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Apache License
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Version 2.0, January 2004
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http://www.apache.org/licenses/
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|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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||||
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@ -0,0 +1,73 @@
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use crate::{misc, physics, player};
|
||||
use bevy::prelude::*;
|
||||
use bevy_ecs_tilemap::prelude::*;
|
||||
|
||||
use crate::AppState;
|
||||
|
||||
pub struct GamePlugin;
|
||||
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
// on enter
|
||||
.add_systems((game_setup, player::add_player).in_schedule(OnEnter(AppState::InGame)))
|
||||
// on update
|
||||
.add_systems(
|
||||
(
|
||||
physics::move_system,
|
||||
player::player_input.before(physics::move_system),
|
||||
player::player_mouse.before(physics::move_system),
|
||||
misc::aim_target_system.after(physics::move_system),
|
||||
player::player_camera.after(misc::aim_target_system),
|
||||
)
|
||||
.in_set(OnUpdate(AppState::InGame)),
|
||||
)
|
||||
// on exit
|
||||
.add_systems(
|
||||
(crate::despawn_screen::<OnGameScreen>,).in_schedule(OnExit(AppState::InGame)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Tag component used to tag entities added on the game screen
|
||||
#[derive(Component)]
|
||||
struct OnGameScreen;
|
||||
|
||||
fn game_setup(mut commands: Commands, server: Res<AssetServer>) {
|
||||
let tilemap_handle: Handle<Image> = server.load("generic_clear.png");
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||||
|
||||
let map_size = TilemapSize { x: 20, y: 20 };
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||||
|
||||
let tilemap_entity = commands.spawn_empty().id();
|
||||
let mut tile_storage = TileStorage::empty(map_size);
|
||||
|
||||
for x in 0..map_size.x {
|
||||
for y in 0..map_size.y {
|
||||
let tile_pos = TilePos { x, y };
|
||||
let tile_entity = commands
|
||||
.spawn(TileBundle {
|
||||
position: tile_pos,
|
||||
tilemap_id: TilemapId(tilemap_entity),
|
||||
texture_index: TileTextureIndex((x % 6) + 1),
|
||||
..Default::default()
|
||||
})
|
||||
.id();
|
||||
tile_storage.set(&tile_pos, tile_entity);
|
||||
}
|
||||
}
|
||||
|
||||
let tile_size = TilemapTileSize { x: 64.0, y: 64.0 };
|
||||
let grid_size = tile_size.into();
|
||||
let map_type = TilemapType::Square;
|
||||
|
||||
commands.entity(tilemap_entity).insert(TilemapBundle {
|
||||
grid_size,
|
||||
map_type,
|
||||
size: map_size,
|
||||
storage: tile_storage,
|
||||
texture: TilemapTexture::Single(tilemap_handle),
|
||||
tile_size,
|
||||
transform: get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
75
src/main.rs
75
src/main.rs
|
@ -1,16 +1,31 @@
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|||
#![allow(clippy::type_complexity)]
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::PresentMode;
|
||||
use bevy::{prelude::*, window::WindowMode};
|
||||
use bevy_ecs_tilemap::prelude::*;
|
||||
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
||||
use misc::AimTarget;
|
||||
use physics::Velocity;
|
||||
|
||||
pub mod game;
|
||||
pub mod menu;
|
||||
pub mod misc;
|
||||
pub mod physics;
|
||||
pub mod player;
|
||||
pub mod tee;
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
#[default]
|
||||
MainMenu,
|
||||
InGame,
|
||||
Editor,
|
||||
}
|
||||
|
||||
// One of the two settings that can be set through the menu. It will be a resource in the app
|
||||
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
|
||||
struct Volume(u32);
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.register_type::<Velocity>()
|
||||
|
@ -18,61 +33,31 @@ fn main() {
|
|||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
title: String::from("Tee city"),
|
||||
mode: WindowMode::BorderlessFullscreen,
|
||||
present_mode: PresentMode::AutoVsync,
|
||||
..Default::default()
|
||||
}),
|
||||
..default()
|
||||
}))
|
||||
.insert_resource(Volume(10))
|
||||
.add_plugin(TilemapPlugin)
|
||||
.add_plugin(WorldInspectorPlugin::new())
|
||||
.add_startup_system(general_setup)
|
||||
.add_startup_system(player::add_player)
|
||||
.add_systems((player::player_input, player::player_mouse).before(physics::move_system))
|
||||
.add_system(physics::move_system)
|
||||
.add_system(misc::aim_target_system.after(physics::move_system))
|
||||
.add_system(player::player_camera.after(misc::aim_target_system))
|
||||
.add_state::<AppState>()
|
||||
.add_startup_system(setup)
|
||||
.add_plugin(menu::MenuPlugin)
|
||||
