plugins, menu

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src/game.rs Normal file
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use crate::{misc, physics, player};
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::<OnGameScreen>,).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<AssetServer>) {
let tilemap_handle: Handle<Image> = 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()
});
}

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#![allow(clippy::type_complexity)] #![allow(clippy::type_complexity)]
use bevy::prelude::*; use bevy::window::PresentMode;
use bevy::{prelude::*, window::WindowMode};
use bevy_ecs_tilemap::prelude::*; use bevy_ecs_tilemap::prelude::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin; use bevy_inspector_egui::quick::WorldInspectorPlugin;
use misc::AimTarget; use misc::AimTarget;
use physics::Velocity; use physics::Velocity;
pub mod game;
pub mod menu;
pub mod misc; pub mod misc;
pub mod physics; pub mod physics;
pub mod player; pub mod player;
pub mod tee; 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() { fn main() {
App::new() App::new()
.register_type::<Velocity>() .register_type::<Velocity>()
@ -18,61 +33,31 @@ fn main() {
.add_plugins(DefaultPlugins.set(WindowPlugin { .add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window { primary_window: Some(Window {
title: String::from("Tee city"), title: String::from("Tee city"),
mode: WindowMode::BorderlessFullscreen,
present_mode: PresentMode::AutoVsync,
..Default::default() ..Default::default()
}), }),
..default() ..default()
})) }))
.insert_resource(Volume(10))
.add_plugin(TilemapPlugin) .add_plugin(TilemapPlugin)
.add_plugin(WorldInspectorPlugin::new()) .add_plugin(WorldInspectorPlugin::new())
.add_startup_system(general_setup) .add_state::<AppState>()
.add_startup_system(player::add_player) .add_startup_system(setup)
.add_systems((player::player_input, player::player_mouse).before(physics::move_system)) .add_plugin(menu::MenuPlugin)
.add_system(physics::move_system) .add_plugin(game::GamePlugin)
.add_system(misc::aim_target_system.after(physics::move_system))
.add_system(player::player_camera.after(misc::aim_target_system))
.run(); .run();
} }
#[derive(Component)] #[derive(Component)]
pub struct MainCamera; pub struct MainCamera;
fn general_setup(mut commands: Commands, server: Res<AssetServer>) { fn setup(mut commands: Commands) {
commands.spawn((Camera2dBundle::default(), MainCamera)); commands.spawn((Camera2dBundle::default(), MainCamera));
let tilemap_handle: Handle<Image> = 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 }; pub fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
let grid_size = tile_size.into(); for entity in &to_despawn {
let map_type = TilemapType::Square; commands.entity(entity).despawn_recursive();
}
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()
});
} }

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src/menu.rs Normal file
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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::<MenuState>()
.add_system(menu_setup.in_schedule(OnEnter(AppState::MainMenu)))
.add_systems((
main_menu_setup.in_schedule(OnEnter(MenuState::Main)),
despawn_screen::<OnMainMenuScreen>.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<Interaction>, With<Button>),
>,
) {
for (interaction, mut color, selected) in &mut interaction_query {
*color = match (*interaction, selected) {
(Interaction::Clicked, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
(Interaction::None, None) => NORMAL_BUTTON.into(),
}
}
}
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
menu_state.set(MenuState::Main);
}
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/OpenSans-Bold.ttf");
// Common style for all buttons on the screen
let button_style = Style {
size: Size::new(Val::Px(250.0), Val::Px(65.0)),
margin: UiRect::all(Val::Px(20.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
/*
let button_icon_style = Style {
size: Size::new(Val::Px(30.0), Val::Auto),
// This takes the icons out of the flexbox flow, to be positioned exactly
position_type: PositionType::Absolute,
// The icon will be close to the left border of the button
position: UiRect {
left: Val::Px(10.0),
right: Val::Auto,
top: Val::Auto,
bottom: Val::Auto,
},
..default()
};
*/
let button_text_style = TextStyle {
font: font.clone(),
font_size: 40.0,
color: TEXT_COLOR,
};
commands
.spawn((
NodeBundle {
style: Style {
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
},
OnMainMenuScreen,
))
.with_children(|parent| {
parent
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
background_color: Color::CRIMSON.into(),
..default()
})
.with_children(|parent| {
// Display the game name
parent.spawn(
TextBundle::from_section(
"Tee City",
TextStyle {
font: font.clone(),
font_size: 80.0,
color: TEXT_COLOR,
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
// Display three buttons for each action available from the main menu:
// - new game
// - settings
// - quit
parent
.spawn((
ButtonBundle {
style: button_style.clone(),
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Play,
))
.with_children(|parent| {
/*
let icon = asset_server.load("textures/Game Icons/right.png");
parent.spawn(ImageBundle {
style: button_icon_style.clone(),
image: UiImage::new(icon),
..default()
});
*/
parent.spawn(TextBundle::from_section(
"New Game",
button_text_style.clone(),
));
});
parent
.spawn((
ButtonBundle {
style: button_style.clone(),
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Settings,
))
.with_children(|parent| {
/*
let icon = asset_server.load("textures/Game Icons/wrench.png");
parent.spawn(ImageBundle {
style: button_icon_style.clone(),
image: UiImage::new(icon),
..default()
});
*/
parent.spawn(TextBundle::from_section(
"Settings",
button_text_style.clone(),
));
});
parent
.spawn((
ButtonBundle {
style: button_style,
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Quit,
))
.with_children(|parent| {
/*
let icon = asset_server.load("textures/Game Icons/exitRight.png");
parent.spawn(ImageBundle {
style: button_icon_style,
image: UiImage::new(icon),
..default()
});
*/
parent.spawn(TextBundle::from_section("Quit", button_text_style));
});
});
});
}
fn menu_action(
interaction_query: Query<
(&Interaction, &MenuButtonAction),
(Changed<Interaction>, With<Button>),
>,
mut app_exit_events: EventWriter<AppExit>,
mut menu_state: ResMut<NextState<MenuState>>,
mut game_state: ResMut<NextState<AppState>>,
) {
for (interaction, menu_button_action) in &interaction_query {
if *interaction == Interaction::Clicked {
match menu_button_action {
MenuButtonAction::Quit => app_exit_events.send(AppExit),
MenuButtonAction::Play => {
game_state.set(AppState::InGame);
menu_state.set(MenuState::Disabled);
}
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
MenuButtonAction::SettingsDisplay => {
menu_state.set(MenuState::SettingsDisplay);
}
MenuButtonAction::SettingsSound => {
menu_state.set(MenuState::SettingsSound);
}
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
MenuButtonAction::BackToSettings => {
menu_state.set(MenuState::Settings);
}
}
}
}
}