Merge pull request #7 from kristoferssolo/feature/player

Feature/player
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Kristofers Solo 2024-12-12 21:10:36 +02:00 committed by GitHub
commit 72b16dc8bb
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30 changed files with 1001 additions and 434 deletions

796
Cargo.lock generated

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@ -1,7 +1,7 @@
[package]
name = "maze-ascension"
authors = ["Kristofers Solo <dev@kristofers.xyz>"]
version = "0.1.0"
version = "0.2.0"
edition = "2021"
[dependencies]
@ -18,7 +18,7 @@ tracing = { version = "0.1", features = [
"release_max_level_warn",
] }
hexx = { version = "0.19", features = ["bevy_reflect", "grid"] }
hexlab = { version = "0.2", features = ["bevy"] }
hexlab = { version = "0.3", features = ["bevy"] }
bevy-inspector-egui = { version = "0.28", optional = true }
bevy_egui = { version = "0.31", optional = true }
thiserror = "2.0"

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@ -1,4 +1,32 @@
mod plugin;
mod ui;
pub use plugin::DevToolsPlugin;
use crate::screens::Screen;
use bevy::{
dev_tools::{
states::log_transitions,
ui_debug_overlay::{DebugUiPlugin, UiDebugOptions},
},
input::common_conditions::input_just_pressed,
prelude::*,
};
use bevy_egui::EguiPlugin;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use ui::maze_controls_ui;
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, log_transitions::<Screen>)
.add_plugins(EguiPlugin)
.add_plugins(WorldInspectorPlugin::new())
.add_plugins(DebugUiPlugin)
.add_systems(Update, maze_controls_ui)
.add_systems(
Update,
toggle_debug_ui.run_if(input_just_pressed(TOGGLE_KEY)),
);
}
const TOGGLE_KEY: KeyCode = KeyCode::Backquote;
fn toggle_debug_ui(mut options: ResMut<UiDebugOptions>) {
options.toggle();
}

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@ -1,36 +0,0 @@
use crate::screens::Screen;
use bevy::{
dev_tools::{
states::log_transitions,
ui_debug_overlay::{DebugUiPlugin, UiDebugOptions},
},
input::common_conditions::input_just_pressed,
prelude::*,
};
use bevy_egui::EguiPlugin;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use super::ui::maze_controls_ui;
#[derive(Debug)]
pub struct DevToolsPlugin;
impl Plugin for DevToolsPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, log_transitions::<Screen>)
.add_plugins(EguiPlugin)
.add_plugins(WorldInspectorPlugin::new())
.add_plugins(DebugUiPlugin)
.add_systems(Update, maze_controls_ui)
.add_systems(
Update,
toggle_debug_ui.run_if(input_just_pressed(TOGGLE_KEY)),
);
}
}
const TOGGLE_KEY: KeyCode = KeyCode::Backquote;
fn toggle_debug_ui(mut options: ResMut<UiDebugOptions>) {
options.toggle();
}

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@ -1,14 +1,15 @@
use std::ops::RangeInclusive;
use crate::{
maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded},
player::events::RespawnPlayer,
};
use bevy::{prelude::*, window::PrimaryWindow};
use hexx::{Hex, HexOrientation};
use rand::{thread_rng, Rng};
use crate::maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded};
use bevy_egui::{
egui::{self, emath::Numeric, DragValue, TextEdit, Ui},
EguiContext,
};
use hexx::{Hex, HexOrientation};
use rand::{thread_rng, Rng};
use std::ops::RangeInclusive;
pub(crate) fn maze_controls_ui(world: &mut World) {
if world.get_resource::<MazePluginLoaded>().is_none() {
@ -55,6 +56,9 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
{
event_writer.send(RecreateMazeEvent { floor: 1 });
}
if let Some(mut event_writer) = world.get_resource_mut::<Events<RespawnPlayer>>() {
event_writer.send(RespawnPlayer);
}
}
}
});
@ -82,9 +86,9 @@ fn add_position_control(ui: &mut Ui, label: &str, pos: &mut Hex) -> bool {
ui.horizontal(|ui| {
ui.label(label);
let response_x = ui.add(DragValue::new(&mut pos.x).speed(1).prefix("x: "));
let response_y = ui.add(DragValue::new(&mut pos.y).speed(1).prefix("y: "));
changed = response_x.changed() || response_y.changed();
let response_q = ui.add(DragValue::new(&mut pos.x).speed(1).prefix("q: "));
let response_r = ui.add(DragValue::new(&mut pos.y).speed(1).prefix("r: "));
changed = response_r.changed() || response_q.changed();
});
changed
}

