avoid-rs/src/hud.rs

190 lines
4.6 KiB
Rust

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