hint message

This commit is contained in:
WanderingPenwing 2024-10-06 17:16:03 +02:00
parent b4692c7796
commit 350b963e09
6 changed files with 88 additions and 10 deletions

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assets/Banjo.ogg Normal file

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@ -2,13 +2,17 @@ use bevy::prelude::*;
use std::f64::consts::PI; use std::f64::consts::PI;
use rand::seq::SliceRandom; use rand::seq::SliceRandom;
use rand::RngCore; use rand::RngCore;
use crate::Player; use crate::Player;
use crate::GameState; use crate::GameState;
use crate::MainGame; use crate::MainGame;
use crate::Sky; use crate::Sky;
use crate::ConstellationLine; use crate::ConstellationLine;
use crate::PlayerState;
use crate::celestial_to_cartesian; use crate::celestial_to_cartesian;
use crate::spawn_cons_lines; use crate::spawn_cons_lines;
use crate::NORMAL_BUTTON; use crate::NORMAL_BUTTON;
use crate::RIGHT_BUTTON; use crate::RIGHT_BUTTON;
use crate::WRONG_BUTTON; use crate::WRONG_BUTTON;
@ -22,6 +26,9 @@ pub struct HealthLabel;
#[derive(Component)] #[derive(Component)]
pub struct ScoreLabel; pub struct ScoreLabel;
#[derive(Component)]
pub struct HintLabel;
pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) { pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
// Create a container node that places its children (buttons) at the bottom of the screen // Create a container node that places its children (buttons) at the bottom of the screen
let container_node = NodeBundle { let container_node = NodeBundle {
@ -116,7 +123,7 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
..label_style.clone() ..label_style.clone()
}, },
text: Text::from_section( text: Text::from_section(
"0000", // Text content "0", // Text content
TextStyle { TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0, font_size: 30.0,
@ -127,9 +134,40 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
..default() ..default()
}; };
// Centered container for the "Hint" label
let centered_container_node = NodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Percent(100.0), // Full width
top: Val::Px(20.0), // Positioned at the top
justify_content: JustifyContent::Center, // Center horizontally
align_items: AlignItems::Center, // Center vertically
..default()
},
..default()
};
// Hint label
let hint_label_node = TextBundle::from_section(
"hint",
TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 20.0,
color: Color::srgb(0.7, 0.7, 0.7),
..default()
},
);
// Spawn the top left and top right labels // Spawn the top left and top right labels
commands.spawn((top_left_label_node, MainGame, HealthLabel)); commands.spawn((top_left_label_node, MainGame, HealthLabel));
commands.spawn((top_right_label_node, MainGame, ScoreLabel)); commands.spawn((top_right_label_node, MainGame, ScoreLabel));
// Create a parent container and then spawn the hint label inside it
let centered_container = commands.spawn(centered_container_node).id();
let hint_label = commands.spawn((hint_label_node, MainGame, HintLabel)).id();
commands.entity(centered_container).push_children(&[hint_label]);
} }
@ -141,7 +179,9 @@ pub fn player_interact(
button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
constellation_line_query : Query<(Entity, &ConstellationLine)>, constellation_line_query : Query<(Entity, &ConstellationLine)>,
commands: Commands, commands: Commands,
game_state: ResMut<NextState<GameState>> game_state: ResMut<NextState<GameState>>,
meshes: ResMut<Assets<Mesh>>,
materials: ResMut<Assets<StandardMaterial>>,
) { ) {
if let Ok((mut player, mut transform)) = player_query.get_single_mut() { if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
// If the space key was just pressed // If the space key was just pressed
@ -162,6 +202,13 @@ pub fn player_interact(
rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees
} }
if keys.pressed(KeyCode::KeyI) && player.state == PlayerState::Playing {
if let Some(target_cons) = player.target_cons_name.clone() {
player.state = PlayerState::Hinted;
spawn_cons_lines(commands, meshes, materials, sky, target_cons);
}
}
// Apply the rotation to the transform // Apply the rotation to the transform
if rotation != Quat::IDENTITY { if rotation != Quat::IDENTITY {
transform.rotation *= rotation; // Apply the rotation transform.rotation *= rotation; // Apply the rotation
@ -186,6 +233,7 @@ pub fn ui_labels(
mut param_set: ParamSet<( mut param_set: ParamSet<(
Query<&mut Text, With<HealthLabel>>, Query<&mut Text, With<HealthLabel>>,
Query<&mut Text, With<ScoreLabel>>, Query<&mut Text, With<ScoreLabel>>,
Query<&mut Text, With<HintLabel>>,
)>, )>,
mut player_query: Query<(&mut Player, &mut Transform)>, mut player_query: Query<(&mut Player, &mut Transform)>,
) { ) {
@ -199,7 +247,15 @@ pub fn ui_labels(
if let Ok(mut score_text) = param_set.p1().get_single_mut() { if let Ok(mut score_text) = param_set.p1().get_single_mut() {
score_text.sections[0].value = format!("{}", player.score); score_text.sections[0].value = format!("{}", player.score);
} }
}
if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
if player.state == PlayerState::Answered {
hint_text.sections[0].value = "press space to continue".into();
} else {
hint_text.sections[0].value = "press i to get an hint".into();
}
}
}
} }
@ -221,7 +277,7 @@ pub fn ui_buttons(
sky: Res<Sky> sky: Res<Sky>
) { ) {
if let Ok(mut player) = player_query.get_single_mut() { if let Ok(mut player) = player_query.get_single_mut() {
if !player.thinking { if player.state == PlayerState::Answered {
return return
} }
@ -242,15 +298,21 @@ pub fn ui_buttons(
if let Some(selected_cons) = pressed_button { if let Some(selected_cons) = pressed_button {
if let Some(target_cons) = player.target_cons_name.clone() { if let Some(target_cons) = player.target_cons_name.clone() {
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone()); if player.state == PlayerState::Playing {
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
}
if target_cons == selected_cons { if target_cons == selected_cons {
player.score += 100; if player.state == PlayerState::Hinted {
player.score += 20;
} else {
player.score += 100;
}
} else { } else {
player.health -= 1; player.health -= 1;
} }
player.thinking = false; player.state = PlayerState::Answered;
for ( for (
_interaction, _interaction,
@ -323,7 +385,7 @@ fn choose_constellation(
commands.entity(entity).despawn(); commands.entity(entity).despawn();
} }
player.thinking = true; player.state = PlayerState::Playing;
} else { } else {
info!("Not enough constellations in the sky (need 4)"); info!("Not enough constellations in the sky (need 4)");
} }

