mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
Merge pull request #21 from kristoferssolo/feat/UI
This commit is contained in:
commit
285d35d87e
@ -309,7 +309,6 @@ pub enum Screen {
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Splash,
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Loading,
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Title,
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Credits,
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Gameplay,
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Victory,
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Leaderboard,
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@ -2,3 +2,4 @@ pub const MOVEMENT_THRESHOLD: f32 = 0.01;
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pub const WALL_OVERLAP_MODIFIER: f32 = 1.25;
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pub const FLOOR_Y_OFFSET: u8 = 200;
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pub const MOVEMENT_COOLDOWN: f32 = 1.0; // one second cooldown
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pub const TITLE: &'static str = "Maze Ascension: The Labyrinth of Echoes";
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@ -1,7 +1,8 @@
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use crate::{
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floor::components::{CurrentFloor, Floor},
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maze::{components::MazeConfig, events::RespawnMaze, GlobalMazeConfig, MazePluginLoaded},
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maze::{components::MazeConfig, events::RespawnMaze, GlobalMazeConfig},
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player::events::RespawnPlayer,
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screens::Screen,
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};
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_egui::{
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@ -13,8 +14,11 @@ use rand::{thread_rng, Rng};
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use std::ops::RangeInclusive;
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pub fn maze_controls_ui(world: &mut World) {
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if world.get_resource::<MazePluginLoaded>().is_none() {
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return;
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if let Some(state) = world.get_resource::<State<Screen>>() {
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// Check if the current state is NOT Gameplay
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if *state.get() != Screen::Gameplay {
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return;
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}
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}
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let Ok(egui_context) = world
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@ -2,7 +2,7 @@ mod despawn;
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mod movement;
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mod spawn;
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use crate::maze::MazePluginLoaded;
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use crate::screens::Screen;
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use bevy::prelude::*;
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use despawn::despawn_floor;
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use movement::{handle_floor_transition_events, move_floors};
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@ -18,6 +18,6 @@ pub(super) fn plugin(app: &mut App) {
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move_floors,
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)
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.chain()
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.run_if(resource_exists::<MazePluginLoaded>),
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.run_if(in_state(Screen::Gameplay)),
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);
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}
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@ -33,7 +33,7 @@ pub(super) fn spawn_floor(
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floor: target_floor,
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config: MazeConfig {
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start_pos: config.end_pos,
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radius: config.radius + 2,
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radius: config.radius + 1,
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..default()
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},
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});
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@ -14,6 +14,7 @@ use bevy::{
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audio::{AudioPlugin, Volume},
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prelude::*,
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};
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use constants::TITLE;
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use theme::{palette::rose_pine, prelude::ColorScheme};
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pub struct AppPlugin;
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@ -41,7 +42,7 @@ impl Plugin for AppPlugin {
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})
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.set(WindowPlugin {
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primary_window: Window {
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title: "Maze Ascension: The Labyrinth of Echoes".to_string(),
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title: TITLE.to_string(),
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canvas: Some("#bevy".to_string()),
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fit_canvas_to_parent: true,
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prevent_default_event_handling: true,
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@ -103,9 +104,6 @@ fn spawn_camera(mut commands: Commands) {
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}
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fn load_background(mut commands: Commands) {
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#[cfg(feature = "dev")]
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let colorcheme = rose_pine::RosePine::Base;
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#[cfg(not(feature = "dev"))]
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let colorcheme = rose_pine::RosePineDawn::Base;
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commands.insert_resource(ClearColor(colorcheme.to_color()));
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}
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@ -79,7 +79,7 @@ impl MazeConfig {
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impl Default for MazeConfig {
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fn default() -> Self {
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Self::new(
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8,
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4,
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HexOrientation::Flat,
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None,
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&GlobalMazeConfig::default(),
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@ -93,7 +93,6 @@ fn generate_pos<R: Rng>(radius: u16, rng: &mut R) -> Hex {
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loop {
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let q = rng.gen_range(-radius..=radius);
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let r = rng.gen_range(-radius..=radius);
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let s = -q - r; // Calculate third coordinate (axial coordinates: q + r + s = 0)
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// Check if the position is within the hexagonal radius
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@ -9,7 +9,7 @@ pub mod triggers;
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use bevy::{ecs::system::RunSystemOnce, prelude::*};
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use components::HexMaze;
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use events::{DespawnMaze, RespawnMaze, SpawnMaze};
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pub use resources::{GlobalMazeConfig, MazePluginLoaded};
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pub use resources::GlobalMazeConfig;
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pub(super) fn plugin(app: &mut App) {
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app.init_resource::<GlobalMazeConfig>()
