extracted game state

This commit is contained in:
WanderingPenwing 2024-10-06 16:19:10 +02:00
parent dca2965f60
commit b4692c7796
2 changed files with 335 additions and 322 deletions

View file

@ -0,0 +1,330 @@
use bevy::prelude::*;
use std::f64::consts::PI;
use rand::seq::SliceRandom;
use rand::RngCore;
use crate::Player;
use crate::GameState;
use crate::MainGame;
use crate::Sky;
use crate::ConstellationLine;
use crate::celestial_to_cartesian;
use crate::spawn_cons_lines;
use crate::NORMAL_BUTTON;
use crate::RIGHT_BUTTON;
use crate::WRONG_BUTTON;
#[derive(Component)]
pub struct AnswerButton;
#[derive(Component)]
pub struct HealthLabel;
#[derive(Component)]
pub struct ScoreLabel;
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
let container_node = NodeBundle {
style: Style {
width: Val::Percent(100.0), // Full width of the screen
height: Val::Percent(100.0), // Full height of the screen
flex_direction: FlexDirection::Row, // Arrange children in a row (horizontal)
justify_content: JustifyContent::Center, // Center horizontally
align_items: AlignItems::FlexEnd, // Place at the bottom of the screen
padding: UiRect::all(Val::Px(10.0)), // Optional padding
..default()
},
..default()
};
// Button style (same for all buttons)
let button_style = Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
margin: UiRect::all(Val::Px(10.0)), // Add margin between buttons
justify_content: JustifyContent::Center, // Center text horizontally
align_items: AlignItems::Center, // Center text vertically
border: UiRect::all(Val::Px(5.0)),
..default()
};
// Create the container for the buttons
let container = commands.spawn(container_node).id();
// Function to create buttons with different text
for _i in 1..=4 {
let button_node = ButtonBundle {
style: button_style.clone(),
border_color: BorderColor(Color::BLACK),
background_color: NORMAL_BUTTON.into(),
..default()
};
let button_text_node = TextBundle::from_section(
"".to_string(),
TextStyle {
//font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font
font_size: 15.0,
color: Color::srgb(0.9, 0.9, 0.9),
..default()
},
);
// Spawn the button and its text as children of the container
let button = commands.spawn((button_node, MainGame)).id();
let button_text = commands.spawn((button_text_node, AnswerButton, MainGame)).id();
commands.entity(button).push_children(&[button_text]);
commands.entity(container).push_children(&[button]);
}
// Label style for top corners
let label_style = Style {
position_type: PositionType::Absolute, // Absolute positioning
width: Val::Auto, // Auto width to fit text
height: Val::Auto, // Auto height to fit text
margin: UiRect::all(Val::Px(10.0)), // Margin around the text
..default()
};
// Top left label
let top_left_label_node = TextBundle {
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(10.0),
top: Val::Px(10.0),
..label_style.clone()
},
text: Text::from_section(
"* * *", // Text content
TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
color: Color::WHITE,
..default()
},
),
..default()
};
// Top right label
let top_right_label_node = TextBundle {
style: Style {
position_type: PositionType::Absolute,
right: Val::Px(10.0),
top: Val::Px(10.0),
..label_style.clone()
},
text: Text::from_section(
"0000", // Text content
TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
color: Color::WHITE,
..default()
},
),
..default()
};
// Spawn the top left and top right labels
commands.spawn((top_left_label_node, MainGame, HealthLabel));
commands.spawn((top_right_label_node, MainGame, ScoreLabel));
}
pub fn player_interact(
keys: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
sky: Res<Sky>, // Res to access the Sky resource
text_query: Query<&mut Text, With<AnswerButton>>,
button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
constellation_line_query : Query<(Entity, &ConstellationLine)>,
commands: Commands,
game_state: ResMut<NextState<GameState>>
) {
if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
// If the space key was just pressed
if keys.just_pressed(KeyCode::Space) || player.target_cons_name.is_none() {
choose_constellation(&mut player, sky, text_query, button_query, constellation_line_query, commands, game_state);
return
}
let mut rotation = Quat::IDENTITY;
// Rotate left when the A key is pressed
if keys.pressed(KeyCode::KeyA) {
rotation *= Quat::from_rotation_y((PI / 60.0) as f32); // Rotate by 3 degrees (PI/60 radians)
}