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@ -3,8 +3,9 @@ pub mod audio;
#[cfg(feature = "dev")]
mod dev_tools;
mod maze;
mod player;
mod screens;
mod theme;
pub mod theme;
use bevy::{
asset::AssetMetaCheck,
@ -57,14 +58,15 @@ impl Plugin for AppPlugin {
// Add other plugins.
app.add_plugins((
asset_tracking::plugin,
maze::plugin::MazePlugin,
screens::plugin,
theme::plugin,
maze::plugin,
player::plugin,
));
// Enable dev tools for dev builds.
#[cfg(feature = "dev")]
app.add_plugins(dev_tools::DevToolsPlugin);
app.add_plugins(dev_tools::plugin);
}
}

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@ -1,13 +1,18 @@
use bevy::prelude::*;
use hexlab::HexMaze;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct MazeFloor(pub(crate) u8);
pub(crate) struct Maze(pub(crate) HexMaze);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct MazeTile;
pub(crate) struct Floor(pub(crate) u8);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct MazeWall;
pub(crate) struct Tile;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Wall;

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@ -1,14 +1,20 @@
use bevy::{ecs::world::Command, prelude::*};
use plugin::MazePlugin;
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use events::RecreateMazeEvent;
mod assets;
mod components;
pub mod components;
pub mod events;
pub mod plugin;
mod resources;
mod systems;
pub use resources::{MazeConfig, MazePluginLoaded};
pub fn spawn_maze(world: &mut World) {
MazePlugin.apply(world);
pub(super) fn plugin(app: &mut App) {
app.init_resource::<MazeConfig>()
.add_event::<RecreateMazeEvent>()
.add_plugins(systems::plugin);
}
pub fn spawn_level_command(world: &mut World) {
world.insert_resource(MazePluginLoaded);
let _ = world.run_system_once(systems::setup::setup);
}

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@ -1,28 +0,0 @@
use bevy::{
ecs::{system::RunSystemOnce, world::Command},
prelude::*,
};
use super::{
events::RecreateMazeEvent,
systems::{self, recreation::handle_maze_recreation_event},
MazeConfig, MazePluginLoaded,
};
#[derive(Default)]
pub(crate) struct MazePlugin;
impl Plugin for MazePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<MazeConfig>()
.add_event::<RecreateMazeEvent>()
.add_systems(Update, handle_maze_recreation_event);
}
}
impl Command for MazePlugin {
fn apply(self, world: &mut World) {
world.insert_resource(MazePluginLoaded);
let _ = world.run_system_once(systems::setup::setup);
}
}

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@ -1,8 +1,7 @@
use std::num::TryFromIntError;
use bevy::prelude::*;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
use std::num::TryFromIntError;
use thiserror::Error;
#[derive(Debug, Default, Reflect, Resource)]
@ -41,8 +40,8 @@ impl MazeConfig {
let start_pos = generate_pos(radius, &mut rng)?;
let end_pos = generate_pos(radius, &mut rng)?;
debug!("Start pos: ({},{})", start_pos.x, start_pos.y);
debug!("End pos: ({},{})", end_pos.x, end_pos.y);
info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
let layout = HexLayout {
orientation,