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@ -22,5 +22,4 @@ pub(super) fn plugin(app: &mut App) {
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pub fn spawn_level_command(world: &mut World) {
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let _ = world.run_system_once(systems::setup::setup);
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world.insert_resource(MazePluginLoaded);
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}
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@ -1,9 +1,5 @@
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use bevy::prelude::*;
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#[derive(Debug, Default, Reflect, Resource)]
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#[reflect(Resource)]
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pub struct MazePluginLoaded;
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#[derive(Debug, Reflect, Resource, Clone)]
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#[reflect(Resource)]
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pub struct GlobalMazeConfig {
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@ -8,6 +8,7 @@ use crate::{
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events::SpawnMaze,
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resources::GlobalMazeConfig,
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},
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screens::Screen,
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theme::palette::rose_pine::RosePineDawn,
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};
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@ -53,6 +54,7 @@ pub(crate) fn spawn_maze(
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config.clone(),
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Transform::from_translation(Vec3::ZERO.with_y(y_offset)),
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Visibility::Visible,
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StateScoped(Screen::Gameplay),
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))
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.insert_if(CurrentFloor, || *floor == 1)
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.id();
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@ -222,6 +222,7 @@ impl From<LogicalDirection> for EdgeDirection {
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direction.rotate_cw(0)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@ -3,7 +3,7 @@ mod movement;
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pub mod setup;
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mod vertical_transition;
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use crate::maze::MazePluginLoaded;
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use crate::screens::Screen;
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use bevy::prelude::*;
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use input::player_input;
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use movement::player_movement;
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@ -17,6 +17,6 @@ pub(super) fn plugin(app: &mut App) {
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player_movement.after(player_input),
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handle_floor_transition,
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)
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.run_if(resource_exists::<MazePluginLoaded>),
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.run_if(in_state(Screen::Gameplay)),
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);
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}
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@ -6,6 +6,7 @@ use crate::{
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components::{CurrentPosition, Player},
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events::SpawnPlayer,
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},
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screens::Screen,
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};
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use bevy::prelude::*;
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@ -34,5 +35,6 @@ pub(super) fn spawn_player(
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Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
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MeshMaterial3d(materials.add(blue_material())),
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Transform::from_xyz(start_pos.x, y_offset, start_pos.y),
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StateScoped(Screen::Gameplay),
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));
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}
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@ -1,71 +0,0 @@
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//! A credits screen that can be accessed from the title screen.
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use bevy::prelude::*;
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use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen, theme::prelude::*};
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(OnEnter(Screen::Credits), spawn_credits_screen);
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app.load_resource::<CreditsMusic>();
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app.add_systems(OnEnter(Screen::Credits), play_credits_music);
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app.add_systems(OnExit(Screen::Credits), stop_music);
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}
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fn spawn_credits_screen(mut commands: Commands) {
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commands
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.ui_root()
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.insert(StateScoped(Screen::Credits))
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.with_children(|children| {
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children.header("Made by");
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children.label("Joe Shmoe - Implemented aligator wrestling AI");
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children.label("Jane Doe - Made the music for the alien invasion");
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children.header("Assets");
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children.label("Bevy logo - All rights reserved by the Bevy Foundation. Permission granted for splash screen use when unmodified.");
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children.label("Ducky sprite - CC0 by Caz Creates Games");
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children.label("Button SFX - CC0 by Jaszunio15");
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children.label("Music - CC BY 3.0 by Kevin MacLeod");
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children.button("Back").observe(enter_title_screen);
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});
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}
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fn enter_title_screen(_trigger: Trigger<OnPress>, mut next_screen: ResMut<NextState<Screen>>) {
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next_screen.set(Screen::Title);
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}
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#[derive(Resource, Asset, Reflect, Clone)]
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pub struct CreditsMusic {
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#[dependency]
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music: Handle<AudioSource>,
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entity: Option<Entity>,
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}
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impl FromWorld for CreditsMusic {
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fn from_world(world: &mut World) -> Self {
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let assets = world.resource::<AssetServer>();
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Self {
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music: assets.load("audio/music/Monkeys Spinning Monkeys.ogg"),
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entity: None,
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}
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}
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}
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fn play_credits_music(mut commands: Commands, mut music: ResMut<CreditsMusic>) {
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music.entity = Some(
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commands
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.spawn((
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AudioPlayer::<AudioSource>(music.music.clone()),
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PlaybackSettings::LOOP,
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Music,
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))
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.id(),
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);
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}
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fn stop_music(mut commands: Commands, mut music: ResMut<CreditsMusic>) {
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if let Some(entity) = music.entity.take() {
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commands.entity(entity).despawn_recursive();
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}
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}
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@ -4,7 +4,7 @@
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use bevy::prelude::*;
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use crate::{
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screens::{credits::CreditsMusic, gameplay::GameplayMusic, Screen},
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screens::{gameplay::GameplayMusic, Screen},
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theme::{interaction::InteractionAssets, prelude::*},
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};
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@ -21,8 +21,8 @@ fn spawn_loading_screen(mut commands: Commands) {
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commands
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.ui_root()
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.insert(StateScoped(Screen::Loading))
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.with_children(|children| {
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children.label("Loading...").insert(Node {
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.with_children(|parent| {
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parent.label("Loading...").insert(Node {
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justify_content: JustifyContent::Center,
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..default()
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});
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@ -35,8 +35,7 @@ fn continue_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
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const fn all_assets_loaded(
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interaction_assets: Option<Res<InteractionAssets>>,
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credits_music: Option<Res<CreditsMusic>>,
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gameplay_music: Option<Res<GameplayMusic>>,
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) -> bool {
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interaction_assets.is_some() && credits_music.is_some() && gameplay_music.is_some()
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interaction_assets.is_some() && gameplay_music.is_some()
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}
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@ -1,6 +1,5 @@
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//! The game's main screen states and transitions between them.
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mod credits;
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mod gameplay;
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mod loading;
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mod splash;
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@ -13,7 +12,6 @@ pub(super) fn plugin(app: &mut App) {
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app.enable_state_scoped_entities::<Screen>();
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app.add_plugins((
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credits::plugin,
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gameplay::plugin,
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loading::plugin,
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splash::plugin,
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@ -29,6 +27,5 @@ pub enum Screen {
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#[cfg_attr(feature = "dev", default)]
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Loading,
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Title,
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Credits,
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Gameplay,
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}
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@ -12,12 +12,19 @@ fn spawn_title_screen(mut commands: Commands) {
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commands
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.ui_root()
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.insert(StateScoped(Screen::Title))
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.with_children(|children| {
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children.button("Play").observe(enter_gameplay_screen);
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children.button("Credits").observe(enter_credits_screen);
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.with_children(|parent| {
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parent
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.spawn(Node {
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bottom: Val::Px(70.),
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..default()
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})
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.with_children(|parent| {
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parent.header("Maze Ascension");
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});
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parent.button("Play").observe(enter_gameplay_screen);
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#[cfg(not(target_family = "wasm"))]
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children.button("Exit").observe(exit_app);
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parent.button("Quit").observe(exit_app);
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});
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}
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@ -25,10 +32,6 @@ fn enter_gameplay_screen(_trigger: Trigger<OnPress>, mut next_screen: ResMut<Nex
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next_screen.set(Screen::Gameplay);
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}
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fn enter_credits_screen(_trigger: Trigger<OnPress>, mut next_screen: ResMut<NextState<Screen>>) {
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next_screen.set(Screen::Credits);
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}
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#[cfg(not(target_family = "wasm"))]
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fn exit_app(_trigger: Trigger<OnPress>, mut app_exit: EventWriter<AppExit>) {
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app_exit.send(AppExit::Success);
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@ -2,15 +2,6 @@ pub mod rose_pine;
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use bevy::prelude::*;
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pub const BUTTON_HOVERED_BACKGROUND: Color = Color::srgb(0.186, 0.328, 0.573);
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pub const BUTTON_PRESSED_BACKGROUND: Color = Color::srgb(0.286, 0.478, 0.773);
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pub const BUTTON_TEXT: Color = Color::srgb(0.925, 0.925, 0.925);
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pub const LABEL_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
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pub const HEADER_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
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|
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pub const NODE_BACKGROUND: Color = Color::srgb(0.286, 0.478, 0.773);
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const MAX_COLOR_VALUE: f32 = 255.;
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pub(super) const fn rgb_u8(red: u8, green: u8, blue: u8) -> Color {
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|
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@ -1,7 +1,9 @@
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//! Helper traits for creating common widgets.