.add_plugin(game::GamePlugin)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct MainCamera;
|
||||
|
||||
fn general_setup(mut commands: Commands, server: Res<AssetServer>) {
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn((Camera2dBundle::default(), MainCamera));
|
||||
|
||||
let tilemap_handle: Handle<Image> = server.load("generic_clear.png");
|
||||
|
||||
let map_size = TilemapSize { x: 20, y: 20 };
|
||||
|
||||
let tilemap_entity = commands.spawn_empty().id();
|
||||
let mut tile_storage = TileStorage::empty(map_size);
|
||||
|
||||
for x in 0..map_size.x {
|
||||
for y in 0..map_size.y {
|
||||
let tile_pos = TilePos { x, y };
|
||||
let tile_entity = commands
|
||||
.spawn(TileBundle {
|
||||
position: tile_pos,
|
||||
tilemap_id: TilemapId(tilemap_entity),
|
||||
texture_index: TileTextureIndex((x % 6) + 1),
|
||||
..Default::default()
|
||||
})
|
||||
.id();
|
||||
tile_storage.set(&tile_pos, tile_entity);
|
||||
}
|
||||
}
|
||||
|
||||
let tile_size = TilemapTileSize { x: 64.0, y: 64.0 };
|
||||
let grid_size = tile_size.into();
|
||||
let map_type = TilemapType::Square;
|
||||
|
||||
commands.entity(tilemap_entity).insert(TilemapBundle {
|
||||
grid_size,
|
||||
map_type,
|
||||
size: map_size,
|
||||
storage: tile_storage,
|
||||
texture: TilemapTexture::Single(tilemap_handle),
|
||||
tile_size,
|
||||
transform: get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
pub fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
|
||||
for entity in &to_despawn {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,270 @@
|
|||
use crate::despawn_screen;
|
||||
use bevy::{app::AppExit, prelude::*};
|
||||
|
||||
use crate::AppState;
|
||||
|
||||
// https://github.com/bevyengine/bevy/blob/v0.10.1/examples/games/game_menu.rs#L783
|
||||
|
||||
// Manages the main menu
|
||||
pub struct MenuPlugin;
|
||||
|
||||
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
|
||||
enum MenuState {
|
||||
Main,
|
||||
Settings,
|
||||
SettingsDisplay,
|
||||
SettingsSound,
|
||||
#[default]
|
||||
Disabled,
|
||||
}
|
||||
|
||||
impl Plugin for MenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_state::<MenuState>()
|
||||
.add_system(menu_setup.in_schedule(OnEnter(AppState::MainMenu)))
|
||||
.add_systems((
|
||||
main_menu_setup.in_schedule(OnEnter(MenuState::Main)),
|
||||
despawn_screen::<OnMainMenuScreen>.in_schedule(OnExit(MenuState::Main)),
|
||||
))
|
||||
// Common systems to all screens that handles buttons behaviour
|
||||
.add_systems((menu_action, button_system).in_set(OnUpdate(AppState::MainMenu)));
|
||||
}
|
||||
}
|
||||
|
||||
// Tag component used to tag entities added on the main menu screen
|
||||
#[derive(Component)]
|
||||
struct OnMainMenuScreen;
|
||||
|
||||
// Tag component used to tag entities added on the settings menu screen
|
||||
#[derive(Component)]
|
||||
struct OnSettingsMenuScreen;
|
||||
|
||||
// Tag component used to tag entities added on the display settings menu screen
|
||||
#[derive(Component)]
|
||||
struct OnDisplaySettingsMenuScreen;
|
||||
|
||||
// Tag component used to tag entities added on the sound settings menu screen
|
||||
#[derive(Component)]
|
||||
struct OnSoundSettingsMenuScreen;
|
||||
|
||||
// Tag component used to mark which setting is currently selected
|
||||
#[derive(Component)]
|
||||
struct SelectedOption;
|
||||
|
||||
// All actions that can be triggered from a button click
|
||||
#[derive(Component)]
|
||||
enum MenuButtonAction {
|
||||
Play,
|
||||
Settings,
|
||||
SettingsDisplay,
|
||||
SettingsSound,
|
||||
BackToMainMenu,
|
||||
BackToSettings,
|
||||
Quit,
|
||||
}
|
||||
|
||||
const TEXT_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
|
||||
const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
|
||||
const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
|
||||
const HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25);
|
||||
const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
|
||||
|
||||
// This system handles changing all buttons color based on mouse interaction
|
||||
fn button_system(
|
||||
mut interaction_query: Query<
|
||||
(&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
) {
|
||||
for (interaction, mut color, selected) in &mut interaction_query {
|
||||
*color = match (*interaction, selected) {
|
||||
(Interaction::Clicked, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
|
||||
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
|
||||
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
|
||||
(Interaction::None, None) => NORMAL_BUTTON.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
|
||||
menu_state.set(MenuState::Main);
|
||||
}
|
||||
|
||||
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