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@ -1,3 +1,14 @@
use crate::maze::components::Floor;
use bevy::prelude::*;
use crate::maze::components::MazeFloor;
pub(crate) fn despawn_floor(
commands: &mut Commands,
query: &Query<(Entity, &Floor)>,
floor_num: u8,
) {
for (entity, floor) in query.iter() {
if floor.0 == floor_num {
commands.entity(entity).despawn_recursive();
}
}
}

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@ -1,3 +1,11 @@
pub mod despawn;
pub mod recreation;
pub mod setup;
mod spawn;
pub mod spawn;
use bevy::prelude::*;
use recreation::recreate_maze;
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, recreate_maze);
}

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@ -1,27 +1,19 @@
use bevy::prelude::*;
use crate::maze::{components::MazeFloor, events::RecreateMazeEvent, MazeConfig};
use crate::maze::{components::Floor, events::RecreateMazeEvent, MazeConfig};
use super::setup::setup_maze;
use super::{despawn::despawn_floor, spawn::spawn_floor};
pub(crate) fn handle_maze_recreation_event(
pub(crate) fn recreate_maze(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<(Entity, &MazeFloor)>,
query: Query<(Entity, &Floor)>,
mut event_reader: EventReader<RecreateMazeEvent>,
) {
for event in event_reader.read() {
despawn_floor(&mut commands, &query, event.floor);
setup_maze(&mut commands, &mut meshes, &mut materials, &config);
}
}
fn despawn_floor(commands: &mut Commands, query: &Query<(Entity, &MazeFloor)>, floor_num: u8) {
for (entity, maze_floor) in query.iter() {
if maze_floor.0 == floor_num {
commands.entity(entity).despawn_recursive();
}
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
}
}

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@ -1,9 +1,6 @@
use super::spawn::spawn_floor;
use crate::maze::MazeConfig;
use bevy::prelude::*;
use hexlab::{GeneratorType, MazeBuilder};
use crate::maze::{assets::MazeAssets, components::MazeFloor, MazeConfig};
use super::spawn::spawn_single_hex_tile;
pub(crate) fn setup(
mut commands: Commands,
@ -11,33 +8,5 @@ pub(crate) fn setup(
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
) {
setup_maze(&mut commands, &mut meshes, &mut materials, &config);
}
pub(super) fn setup_maze(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let assets = MazeAssets::new(meshes, materials, config);
commands
.spawn((
Name::new("Floor"),
MazeFloor(1),
Transform::from_translation(Vec3::ZERO),
Visibility::Visible,
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(parent, &assets, tile, config)
}
});
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
}

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@ -1,14 +1,41 @@
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
use crate::maze::{
assets::MazeAssets,
components::{Floor, Maze, Tile, Wall},
MazeConfig,
};
use bevy::prelude::*;
use hexlab::prelude::*;
use hexx::HexOrientation;
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
use crate::maze::{
assets::MazeAssets,
components::{MazeTile, MazeWall},
MazeConfig,
};
pub(super) fn spawn_floor(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let assets = MazeAssets::new(meshes, materials, config);
commands
.spawn((
Name::new("Floor"),
Maze(maze.clone()),
Floor(1),
Transform::from_translation(Vec3::ZERO),
Visibility::Visible,
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(parent, &assets, tile, config)
}
});
}
pub(super) fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
@ -25,7 +52,7 @@ pub(super) fn spawn_single_hex_tile(
parent
.spawn((
Name::new(format!("Hex {}", tile)),
MazeTile,
Tile,
Mesh3d(assets.hex_mesh.clone()),
MeshMaterial3d(assets.hex_material.clone()),
Transform::from_translation(world_pos).with_rotation(rotation),
@ -58,7 +85,7 @@ fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConf
fn spawn_single_wall(parent: &mut ChildBuilder, assets: &MazeAssets, rotation: Quat, offset: Vec3) {
parent.spawn((
Name::new("Wall"),
MazeWall,
Wall,
Mesh3d(assets.wall_mesh.clone()),
MeshMaterial3d(assets.wall_material.clone()),
Transform::from_translation(offset).with_rotation(rotation),