// Rotate right when the D key is pressed
if keys.pressed(KeyCode::KeyD) {
rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees
}
// Apply the rotation to the transform
if rotation != Quat::IDENTITY {
transform.rotation *= rotation; // Apply the rotation
player.target_rotation = None;
}
if let Some(target_rotation) = player.target_rotation {
let current_rotation = transform.rotation;
transform.rotation = current_rotation.slerp(target_rotation, 0.1);
if transform.rotation.angle_between(target_rotation) < 0.01 {
player.target_rotation = None;
}
}
}
}
pub fn ui_labels(
mut param_set: ParamSet<(
Query<&mut Text, With<HealthLabel>>,
Query<&mut Text, With<ScoreLabel>>,
)>,
mut player_query: Query<(&mut Player, &mut Transform)>,
) {
if let Ok((player, _)) = player_query.get_single_mut() {
// Update the health label
if let Ok(mut health_text) = param_set.p0().get_single_mut() {
health_text.sections[0].value = "# ".repeat(player.health);
}
// Update the score label
if let Ok(mut score_text) = param_set.p1().get_single_mut() {
score_text.sections[0].value = format!("{}", player.score);
}
}
}
pub fn ui_buttons(
mut interaction_query: Query<
(
&Interaction,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
With<Button>,
>,
mut text_query: Query<&mut Text, With<AnswerButton>>,
mut player_query: Query<&mut Player>,
commands: Commands,
meshes: ResMut<Assets<Mesh>>,
materials: ResMut<Assets<StandardMaterial>>,
sky: Res<Sky>
) {
if let Ok(mut player) = player_query.get_single_mut() {
if !player.thinking {
return
}
let mut pressed_button: Option<String> = None;
for (
interaction,
_color,
_border_color,
children
) in &mut interaction_query {
if *interaction == Interaction::Pressed {
if let Ok(text) = text_query.get_mut(children[0]) {
pressed_button = Some(text.sections[0].value.clone());
}
}
}
if let Some(selected_cons) = pressed_button {
if let Some(target_cons) = player.target_cons_name.clone() {
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
if target_cons == selected_cons {
player.score += 100;
} else {
player.health -= 1;
}
player.thinking = false;
for (
_interaction,
mut color,
mut border_color,
children
) in &mut interaction_query {
if let Ok(text) = text_query.get_mut(children[0]) {
let button_text = text.sections[0].value.clone();
*color = if button_text == target_cons {
RIGHT_BUTTON.into()
} else {
WRONG_BUTTON.into()
};
border_color.0 = if button_text == selected_cons {
Color::WHITE
} else {
Color::BLACK
};
}
}
}
}
}
}
fn choose_constellation(
player: &mut Player,
sky: Res<Sky>, // Res to access the Sky resource
mut text_query: Query<&mut Text, With<AnswerButton>>,
mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
constellation_line_query : Query<(Entity, &ConstellationLine)>,
mut commands: Commands,
mut game_state: ResMut<NextState<GameState>>
) {
if player.health == 0 {
info!("dead");
game_state.set(GameState::End);
}
if sky.content.len() >= 4 {
let mut rng = rand::thread_rng();
let mut selected_constellations = sky.content.clone();
selected_constellations.shuffle(&mut rng);
let constellations = &selected_constellations[0..4];
let target_index = rng.next_u32().rem_euclid(4) as usize;
let target_constellation = &constellations[target_index];
let target_rotation = Quat::from_rotation_arc(
Vec3::Z,
-celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
);
player.target_rotation = Some(target_rotation);
player.target_cons_name = Some(target_constellation.name.clone());
info!("Target constellation: {}", target_constellation.name);
for (i, mut text) in text_query.iter_mut().enumerate() {
text.sections[0].value = constellations[i].name.clone();
}
for (mut bg_color, mut border_color) in &mut button_query {
*bg_color = NORMAL_BUTTON.into();
*border_color = Color::BLACK.into();
}
for (entity, _line) in constellation_line_query.iter() {
commands.entity(entity).despawn();
}
player.thinking = true;
} else {
info!("Not enough constellations in the sky (need 4)");
}
}

View file

@ -6,11 +6,10 @@ use std::fs::File;
use std::io::Read;
use serde::{Deserialize, Serialize};
use std::f64::consts::PI;
use rand::seq::SliceRandom;
use rand::RngCore;
mod end_state;
mod start_state;
mod game_state;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
@ -74,15 +73,6 @@ struct StarPos {
#[derive(Component)]
struct Star;
#[derive(Component)]
struct AnswerButton;
#[derive(Component)]
struct HealthLabel;
#[derive(Component)]
struct ScoreLabel;
