maze-ascension/src/screens/credits.rs
2024-09-17 20:19:16 +03:00

74 lines
2.3 KiB
Rust

//! A credits screen that can be accessed from the title screen.
use bevy::prelude::*;
use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen, theme::prelude::*};
pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Credits), spawn_credits_screen);
app.load_resource::<CreditsMusic>();
app.add_systems(OnEnter(Screen::Credits), play_credits_music);
app.add_systems(OnExit(Screen::Credits), stop_music);
}
fn spawn_credits_screen(mut commands: Commands) {
commands
.ui_root()
.insert(StateScoped(Screen::Credits))
.with_children(|children| {
children.header("Made by");
children.label("Joe Shmoe - Implemented aligator wrestling AI");
children.label("Jane Doe - Made the music for the alien invasion");
children.header("Assets");
children.label("Bevy logo - All rights reserved by the Bevy Foundation. Permission granted for splash screen use when unmodified.");
children.label("Ducky sprite - CC0 by Caz Creates Games");
children.label("Button SFX - CC0 by Jaszunio15");
children.label("Music - CC BY 3.0 by Kevin MacLeod");
children.button("Back").observe(enter_title_screen);
});
}
fn enter_title_screen(_trigger: Trigger<OnPress>, mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Title);
}
#[derive(Resource, Asset, Reflect, Clone)]
pub struct CreditsMusic {
#[dependency]
music: Handle<AudioSource>,
entity: Option<Entity>,
}
impl FromWorld for CreditsMusic {
fn from_world(world: &mut World) -> Self {
let assets = world.resource::<AssetServer>();
Self {
music: assets.load("audio/music/Monkeys Spinning Monkeys.ogg"),
entity: None,
}
}
}
fn play_credits_music(mut commands: Commands, mut music: ResMut<CreditsMusic>) {
music.entity = Some(
commands
.spawn((
AudioBundle {
source: music.music.clone(),
settings: PlaybackSettings::LOOP,
},
Music,
))
.id(),
);
}
fn stop_music(mut commands: Commands, mut music: ResMut<CreditsMusic>) {
if let Some(entity) = music.entity.take() {
commands.entity(entity).despawn_recursive();
}
}