17
src/player/assets.rs Normal file
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@ -0,0 +1,17 @@
use crate::theme::palette::rose_pine::PINE;
use bevy::prelude::*;
pub(super) fn generate_pill_mesh(radius: f32, half_length: f32) -> Mesh {
Mesh::from(Capsule3d {
radius,
half_length,
})
}
pub(super) fn blue_material() -> StandardMaterial {
StandardMaterial {
base_color: PINE,
emissive: PINE.to_linear() * 3.,
..default()
}
}

25
src/player/components.rs Normal file
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@ -0,0 +1,25 @@
use bevy::prelude::*;
use hexx::Hex;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
#[require(CurrentPosition, MovementSpeed, MovementTarget)]
pub struct Player;
#[derive(Debug, Reflect, Component, Deref, DerefMut, Default)]
#[reflect(Component)]
pub struct CurrentPosition(pub Hex);
#[derive(Debug, Reflect, Component, Deref, DerefMut)]
#[reflect(Component)]
pub struct MovementSpeed(pub f32);
impl Default for MovementSpeed {
fn default() -> Self {
Self(100.)
}
}
#[derive(Debug, Reflect, Component, Deref, DerefMut, Default)]
#[reflect(Component)]
pub struct MovementTarget(pub Option<Hex>);

4
src/player/events.rs Normal file
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@ -0,0 +1,4 @@
use bevy::prelude::*;
#[derive(Debug, Event)]
pub(crate) struct RespawnPlayer;

18
src/player/mod.rs Normal file
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@ -0,0 +1,18 @@
mod assets;
pub mod components;
pub mod events;
mod systems;
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use components::Player;
use events::RespawnPlayer;
pub(super) fn plugin(app: &mut App) {
app.register_type::<Player>()
.add_event::<RespawnPlayer>()
.add_plugins(systems::plugin);
}
pub fn spawn_player_command(world: &mut World) {
let _ = world.run_system_once(systems::setup::setup);
}

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@ -0,0 +1,9 @@
use bevy::prelude::*;
use crate::player::components::Player;
pub(crate) fn despawn_players(commands: &mut Commands, query: &Query<Entity, With<Player>>) {
for entity in query.iter() {
commands.entity(entity).despawn_recursive();
}
}

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@ -0,0 +1,77 @@
use crate::{
maze::{
components::{Floor, Maze},
MazeConfig,
},
player::components::{CurrentPosition, MovementTarget, Player},
};
use bevy::prelude::*;
use hexx::{EdgeDirection, HexOrientation};
fn create_direction(
input: &ButtonInput<KeyCode>,
orientation: &HexOrientation,
) -> Option<EdgeDirection> {
let w = input.pressed(KeyCode::KeyW);
let a = input.pressed(KeyCode::KeyA);
let s = input.pressed(KeyCode::KeyS);
let d = input.pressed(KeyCode::KeyD);
let direction = match orientation {
HexOrientation::Pointy => {
match (w, a, s, d) {
(true, false, false, false) => Some(EdgeDirection::POINTY_WEST), // W
(false, false, true, false) => Some(EdgeDirection::POINTY_EAST), // S
(false, true, true, false) => Some(EdgeDirection::POINTY_NORTH_EAST), // A+S
(false, false, true, true) => Some(EdgeDirection::POINTY_SOUTH_EAST), // S+D
(true, true, false, false) => Some(EdgeDirection::POINTY_NORTH_WEST), // W+A
(true, false, false, true) => Some(EdgeDirection::POINTY_SOUTH_WEST), // W+D
_ => None,
}
}
HexOrientation::Flat => {
match (w, a, s, d) {
(false, true, false, false) => Some(EdgeDirection::FLAT_NORTH), // A
(false, false, false, true) => Some(EdgeDirection::FLAT_SOUTH), // D
(false, true, true, false) => Some(EdgeDirection::FLAT_NORTH_EAST), // A+S
(false, false, true, true) => Some(EdgeDirection::FLAT_SOUTH_EAST), // S+D
(true, true, false, false) => Some(EdgeDirection::FLAT_NORTH_WEST), // W+A
(true, false, false, true) => Some(EdgeDirection::FLAT_SOUTH_WEST), // W+D
_ => None,
}
}
}?;
Some(direction.rotate_cw(0))
}
pub(super) fn player_input(
input: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut MovementTarget, &CurrentPosition), With<Player>>,
maze_query: Query<(&Maze, &Floor)>,
maze_config: Res<MazeConfig>,
) {
let Ok((maze, _floor)) = maze_query.get_single() else {
return;
};
for (mut target_pos, current_pos) in player_query.iter_mut() {
if target_pos.is_some() {
continue;
}
let Some(direction) = create_direction(&input, &maze_config.layout.orientation) else {
continue;
};
let Some(tile) = maze.0.get_tile(&current_pos) else {
continue;
};
if tile.walls().contains(direction) {
continue;
}
let next_hex = current_pos.0.neighbor(direction);
target_pos.0 = Some(next_hex);
}
}

22
src/player/systems/mod.rs Normal file
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@ -0,0 +1,22 @@
pub mod despawn;
mod input;
mod movement;
pub mod respawn;
pub mod setup;
pub mod spawn;
use bevy::prelude::*;
use input::player_input;
use movement::player_movement;
use respawn::respawn_player;
pub(super) fn plugin(app: &mut App) {
app.add_systems(
Update,
(
player_input,
player_movement.after(player_input),
respawn_player,
),
);
}

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@ -0,0 +1,68 @@
use crate::{
maze::MazeConfig,
player::components::{CurrentPosition, MovementSpeed, MovementTarget, Player},
};
use bevy::prelude::*;
use hexx::Hex;
pub(super) fn player_movement(
time: Res<Time>,
mut query: Query<
(
&mut MovementTarget,
&MovementSpeed,
&mut CurrentPosition,
&mut Transform,
),
With<Player>,
>,
maze_config: Res<MazeConfig>,
) {
for (mut target, speed, mut current_hex, mut transform) in query.iter_mut() {
if let Some(target_hex) = target.0 {
let current_pos = transform.translation;
let target_pos = calculate_target_position(&maze_config, target_hex, current_pos.y);
if should_complete_movement(current_pos, target_pos) {
transform.translation = target_pos;
current_hex.0 = target_hex;
target.0 = None;
continue;
}
update_position(
&mut transform,
current_pos,
target_pos,
speed.0,
time.delta_secs(),
);
}
}
}
fn should_complete_movement(current_pos: Vec3, target_pos: Vec3) -> bool {
(target_pos - current_pos).length() < 0.1
}
fn update_position(
transform: &mut Transform,
current_pos: Vec3,
target_pos: Vec3,
speed: f32,
delta_time: f32,
) {
let direction = target_pos - current_pos;
let movement = direction.normalize() * speed * delta_time;
if movement.length() > direction.length() {
transform.translation = target_pos;
return;
}
transform.translation += movement;
}
fn calculate_target_position(maze_config: &MazeConfig, target_hex: Hex, y: f32) -> Vec3 {
let world_pos = maze_config.layout.hex_to_world_pos(target_hex);
Vec3::new(world_pos.x, y, world_pos.y)
}

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@ -0,0 +1,21 @@
use crate::{
maze::MazeConfig,
player::{components::Player, events::RespawnPlayer},
};
use bevy::prelude::*;
use super::{despawn::despawn_players, spawn::spawn_player};
pub(crate) fn respawn_player(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<Entity, With<Player>>,
mut event_reader: EventReader<RespawnPlayer>,
) {
for _ in event_reader.read() {
despawn_players(&mut commands, &query);
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
}
}