#[derive(Component)]
struct ConstellationLine;
@ -122,10 +112,10 @@ fn main() {
.add_systems(OnEnter(GameState::Start), start_state::setup)
.add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start)))
.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
.add_systems(OnEnter(GameState::Game), game_ui_setup)
.add_systems(Update, player_input.run_if(in_state(GameState::Game)))
.add_systems(Update, game_buttons.run_if(in_state(GameState::Game)))
.add_systems(Update, label_update.run_if(in_state(GameState::Game)))
.add_systems(OnEnter(GameState::Game), game_state::setup)
.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
.add_systems(OnEnter(GameState::End), end_state::setup)
.add_systems(Update, end_state::player_interact.run_if(in_state(GameState::End)))
@ -277,313 +267,6 @@ fn get_cons() -> std::io::Result<Vec<Constellation>> {
Ok(sky_data)
}
fn game_ui_setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
// Create a container node that places its children (buttons) at the bottom of the screen
let container_node = NodeBundle {
style: Style {
width: Val::Percent(100.0), // Full width of the screen
height: Val::Percent(100.0), // Full height of the screen
flex_direction: FlexDirection::Row, // Arrange children in a row (horizontal)
justify_content: JustifyContent::Center, // Center horizontally
align_items: AlignItems::FlexEnd, // Place at the bottom of the screen
padding: UiRect::all(Val::Px(10.0)), // Optional padding
..default()
},
..default()
};
// Button style (same for all buttons)
let button_style = Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
margin: UiRect::all(Val::Px(10.0)), // Add margin between buttons
justify_content: JustifyContent::Center, // Center text horizontally
align_items: AlignItems::Center, // Center text vertically
border: UiRect::all(Val::Px(5.0)),
..default()
};
// Create the container for the buttons
let container = commands.spawn(container_node).id();
// Function to create buttons with different text
for _i in 1..=4 {
let button_node = ButtonBundle {
style: button_style.clone(),
border_color: BorderColor(Color::BLACK),
background_color: NORMAL_BUTTON.into(),
..default()
};
let button_text_node = TextBundle::from_section(
"".to_string(),
TextStyle {
//font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font
font_size: 15.0,
color: Color::srgb(0.9, 0.9, 0.9),
..default()
},
);
// Spawn the button and its text as children of the container
let button = commands.spawn((button_node, MainGame)).id();
let button_text = commands.spawn((button_text_node, AnswerButton, MainGame)).id();
commands.entity(button).push_children(&[button_text]);
commands.entity(container).push_children(&[button]);
}
// Label style for top corners
let label_style = Style {
position_type: PositionType::Absolute, // Absolute positioning
width: Val::Auto, // Auto width to fit text
height: Val::Auto, // Auto height to fit text
margin: UiRect::all(Val::Px(10.0)), // Margin around the text
..default()
};
// Top left label
let top_left_label_node = TextBundle {
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(10.0),
top: Val::Px(10.0),
..label_style.clone()
},
text: Text::from_section(
"* * *", // Text content
TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
color: Color::WHITE,
..default()
},
),
..default()
};
// Top right label
let top_right_label_node = TextBundle {
style: Style {
position_type: PositionType::Absolute,
right: Val::Px(10.0),
top: Val::Px(10.0),
..label_style.clone()
},
text: Text::from_section(
"0000", // Text content
TextStyle {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
color: Color::WHITE,
..default()
},
),
..default()
};
// Spawn the top left and top right labels
commands.spawn((top_left_label_node, MainGame, HealthLabel));
commands.spawn((top_right_label_node, MainGame, ScoreLabel));
}
fn choose_constellation(
player: &mut Player,
sky: Res<Sky>, // Res to access the Sky resource
mut text_query: Query<&mut Text, With<AnswerButton>>,
mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
constellation_line_query : Query<(Entity, &ConstellationLine)>,
mut commands: Commands,
mut game_state: ResMut<NextState<GameState>>
) {
if player.health == 0 {
info!("dead");
game_state.set(GameState::End);
}
if sky.content.len() >= 4 {
let mut rng = rand::thread_rng();
let mut selected_constellations = sky.content.clone();
selected_constellations.shuffle(&mut rng);
let constellations = &selected_constellations[0..4];
let target_index = rng.next_u32().rem_euclid(4) as usize;
let target_constellation = &constellations[target_index];
let target_rotation = Quat::from_rotation_arc(
Vec3::Z,
-celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
);
player.target_rotation = Some(target_rotation);
player.target_cons_name = Some(target_constellation.name.clone());
info!("Target constellation: {}", target_constellation.name);
for (i, mut text) in text_query.iter_mut().enumerate() {
text.sections[0].value = constellations[i].name.clone();
}
for (mut bg_color, mut border_color) in &mut button_query {
*bg_color = NORMAL_BUTTON.into();
*border_color = Color::BLACK.into();
}
for (entity, _line) in constellation_line_query.iter() {
commands.entity(entity).despawn();
}
player.thinking = true;
} else {
info!("Not enough constellations in the sky (need 4)");
}
}
fn player_input(
keys: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
sky: Res<Sky>, // Res to access the Sky resource
text_query: Query<&mut Text, With<AnswerButton>>,
button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
constellation_line_query : Query<(Entity, &ConstellationLine)>,
commands: Commands,
game_state: ResMut<NextState<GameState>>
) {
if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
// If the space key was just pressed
if keys.just_pressed(KeyCode::Space) || player.target_cons_name.is_none() {
choose_constellation(&mut player, sky, text_query, button_query, constellation_line_query, commands, game_state);
return
}
let mut rotation = Quat::IDENTITY;
// Rotate left when the A key is pressed
if keys.pressed(KeyCode::KeyA) {
rotation *= Quat::from_rotation_y((PI / 60.0) as f32); // Rotate by 3 degrees (PI/60 radians)
}
// Rotate right when the D key is pressed
if keys.pressed(KeyCode::KeyD) {
rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees
}
// Apply the rotation to the transform
if rotation != Quat::IDENTITY {
transform.rotation *= rotation; // Apply the rotation
player.target_rotation = None;
}
if let Some(target_rotation) = player.target_rotation {
let current_rotation = transform.rotation;
transform.rotation = current_rotation.slerp(target_rotation, 0.1);
if transform.rotation.angle_between(target_rotation) < 0.01 {
player.target_rotation = None;
}
}
}
}
fn label_update(
mut param_set: ParamSet<(
Query<&mut Text, With<HealthLabel>>,
Query<&mut Text, With<ScoreLabel>>,
)>,
mut player_query: Query<(&mut Player, &mut Transform)>,
) {
if let Ok((player, _)) = player_query.get_single_mut() {
// Update the health label
if let Ok(mut health_text) = param_set.p0().get_single_mut() {
health_text.sections[0].value = "# ".repeat(player.health);
}
// Update the score label
if let Ok(mut score_text) = param_set.p1().get_single_mut() {
score_text.sections[0].value = format!("{}", player.score);
}
}
}
fn game_buttons(
mut interaction_query: Query<
(
&Interaction,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
With<Button>,
>,
mut text_query: Query<&mut Text, With<AnswerButton>>,
mut player_query: Query<&mut Player>,
commands: Commands,
meshes: ResMut<Assets<Mesh>>,
materials: ResMut<Assets<StandardMaterial>>,
sky: Res<Sky>
) {
if let Ok(mut player) = player_query.get_single_mut() {
if !player.thinking {
return
}
let mut pressed_button: Option<String> = None;
for (
interaction,
_color,
_border_color,
children
) in &mut interaction_query {
if *interaction == Interaction::Pressed {
if let Ok(text) = text_query.get_mut(children[0]) {
pressed_button = Some(text.sections[0].value.clone());
}
}
}
if let Some(selected_cons) = pressed_button {
if let Some(target_cons) = player.target_cons_name.clone() {
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
if target_cons == selected_cons {
player.score += 100;
} else {
player.health -= 1;
}
player.thinking = false;
for (
_interaction,
mut color,
mut border_color,
children
) in &mut interaction_query {
if let Ok(text) = text_query.get_mut(children[0]) {
let button_text = text.sections[0].value.clone();
*color = if button_text == target_cons {
RIGHT_BUTTON.into()
} else {
WRONG_BUTTON.into()
};
border_color.0 = if button_text == selected_cons {
Color::WHITE
} else {
Color::BLACK
};
}
}
}
}
}
}
// Generic system that takes a component as a parameter, and will despawn all entities with that component
fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
for entity in &to_despawn {