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https://github.com/kristoferssolo/maze-ascension.git
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67 lines
1.8 KiB
Rust
67 lines
1.8 KiB
Rust
//! The screen state for the main gameplay.
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use bevy::{input::common_conditions::input_just_pressed, prelude::*};
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use crate::maze::spawn_level_command;
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use crate::player::spawn_player_command;
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use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen};
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(
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OnEnter(Screen::Gameplay),
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(
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spawn_level_command,
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spawn_player_command.after(spawn_level_command),
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),
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);
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app.load_resource::<GameplayMusic>();
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app.add_systems(OnEnter(Screen::Gameplay), play_gameplay_music);
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app.add_systems(OnExit(Screen::Gameplay), stop_music);
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app.add_systems(
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Update,
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return_to_title_screen
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.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
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);
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}
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#[derive(Resource, Asset, Reflect, Clone)]
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pub struct GameplayMusic {
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#[dependency]
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handle: Handle<AudioSource>,
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entity: Option<Entity>,
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}
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impl FromWorld for GameplayMusic {
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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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handle: assets.load("audio/music/Fluffing A Duck.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_gameplay_music(mut commands: Commands, mut music: ResMut<GameplayMusic>) {
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music.entity = Some(
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commands
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.spawn((
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AudioPlayer::<AudioSource>(music.handle.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<GameplayMusic>) {
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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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fn return_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
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next_screen.set(Screen::Title);
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}
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