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assets/fonts/Apache License.txt
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assets/fonts/Apache License.txt
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@ -0,0 +1,201 @@
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||||||
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Apache License
|
||||||
|
Version 2.0, January 2004
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||||||
|
http://www.apache.org/licenses/
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||||||
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||||||
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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||||||
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1. Definitions.
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"License" shall mean the terms and conditions for use, reproduction,
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BIN
assets/fonts/OpenSans-Bold.ttf
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assets/fonts/OpenSans-Bold.ttf
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assets/fonts/OpenSans-BoldItalic.ttf
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assets/fonts/OpenSans-BoldItalic.ttf
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assets/fonts/OpenSans-ExtraBold.ttf
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assets/fonts/OpenSans-ExtraBold.ttf
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BIN
assets/fonts/OpenSans-ExtraBoldItalic.ttf
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BIN
assets/fonts/OpenSans-ExtraBoldItalic.ttf
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BIN
assets/fonts/OpenSans-Italic.ttf
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BIN
assets/fonts/OpenSans-Italic.ttf
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BIN
assets/fonts/OpenSans-Light.ttf
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BIN
assets/fonts/OpenSans-Light.ttf
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BIN
assets/fonts/OpenSans-LightItalic.ttf
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BIN
assets/fonts/OpenSans-LightItalic.ttf
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BIN
assets/fonts/OpenSans-Regular.ttf
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BIN
assets/fonts/OpenSans-Regular.ttf
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BIN
assets/fonts/OpenSans-Semibold.ttf
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BIN
assets/fonts/OpenSans-Semibold.ttf
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assets/fonts/OpenSans-SemiboldItalic.ttf
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assets/fonts/OpenSans-SemiboldItalic.ttf
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73
src/game.rs
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73
src/game.rs
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@ -0,0 +1,73 @@
|
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|
use crate::{misc, physics, player};
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|
use bevy::prelude::*;
|
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|
use bevy_ecs_tilemap::prelude::*;
|
||||||
|
|
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|
use crate::AppState;
|
||||||
|
|
||||||
|
pub struct GamePlugin;
|
||||||
|
|
||||||
|
impl Plugin for GamePlugin {
|
||||||
|
fn build(&self, app: &mut App) {
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|
app
|
||||||
|
// on enter
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||||||
|
.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)]
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||||||
|
struct OnGameScreen;
|
||||||
|
|
||||||
|
fn game_setup(mut commands: Commands, server: Res<AssetServer>) {
|
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|
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();
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||||||
|
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()
|
||||||
|
});
|
||||||
|
}
|
71
src/main.rs
71
src/main.rs
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@ -1,16 +1,31 @@
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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()
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
270
src/menu.rs
Normal file
270
src/menu.rs
Normal file
|
@ -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::<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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue