2024-10-06 15:46:32 +02:00
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use bevy::prelude::*;
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use std::f64::consts::PI;
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use crate::Player;
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use crate::GameState;
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use crate::GameOver;
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use crate::StartMenu;
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pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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// Create a container node that places its children (text areas) in a vertical column and centers them
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let container_node = NodeBundle {
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style: Style {
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width: Val::Percent(100.0), // Full width of the screen
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height: Val::Percent(100.0), // Full height of the screen
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flex_direction: FlexDirection::Column, // Arrange children in a column (vertical)
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justify_content: JustifyContent::Center, // Center vertically
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align_items: AlignItems::Center, // Center horizontally
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..default()
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},
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..default()
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};
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// Create the container for the text areas
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let container = commands.spawn(container_node).id();
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// TextStyle for the top text (larger font)
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let top_text_style = TextStyle {
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font_size: 50.0, // Larger font size
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color: Color::WHITE,
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font if needed
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..default()
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};
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// TextStyle for the bottom text (smaller font)
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let bottom_text_style = TextStyle {
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font_size: 30.0, // Smaller font size
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color: Color::WHITE,
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// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
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..default()
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};
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// TextBundle for the top text
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let top_text_node = TextBundle::from_section(
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"Astraea", // Text for the top section
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top_text_style,
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);
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// TextBundle for the bottom text
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let bottom_text_node = TextBundle::from_section(
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"Press Space to Begin", // Text for the bottom section
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bottom_text_style,
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);
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// Spawn the text nodes and add them as children to the container
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let top_text = commands.spawn((top_text_node, StartMenu)).id();
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let bottom_text = commands.spawn((bottom_text_node, StartMenu)).id();
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commands.entity(container).push_children(&[top_text, bottom_text]);
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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},
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Player {
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target_rotation: None,
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target_cons_name: None,
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score: 0,
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health: 3,
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thinking: true,
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},
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GameOver,
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));
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}
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pub fn player_interact(
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keys: Res<ButtonInput<KeyCode>>,
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mut game_state: ResMut<NextState<GameState>>,
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mut player_query: Query<(&mut Player, &mut Transform)>
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) {
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if keys.just_pressed(KeyCode::Space) {
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info!("start space");
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game_state.set(GameState::Game);
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}
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if let Ok((_player, mut transform)) = player_query.get_single_mut() {
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let mut rotation = Quat::IDENTITY;
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rotation *= Quat::from_rotation_y((PI / 6000.0) as f32); // Rotate by 3 degrees (PI/60 radians)
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rotation *= Quat::from_rotation_x((-PI / 2000.0) as f32); // Rotate by -3 degrees
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transform.rotation *= rotation; // Apply the rotation
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}
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}
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