Merge pull request #40 from kristoferssolo/feature/pause-screen

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Kristofers Solo 2025-01-18 16:41:57 +02:00 committed by GitHub
commit 4864ecca93
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GPG Key ID: B5690EEEBB952194
12 changed files with 157 additions and 29 deletions

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@ -2,7 +2,13 @@ pub mod common;
pub mod despawn; pub mod despawn;
pub mod respawn; pub mod respawn;
pub mod spawn; pub mod spawn;
mod toogle_pause;
use bevy::prelude::*; use bevy::prelude::*;
use toogle_pause::toggle_walls;
pub(super) fn plugin(_app: &mut App) {} use crate::screens::Screen;
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, toggle_walls.run_if(state_changed::<Screen>));
}

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@ -15,7 +15,7 @@ use crate::{
components::{HexMaze, MazeConfig, Tile, Wall}, components::{HexMaze, MazeConfig, Tile, Wall},
resources::GlobalMazeConfig, resources::GlobalMazeConfig,
}, },
screens::Screen, screens::GameplayElement,
theme::palette::rose_pine::RosePineDawn, theme::palette::rose_pine::RosePineDawn,
}; };
@ -62,7 +62,7 @@ pub fn spawn_maze(
config.clone(), config.clone(),
Transform::from_translation(Vec3::ZERO.with_y(y_offset)), Transform::from_translation(Vec3::ZERO.with_y(y_offset)),
Visibility::Visible, Visibility::Visible,
StateScoped(Screen::Gameplay), GameplayElement,
)) ))
.insert_if(CurrentFloor, || floor == 1) // Only floor 1 gets CurrentFloor .insert_if(CurrentFloor, || floor == 1) // Only floor 1 gets CurrentFloor
.id(); .id();

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@ -0,0 +1,13 @@
use bevy::prelude::*;
use crate::{maze::components::Wall, screens::Screen};
pub fn toggle_walls(mut query: Query<&mut Visibility, With<Wall>>, state: Res<State<Screen>>) {
for mut visibility in query.iter_mut() {
*visibility = match *state.get() {
Screen::Gameplay => Visibility::Visible,
Screen::Pause => Visibility::Hidden,
_ => *visibility,
}
}
}

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@ -4,6 +4,7 @@ mod movement;
pub mod respawn; pub mod respawn;
mod sound_effect; mod sound_effect;
pub mod spawn; pub mod spawn;
mod toogle_pause;
mod vertical_transition; mod vertical_transition;
use crate::{screens::Screen, AppSet}; use crate::{screens::Screen, AppSet};
@ -11,6 +12,7 @@ use bevy::prelude::*;
use input::player_input; use input::player_input;
use movement::player_movement; use movement::player_movement;
use sound_effect::play_movement_sound; use sound_effect::play_movement_sound;
use toogle_pause::toggle_player;
use vertical_transition::handle_floor_transition; use vertical_transition::handle_floor_transition;
use super::assets::PlayerAssets; use super::assets::PlayerAssets;
@ -30,4 +32,5 @@ pub(super) fn plugin(app: &mut App) {
.chain() .chain()
.run_if(in_state(Screen::Gameplay)), .run_if(in_state(Screen::Gameplay)),
); );
app.add_systems(Update, toggle_player.run_if(state_changed::<Screen>));
} }

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@ -5,7 +5,7 @@ use crate::{
assets::{blue_material, generate_pill_mesh}, assets::{blue_material, generate_pill_mesh},
components::{CurrentPosition, Player}, components::{CurrentPosition, Player},
}, },
screens::Screen, screens::GameplayElement,
}; };
use bevy::prelude::*; use bevy::prelude::*;
@ -33,6 +33,6 @@ pub fn spawn_player(
Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))), Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
MeshMaterial3d(materials.add(blue_material())), MeshMaterial3d(materials.add(blue_material())),
Transform::from_xyz(start_pos.x, y_offset, start_pos.y), Transform::from_xyz(start_pos.x, y_offset, start_pos.y),
StateScoped(Screen::Gameplay), GameplayElement,
)); ));
} }

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@ -0,0 +1,13 @@
use bevy::prelude::*;
use crate::{player::components::Player, screens::Screen};
pub fn toggle_player(mut query: Query<&mut Visibility, With<Player>>, state: Res<State<Screen>>) {
for mut visibility in query.iter_mut() {
*visibility = match *state.get() {
Screen::Gameplay => Visibility::Visible,
Screen::Pause => Visibility::Hidden,
_ => *visibility,
}
}
}

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@ -8,6 +8,7 @@ use crate::{
use bevy::{input::common_conditions::input_just_pressed, prelude::*}; use bevy::{input::common_conditions::input_just_pressed, prelude::*};
pub(super) fn plugin(app: &mut App) { pub(super) fn plugin(app: &mut App) {
app.init_resource::<GameplayInitialized>();
app.add_systems( app.add_systems(
OnEnter(Screen::Gameplay), OnEnter(Screen::Gameplay),
( (
@ -16,16 +17,46 @@ pub(super) fn plugin(app: &mut App) {
spawn_hint_command, spawn_hint_command,
spawn_stats_command, spawn_stats_command,
) )
.chain(), .chain()
.run_if(not(resource_exists::<GameplayInitialized>)),
); );
app.add_systems(OnEnter(Screen::Gameplay), |mut commands: Commands| {
commands.insert_resource(GameplayInitialized(true));
});
app.add_systems(Update, cleanup_game.run_if(state_changed::<Screen>));
app.add_systems(OnEnter(Screen::Title), reset_gameplay_state);
app.add_systems( app.add_systems(
Update, Update,
return_to_title_screen pause_game.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
); );
} }
fn return_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) { fn pause_game(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Title); next_screen.set(Screen::Pause);
}
fn reset_gameplay_state(mut commands: Commands) {
commands.remove_resource::<GameplayInitialized>();
}
#[derive(Debug, Default, Reflect, Resource, DerefMut, Deref)]
#[reflect(Resource)]
pub struct GameplayInitialized(bool);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct GameplayElement;
fn cleanup_game(
mut commands: Commands,
query: Query<Entity, With<GameplayElement>>,
state: Res<State<Screen>>,
) {
if !matches!(*state.get(), Screen::Gameplay | Screen::Pause) {
for entity in query.iter() {
commands.entity(entity).despawn_recursive();
}
}
} }