let font = asset_server.load("fonts/OpenSans-Bold.ttf");
|
||||
// Common style for all buttons on the screen
|
||||
let button_style = Style {
|
||||
size: Size::new(Val::Px(250.0), Val::Px(65.0)),
|
||||
margin: UiRect::all(Val::Px(20.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
};
|
||||
/*
|
||||
let button_icon_style = Style {
|
||||
size: Size::new(Val::Px(30.0), Val::Auto),
|
||||
// This takes the icons out of the flexbox flow, to be positioned exactly
|
||||
position_type: PositionType::Absolute,
|
||||
// The icon will be close to the left border of the button
|
||||
position: UiRect {
|
||||
left: Val::Px(10.0),
|
||||
right: Val::Auto,
|
||||
top: Val::Auto,
|
||||
bottom: Val::Auto,
|
||||
},
|
||||
..default()
|
||||
};
|
||||
*/
|
||||
let button_text_style = TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 40.0,
|
||||
color: TEXT_COLOR,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
NodeBundle {
|
||||
style: Style {
|
||||
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
OnMainMenuScreen,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent
|
||||
.spawn(NodeBundle {
|
||||
style: Style {
|
||||
flex_direction: FlexDirection::Column,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
background_color: Color::CRIMSON.into(),
|
||||
..default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
// Display the game name
|
||||
parent.spawn(
|
||||
TextBundle::from_section(
|
||||
"Tee City",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 80.0,
|
||||
color: TEXT_COLOR,
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
margin: UiRect::all(Val::Px(50.0)),
|
||||
..default()
|
||||
}),
|
||||
);
|
||||
|
||||
// Display three buttons for each action available from the main menu:
|
||||
// - new game
|
||||
// - settings
|
||||
// - quit
|
||||
parent
|
||||
.spawn((
|
||||
ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
background_color: NORMAL_BUTTON.into(),
|
||||
..default()
|
||||
},
|
||||
MenuButtonAction::Play,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
/*
|
||||
let icon = asset_server.load("textures/Game Icons/right.png");
|
||||
parent.spawn(ImageBundle {
|
||||
style: button_icon_style.clone(),
|
||||
image: UiImage::new(icon),
|
||||
..default()
|
||||
});
|
||||
*/
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"New Game",
|
||||
button_text_style.clone(),
|
||||
));
|
||||
});
|
||||
parent
|
||||
.spawn((
|
||||
ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
background_color: NORMAL_BUTTON.into(),
|
||||
..default()
|
||||
},
|
||||
MenuButtonAction::Settings,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
/*
|
||||
let icon = asset_server.load("textures/Game Icons/wrench.png");
|
||||
parent.spawn(ImageBundle {
|
||||
style: button_icon_style.clone(),
|
||||
image: UiImage::new(icon),
|
||||
..default()
|
||||
});
|
||||
*/
|
||||
parent.spawn(TextBundle::from_section(
|
||||
"Settings",
|
||||
button_text_style.clone(),
|
||||
));
|
||||
});
|
||||
parent
|
||||
.spawn((
|
||||
ButtonBundle {
|
||||
style: button_style,
|
||||
background_color: NORMAL_BUTTON.into(),
|
||||
..default()
|
||||
},
|
||||
MenuButtonAction::Quit,
|
||||
))
|
||||
.with_children(|parent| {
|
||||
/*
|
||||
let icon = asset_server.load("textures/Game Icons/exitRight.png");
|
||||
parent.spawn(ImageBundle {
|
||||
style: button_icon_style,
|
||||
image: UiImage::new(icon),
|
||||
..default()
|
||||
});
|
||||
*/
|
||||
parent.spawn(TextBundle::from_section("Quit", button_text_style));
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn menu_action(
|
||||
interaction_query: Query<
|
||||
(&Interaction, &MenuButtonAction),
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
mut app_exit_events: EventWriter<AppExit>,
|
||||
mut menu_state: ResMut<NextState<MenuState>>,
|
||||
mut game_state: ResMut<NextState<AppState>>,
|
||||
) {
|
||||
for (interaction, menu_button_action) in &interaction_query {
|
||||
if *interaction == Interaction::Clicked {
|
||||
match menu_button_action {
|
||||
MenuButtonAction::Quit => app_exit_events.send(AppExit),
|
||||
MenuButtonAction::Play => {
|
||||
game_state.set(AppState::InGame);
|
||||
menu_state.set(MenuState::Disabled);
|
||||
}
|
||||
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
|
||||
MenuButtonAction::SettingsDisplay => {
|
||||
menu_state.set(MenuState::SettingsDisplay);
|
||||
}
|
||||
MenuButtonAction::SettingsSound => {
|
||||
menu_state.set(MenuState::SettingsSound);
|
||||
}
|
||||
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
|
||||
MenuButtonAction::BackToSettings => {
|
||||
menu_state.set(MenuState::Settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue