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74673e072c
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70
src/end_state.rs
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70
src/end_state.rs
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@ -0,0 +1,70 @@
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use bevy::prelude::*;
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use core::Player;
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use core::GameState;
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fn setup(
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mut commands: Commands,
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_asset_server: Res<AssetServer>,
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mut player_query: Query<&mut Player>
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) {
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if let Ok(player) = player_query.get_single_mut() {
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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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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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"Game Over", // 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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format!("final score : {}", player.score), // 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, GameOver)).id();
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let bottom_text = commands.spawn((bottom_text_node, GameOver)).id();
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commands.entity(container).push_children(&[top_text, bottom_text]);
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}
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}
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fn buttons(
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keys: Res<ButtonInput<KeyCode>>,
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mut game_state: ResMut<NextState<GameState>>
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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::Start);
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}
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}
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0
src/game_state.rs
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0
src/game_state.rs
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71
src/main.rs
71
src/main.rs
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@ -9,6 +9,8 @@ use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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use rand::seq::SliceRandom;
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use rand::RngCore;
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use rand::RngCore;
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mod end_state;
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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@ -124,78 +126,13 @@ fn main() {
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.add_systems(Update, game_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, label_update.run_if(in_state(GameState::Game)))
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.add_systems(Update, label_update.run_if(in_state(GameState::Game)))
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.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
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.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
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.add_systems(OnEnter(GameState::End), end_setup)
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.add_systems(OnEnter(GameState::End), end_state::setup)
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.add_systems(Update, end_buttons.run_if(in_state(GameState::End)))
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.add_systems(Update, end_state::buttons.run_if(in_state(GameState::End)))
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.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
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.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
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.run();
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.run();
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}
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}
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fn end_setup(
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mut commands: Commands,
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_asset_server: Res<AssetServer>,
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mut player_query: Query<&mut Player>
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) {
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if let Ok(player) = player_query.get_single_mut() {
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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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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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"Game Over", // 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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format!("final score : {}", player.score), // 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, GameOver)).id();
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let bottom_text = commands.spawn((bottom_text_node, GameOver)).id();
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commands.entity(container).push_children(&[top_text, bottom_text]);
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}
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}
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fn end_buttons(
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keys: Res<ButtonInput<KeyCode>>,
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mut game_state: ResMut<NextState<GameState>>
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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::Start);
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}
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}
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fn start_ui_setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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fn start_ui_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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// Create a container node that places its children (text areas) in a vertical column and centers them
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0
src/start_state.rs
Normal file
0
src/start_state.rs
Normal file
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