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@ -2,10 +2,12 @@
mod gameplay; mod gameplay;
mod loading; mod loading;
mod pause;
mod splash; mod splash;
mod title; mod title;
use bevy::prelude::*; use bevy::prelude::*;
pub use gameplay::{GameplayElement, GameplayInitialized};
pub(super) fn plugin(app: &mut App) { pub(super) fn plugin(app: &mut App) {
app.init_state::<Screen>(); app.init_state::<Screen>();
@ -16,6 +18,7 @@ pub(super) fn plugin(app: &mut App) {
loading::plugin, loading::plugin,
splash::plugin, splash::plugin,
title::plugin, title::plugin,
pause::plugin,
)); ));
} }
@ -28,4 +31,5 @@ pub enum Screen {
Loading, Loading,
Title, Title,
Gameplay, Gameplay,
Pause,
} }

57
src/screens/pause.rs Normal file
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@ -0,0 +1,57 @@
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
use crate::theme::{
events::OnPress,
palette::rose_pine::RosePineDawn,
prelude::ColorScheme,
widgets::{Containers, Widgets},
};
use super::Screen;
pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Pause), spawn_pause_overlay);
app.add_systems(
Update,
return_to_game.run_if(in_state(Screen::Pause).and(input_just_pressed(KeyCode::Escape))),
);
}
fn spawn_pause_overlay(mut commands: Commands) {
commands
.ui_root()
.insert((
StateScoped(Screen::Pause),
BackgroundColor(RosePineDawn::Muted.to_color().with_alpha(0.5)),
))
.with_children(|parent| {
parent
.spawn(Node {
bottom: Val::Px(100.),
..default()
})
.with_children(|parent| {
parent.header("Paused");
});
parent.button("Continue").observe(return_to_game_trigger);
parent
.button("Exit")
.observe(return_to_title_screen_trigger);
});
}
fn return_to_game_trigger(_trigger: Trigger<OnPress>, mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Gameplay);
}
fn return_to_title_screen_trigger(
_trigger: Trigger<OnPress>,
mut next_screen: ResMut<NextState<Screen>>,
) {
next_screen.set(Screen::Title);
}
fn return_to_game(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Gameplay);
}

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@ -13,23 +13,26 @@ use reset::reset_timers;
use score::{update_score, update_score_display}; use score::{update_score, update_score_display};
use total_timer::{update_total_timer, update_total_timer_display}; use total_timer::{update_total_timer, update_total_timer_display};
use crate::screens::Screen; use crate::screens::{GameplayInitialized, Screen};
pub(super) fn plugin(app: &mut App) { pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Gameplay), reset_timers) app.add_systems(
.add_systems( OnEnter(Screen::Gameplay),
Update, reset_timers.run_if(not(resource_exists::<GameplayInitialized>)),
);
app.add_systems(
Update,
(
( (
( update_score.before(update_floor_timer),
update_score.before(update_floor_timer), update_score_display,
update_score_display,
)
.chain(),
(update_floor_timer, update_floor_timer_display).chain(),
(update_total_timer, update_total_timer_display).chain(),
update_floor_display,
update_highest_floor_display,
) )
.run_if(in_state(Screen::Gameplay)), .chain(),
); (update_floor_timer, update_floor_timer_display).chain(),
(update_total_timer, update_total_timer_display).chain(),
update_floor_display,
update_highest_floor_display,
)
.run_if(in_state(Screen::Gameplay)),
);
} }

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@ -59,8 +59,6 @@ fn calculate_score(floor_number: u8, completion_time: f32) -> usize {
time_factor.max(MIN_TIME_MULTIPLIER) * TIME_BONUS_MULTIPLIER time_factor.max(MIN_TIME_MULTIPLIER) * TIME_BONUS_MULTIPLIER
}; };
dbg!(base_score * time_multiplier);
(base_score * time_multiplier) as usize (base_score * time_multiplier) as usize
} }

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@ -1,7 +1,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
screens::Screen, screens::GameplayElement,
stats::{ stats::{
components::{ components::{
FloorDisplay, FloorTimerDisplay, HighestFloorDisplay, ScoreDisplay, TotalTimerDisplay, FloorDisplay, FloorTimerDisplay, HighestFloorDisplay, ScoreDisplay, TotalTimerDisplay,
@ -14,7 +14,7 @@ use crate::{
pub fn spawn_stats(mut commands: Commands) { pub fn spawn_stats(mut commands: Commands) {
commands commands
.ui_stats() .ui_stats()
.insert(StateScoped(Screen::Gameplay)) .insert(GameplayElement)
.with_children(|parent| { .with_children(|parent| {
parent.stats("Floor: 1", FloorDisplay); parent.stats("Floor: 1", FloorDisplay);
parent.stats("Highest Floor: 1", HighestFloorDisplay); parent.stats("Highest Floor: 1", HighestFloorDisplay);