extracted start state
This commit is contained in:
parent
3da156f2eb
commit
dca2965f60
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@ -60,7 +60,7 @@ pub fn setup(
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}
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}
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pub fn buttons(
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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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) {
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94
src/main.rs
94
src/main.rs
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@ -10,6 +10,7 @@ use rand::seq::SliceRandom;
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use rand::RngCore;
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mod end_state;
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mod start_state;
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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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@ -118,8 +119,8 @@ fn main() {
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.init_state::<GameState>()
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.add_systems(Startup, star_setup)
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.add_systems(Startup, cons_setup)
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.add_systems(OnEnter(GameState::Start), start_ui_setup)
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.add_systems(Update, start_menu_system.run_if(in_state(GameState::Start)))
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.add_systems(OnEnter(GameState::Start), start_state::setup)
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.add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start)))
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.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
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.add_systems(OnEnter(GameState::Game), game_ui_setup)
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.add_systems(Update, player_input.run_if(in_state(GameState::Game)))
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@ -127,81 +128,11 @@ fn main() {
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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(OnEnter(GameState::End), end_state::setup)
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.add_systems(Update, end_state::buttons.run_if(in_state(GameState::End)))
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.add_systems(Update, end_state::player_interact.run_if(in_state(GameState::End)))
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.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
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.run();
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}
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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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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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fn spawn_cons_lines(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -554,25 +485,8 @@ fn player_input(
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}
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}
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fn start_menu_system(
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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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fn label_update(
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mut param_set: ParamSet<(
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Query<&mut Text, With<HealthLabel>>,
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0
src/stars.rs
Normal file
0
src/stars.rs
Normal file
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@ -0,0 +1,92 @@
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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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