreText;
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#[derive(Component)]
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#[require(StartMenuUI, Text)]
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pub struct IntroMessageText;
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#[derive(Component)]
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#[require(StartMenuUI, Button)]
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pub struct StartButton;
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#[derive(Component, Default)]
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pub struct StartMenuUI;
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fn start_button_logic(
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current_state: Res<State<GameState>>,
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mut state: ResMut<NextState<GameState>>,
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mut score: ResMut<Score>,
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gamepads: Query<&Gamepad>,
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mut button: Query<(&Interaction, &mut BorderColor), With<StartButton>>,
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mut player_query: Query<(&mut Transform, &mut Visibility), With<Player>>,
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mut ui_elems_query: Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
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mut score_text_query: Query<&mut Text, With<ScoreText>>,
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) {
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if current_state.get() == &GameState::Playing {
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return;
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};
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let mut score_text = score_text_query.single_mut();
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let (mut player_transform, mut player_visibility) = player_query.single_mut();
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let gamepad = gamepads.get_single();
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if let Ok(gamepad) = gamepad {
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if gamepad.just_pressed(GamepadButton::Start) {
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start_game(
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&mut score_text,
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&mut score,
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&mut state,
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&mut ui_elems_query,
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&mut player_visibility,
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&mut player_transform,
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);
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return;
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}
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}
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let (interaction, mut border_color) = button.single_mut();
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match *interaction {
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Interaction::Pressed => {
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start_game(
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&mut score_text,
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&mut score,
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&mut state,
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&mut ui_elems_query,
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&mut player_visibility,
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&mut player_transform,
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);
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}
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Interaction::Hovered => border_color.0 = Color::WHITE,
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Interaction::None => border_color.0 = Color::BLACK,
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}
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}
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fn start_game(
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score_text: &mut Text,
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score: &mut Score,
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state: &mut NextState<GameState>,
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ui_elems: &mut Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
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player_visibility: &mut Visibility,
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player_transform: &mut Transform,
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) {
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score.0 = 0;
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score_text.0 = format!("{}", score.0);
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state.set(GameState::Playing);
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for mut elem in ui_elems {
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*elem = Visibility::Hidden;
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}
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*player_visibility = Visibility::Visible;
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player_transform.translation = START_POSITION;
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}
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