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+use bevy::prelude::*; +use bevy_ecs_tilemap::prelude::*; + +use crate::AppState; + +pub struct GamePlugin; + +impl Plugin for GamePlugin { + fn build(&self, app: &mut App) { + app + // on enter + .add_systems((game_setup, player::add_player).in_schedule(OnEnter(AppState::InGame))) + // on update + .add_systems( + ( + physics::move_system, + player::player_input.before(physics::move_system), + player::player_mouse.before(physics::move_system), + misc::aim_target_system.after(physics::move_system), + player::player_camera.after(misc::aim_target_system), + ) + .in_set(OnUpdate(AppState::InGame)), + ) + // on exit + .add_systems( + (crate::despawn_screen::,).in_schedule(OnExit(AppState::InGame)), + ); + } +} + +// Tag component used to tag entities added on the game screen +#[derive(Component)] +struct OnGameScreen; + +fn game_setup(mut commands: Commands, server: Res) { + let tilemap_handle: Handle = server.load("generic_clear.png"); + + let map_size = TilemapSize { x: 20, y: 20 }; + + let tilemap_entity = commands.spawn_empty().id(); + let mut tile_storage = TileStorage::empty(map_size); + + for x in 0..map_size.x { + for y in 0..map_size.y { + let tile_pos = TilePos { x, y }; + let tile_entity = commands + .spawn(TileBundle { + position: tile_pos, + tilemap_id: TilemapId(tilemap_entity), + texture_index: TileTextureIndex((x % 6) + 1), + ..Default::default() + }) + .id(); + tile_storage.set(&tile_pos, tile_entity); + } + } + + let tile_size = TilemapTileSize { x: 64.0, y: 64.0 }; + let grid_size = tile_size.into(); + let map_type = TilemapType::Square; + + commands.entity(tilemap_entity).insert(TilemapBundle { + grid_size, + map_type, + size: map_size, + storage: tile_storage, + texture: TilemapTexture::Single(tilemap_handle), + tile_size, + transform: get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0), + ..Default::default() + }); +} diff --git a/src/main.rs b/src/main.rs index aa97461..0087912 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,16 +1,31 @@ #![allow(clippy::type_complexity)] -use bevy::prelude::*; +use bevy::window::PresentMode; +use bevy::{prelude::*, window::WindowMode}; use bevy_ecs_tilemap::prelude::*; use bevy_inspector_egui::quick::WorldInspectorPlugin; use misc::AimTarget; use physics::Velocity; +pub mod game; +pub mod menu; pub mod misc; pub mod physics; pub mod player; pub mod tee; +#[derive(Debug, Clone, Eq, PartialEq, Hash, Default, States)] +pub enum AppState { + #[default] + MainMenu, + InGame, + Editor, +} + +// One of the two settings that can be set through the menu. It will be a resource in the app +#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)] +struct Volume(u32); + fn main() { App::new() .register_type::() @@ -18,61 +33,31 @@ fn main() { .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: String::from("Tee city"), + mode: WindowMode::BorderlessFullscreen, + present_mode: PresentMode::AutoVsync, ..Default::default() }), ..default() })) + .insert_resource(Volume(10)) .add_plugin(TilemapPlugin) .add_plugin(WorldInspectorPlugin::new()) - .add_startup_system(general_setup) - .add_startup_system(player::add_player) - .add_systems((player::player_input, player::player_mouse).before(physics::move_system)) - .add_system(physics::move_system) - .add_system(misc::aim_target_system.after(physics::move_system)) - .add_system(player::player_camera.after(misc::aim_target_system)) + .add_state::() + .add_startup_system(setup) + .add_plugin(menu::MenuPlugin) + .add_plugin(game::GamePlugin) .run(); } #[derive(Component)] pub struct MainCamera; -fn general_setup(mut commands: Commands, server: Res) { +fn setup(mut commands: Commands) { commands.spawn((Camera2dBundle::default(), MainCamera)); - - let tilemap_handle: Handle = server.load("generic_clear.png"); - - let map_size = TilemapSize { x: 20, y: 20 }; - - let tilemap_entity = commands.spawn_empty().id(); - let mut tile_storage = TileStorage::empty(map_size); - - for x in 0..map_size.x { - for y in 0..map_size.y { - let tile_pos = TilePos { x, y }; - let tile_entity = commands - .spawn(TileBundle { - position: tile_pos, - tilemap_id: TilemapId(tilemap_entity), - texture_index: TileTextureIndex((x % 6) + 1), - ..Default::default() - }) - .id(); - tile_storage.set(&tile_pos, tile_entity); - } - } - - let tile_size = TilemapTileSize { x: 64.0, y: 64.0 }; - let grid_size = tile_size.into(); - let map_type = TilemapType::Square; - - commands.entity(tilemap_entity).insert(TilemapBundle { - grid_size, - map_type, - size: map_size, - storage: tile_storage, - texture: TilemapTexture::Single(tilemap_handle), - tile_size, - transform: get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0), - ..Default::default() - }); +} + +pub fn despawn_screen(to_despawn: Query>, mut commands: Commands) { + for entity in &to_despawn { + commands.entity(entity).despawn_recursive(); + } } diff --git a/src/menu.rs b/src/menu.rs new file mode 100644 index 0000000..1a67797 --- /dev/null +++ b/src/menu.rs @@ -0,0 +1,270 @@ +use crate::despawn_screen; +use bevy::{app::AppExit, prelude::*}; + +use crate::AppState; + +// https://github.com/bevyengine/bevy/blob/v0.10.1/examples/games/game_menu.rs#L783 + +// Manages the main menu +pub struct MenuPlugin; + +#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)] +enum MenuState { + Main, + Settings, + SettingsDisplay, + SettingsSound, + #[default] + Disabled, +} + +impl Plugin for MenuPlugin { + fn build(&self, app: &mut App) { + app.add_state::() + .add_system(menu_setup.in_schedule(OnEnter(AppState::MainMenu))) + .add_systems(( + main_menu_setup.in_schedule(OnEnter(MenuState::Main)), + despawn_screen::.in_schedule(OnExit(MenuState::Main)), + )) + // Common systems to all screens that handles buttons behaviour + .add_systems((menu_action, button_system).in_set(OnUpdate(AppState::MainMenu))); + } +} + +// Tag component used to tag entities added on the main menu screen +#[derive(Component)] +struct OnMainMenuScreen; + +// Tag component used to tag entities added on the settings menu screen +#[derive(Component)] +struct OnSettingsMenuScreen; + +// Tag component used to tag entities added on the display settings menu screen +#[derive(Component)] +struct OnDisplaySettingsMenuScreen; + +// Tag component used to tag entities added on the sound settings menu screen +#[derive(Component)] +struct OnSoundSettingsMenuScreen; + +// Tag component used to mark which setting is currently selected +#[derive(Component)] +struct SelectedOption; + +// All actions that can be triggered from a button click +#[derive(Component)] +enum MenuButtonAction { + Play, + Settings, + SettingsDisplay, + SettingsSound, + BackToMainMenu, + BackToSettings, + Quit, +} + +const TEXT_COLOR: Color = Color::rgb(0.9, 0.9, 0.9); +const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15); +const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25); +const HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25); +const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35); + +// This system handles changing all buttons color based on mouse interaction +fn button_system( + mut interaction_query: Query< + (&Interaction, &mut BackgroundColor, Option<&SelectedOption>), + (Changed, With