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|
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use bevy::{ecs::system::EntityCommands, prelude::*, ui::Val::*};
|
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use rose_pine::RosePineDawn;
|
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|
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use super::prelude::ColorScheme;
|
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use crate::theme::{interaction::InteractionPalette, palette::*};
|
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|
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/// An extension trait for spawning UI widgets.
|
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@ -22,7 +24,7 @@ impl<T: SpawnUi> Widgets for T {
|
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Name::new("Button"),
|
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Button,
|
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ImageNode {
|
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color: NODE_BACKGROUND,
|
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color: RosePineDawn::Surface.to_color(),
|
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..default()
|
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},
|
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Node {
|
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@ -30,23 +32,26 @@ impl<T: SpawnUi> Widgets for T {
|
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height: Px(65.0),
|
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justify_content: JustifyContent::Center,
|
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align_items: AlignItems::Center,
|
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border: UiRect::all(Px(4.)),
|
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..default()
|
||||
},
|
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BorderRadius::all(Px(8.)),
|
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BorderColor(RosePineDawn::Text.to_color()),
|
||||
InteractionPalette {
|
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none: NODE_BACKGROUND,
|
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hovered: BUTTON_HOVERED_BACKGROUND,
|
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pressed: BUTTON_PRESSED_BACKGROUND,
|
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none: RosePineDawn::HighlightLow.to_color(),
|
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hovered: RosePineDawn::HighlightMed.to_color(),
|
||||
pressed: RosePineDawn::HighlightHigh.to_color(),
|
||||
},
|
||||
));
|
||||
entity.with_children(|children| {
|
||||
children.spawn_ui((
|
||||
entity.with_children(|parent| {
|
||||
parent.spawn_ui((
|
||||
Name::new("Button Text"),
|
||||
Text(text.into()),
|
||||
TextFont {
|
||||
font_size: 40.0,
|
||||
..default()
|
||||
},
|
||||
TextColor(BUTTON_TEXT),
|
||||
TextColor(RosePineDawn::Text.to_color()),
|
||||
));
|
||||
});
|
||||
|
||||
@ -63,38 +68,38 @@ impl<T: SpawnUi> Widgets for T {
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(NODE_BACKGROUND),
|
||||
));
|
||||
entity.with_children(|children| {
|
||||
children.spawn_ui((
|
||||
entity.with_children(|parent| {
|
||||
parent.spawn_ui((
|
||||
Name::new("Header Text"),
|
||||
Text(text.into()),
|
||||
TextFont {
|
||||
font_size: 40.0,
|
||||
font_size: 60.0,
|
||||
..default()
|
||||
},
|
||||
TextColor(HEADER_TEXT),
|
||||
TextLayout {
|
||||
justify: JustifyText::Center,
|
||||
..default()
|
||||
},
|
||||
TextColor(RosePineDawn::Text.to_color()),
|
||||
));
|
||||
});
|
||||
entity
|
||||
}
|
||||
|
||||
fn label(&mut self, _text: impl Into<String>) -> EntityCommands {
|
||||
fn label(&mut self, text: impl Into<String>) -> EntityCommands {
|
||||
let entity = self.spawn_ui((
|
||||
Name::new("Label"),
|
||||
Text::default(),
|
||||
// TextBundle::from_section(
|
||||
// text,
|
||||
// TextStyle {
|
||||
// font_size: 24.0,
|
||||
// color: LABEL_TEXT,
|
||||
// ..default()
|
||||
// },
|
||||
// )
|
||||
// .with_style(Style {
|
||||
// width: Px(500.0),
|
||||
// ..default()
|
||||
// }),
|
||||
Text(text.into()),
|
||||
TextFont {
|
||||
font_size: 24.0,
|
||||
..default()
|
||||
},
|
||||
TextColor(RosePineDawn::Text.to_color()),
|
||||
Node {
|
||||
width: Px(500.),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
entity
|
||||
}
|
||||
@ -117,7 +122,7 @@ impl Containers for Commands<'_, '_> {
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
flex_direction: FlexDirection::Column,
|
||||
row_gap: Px(10.0),
|
||||
row_gap: Px(32.0),
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
|
||||
Loading…
Reference in New Issue
Block a user