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@ -0,0 +1,14 @@
use bevy::prelude::*;
use crate::maze::MazeConfig;
use super::spawn::spawn_player;
pub(crate) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
) {
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
}

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@ -0,0 +1,31 @@
use crate::{
maze::MazeConfig,
player::{
assets::{blue_material, generate_pill_mesh},
components::{CurrentPosition, Player},
},
};
use bevy::prelude::*;
pub(super) fn spawn_player(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
) {
let player_radius = config.hex_size * 0.5;
let player_height = player_radius * 3.5;
let y_offset = config.height / 2. + player_height / 1.3;
let start_pos = config.layout.hex_to_world_pos(config.start_pos);
commands.spawn((
Name::new("Player"),
Player,
CurrentPosition(config.start_pos),
Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
MeshMaterial3d(materials.add(blue_material())),
Transform::from_xyz(start_pos.x, y_offset, start_pos.y),
));
}

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@ -2,11 +2,18 @@
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
use crate::maze::spawn_maze as spawn_level_command;
use crate::maze::spawn_level_command;
use crate::player::spawn_player_command;
use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen};
pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Gameplay), spawn_level);
app.add_systems(
OnEnter(Screen::Gameplay),
(
spawn_level_command,
spawn_player_command.after(spawn_level_command),
),
);
app.load_resource::<GameplayMusic>();
app.add_systems(OnEnter(Screen::Gameplay), play_gameplay_music);
@ -19,10 +26,6 @@ pub(super) fn plugin(app: &mut App) {
);
}
fn spawn_level(mut commands: Commands) {
commands.queue(spawn_level_command);
}
#[derive(Resource, Asset, Reflect, Clone)]
pub struct GameplayMusic {
#[dependency]

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@ -1,7 +1,6 @@
//! Reusable UI widgets & theming.
// Unused utilities may trigger this lints undesirably.
#![allow(dead_code)]
pub mod interaction;
pub mod palette;

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@ -1,3 +1,5 @@
pub mod rose_pine;
use bevy::prelude::*;
pub const BUTTON_HOVERED_BACKGROUND: Color = Color::srgb(0.186, 0.328, 0.573);
@ -8,3 +10,11 @@ pub const LABEL_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
pub const HEADER_TEXT: Color = Color::srgb(0.867, 0.827, 0.412);
pub const NODE_BACKGROUND: Color = Color::srgb(0.286, 0.478, 0.773);
pub(super) const fn rgb_u8(red: u8, green: u8, blue: u8) -> Color {
Color::srgb(scale(red), scale(green), scale(blue))
}
const fn scale(value: u8) -> f32 {
value as f32 / 255.
}

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@ -0,0 +1,18 @@
use super::rgb_u8;
use bevy::prelude::*;
pub const BASE: Color = rgb_u8(25, 23, 36);
pub const SURFACE: Color = rgb_u8(31, 29, 46);
pub const OVERLAY: Color = rgb_u8(38, 35, 58);
pub const MUTED: Color = rgb_u8(110, 106, 134);
pub const SUBTLE: Color = rgb_u8(144, 140, 170);
pub const TEXT: Color = rgb_u8(224, 222, 244);
pub const LOVE: Color = rgb_u8(235, 111, 146);
pub const GOLD: Color = rgb_u8(246, 193, 119);
pub const ROSE: Color = rgb_u8(235, 188, 186);
pub const PINE: Color = rgb_u8(49, 116, 143);
pub const FOAM: Color = rgb_u8(156, 207, 216);
pub const IRIS: Color = rgb_u8(196, 167, 231);
pub const HIGHLIGHT_LOW: Color = rgb_u8(33, 32, 46);
pub const HIGHLIGHT_MED: Color = rgb_u8(64, 61, 82);
pub const HIGHLIGHT_HIGH: Color = rgb_u8(82, 79, 103);