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@ -91,7 +91,14 @@ struct Player {
target_cons_name: Option<String>, target_cons_name: Option<String>,
score: usize, score: usize,
health: usize, health: usize,
thinking: bool, state: PlayerState,
}
#[derive(PartialEq)]
enum PlayerState {
Playing,
Hinted,
Answered,
} }
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)] #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
@ -110,6 +117,7 @@ fn main() {
.add_systems(Startup, star_setup) .add_systems(Startup, star_setup)
.add_systems(Startup, cons_setup) .add_systems(Startup, cons_setup)
.add_systems(OnEnter(GameState::Start), start_state::setup) .add_systems(OnEnter(GameState::Start), start_state::setup)
.add_systems(OnEnter(GameState::Start), start_state::audio_setup)
.add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start))) .add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start)))
.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>) .add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
.add_systems(OnEnter(GameState::Game), game_state::setup) .add_systems(OnEnter(GameState::Game), game_state::setup)

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@ -4,6 +4,14 @@ use crate::Player;
use crate::GameState; use crate::GameState;
use crate::GameOver; use crate::GameOver;
use crate::StartMenu; use crate::StartMenu;
use crate::PlayerState;
pub fn audio_setup(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.spawn(AudioBundle {
source: asset_server.load("assets/Banjo.ogg"),
..default()
});
}
pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) { pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
// Create a container node that places its children (text areas) in a vertical column and centers them // Create a container node that places its children (text areas) in a vertical column and centers them
@ -66,7 +74,7 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
target_cons_name: None, target_cons_name: None,
score: 0, score: 0,
health: 3, health: 3,
thinking: true, state: PlayerState::Playing,
}, },
GameOver, GameOver,
)); ));