Compare commits
10 commits
6537bf1cec
...
6328756c2b
Author | SHA1 | Date | |
---|---|---|---|
6328756c2b | |||
350b963e09 | |||
b4692c7796 | |||
dca2965f60 | |||
3da156f2eb | |||
440ec86cc7 | |||
74673e072c | |||
7a95723c07 | |||
0baf9f51ba | |||
b40cd074be |
BIN
assets/Banjo.ogg
Normal file
BIN
assets/Banjo.ogg
Normal file
Binary file not shown.
BIN
assets/test.png
BIN
assets/test.png
Binary file not shown.
Before Width: | Height: | Size: 83 KiB |
71
src/end_state.rs
Normal file
71
src/end_state.rs
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use crate::Player;
|
||||||
|
use crate::GameState;
|
||||||
|
use crate::GameOver;
|
||||||
|
|
||||||
|
pub fn setup(
|
||||||
|
mut commands: Commands,
|
||||||
|
_asset_server: Res<AssetServer>,
|
||||||
|
mut player_query: Query<&mut Player>
|
||||||
|
) {
|
||||||
|
if let Ok(player) = player_query.get_single_mut() {
|
||||||
|
// Create a container node that places its children (text areas) in a vertical column and centers them
|
||||||
|
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::Column, // Arrange children in a column (vertical)
|
||||||
|
justify_content: JustifyContent::Center, // Center vertically
|
||||||
|
align_items: AlignItems::Center, // Center horizontally
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
let container = commands.spawn(container_node).id();
|
||||||
|
|
||||||
|
// TextStyle for the top text (larger font)
|
||||||
|
let top_text_style = TextStyle {
|
||||||
|
font_size: 50.0, // Larger font size
|
||||||
|
color: Color::WHITE,
|
||||||
|
// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font if needed
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// TextStyle for the bottom text (smaller font)
|
||||||
|
let bottom_text_style = TextStyle {
|
||||||
|
font_size: 30.0, // Smaller font size
|
||||||
|
color: Color::WHITE,
|
||||||
|
// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// TextBundle for the top text
|
||||||
|
let top_text_node = TextBundle::from_section(
|
||||||
|
"Game Over", // Text for the top section
|
||||||
|
top_text_style,
|
||||||
|
);
|
||||||
|
|
||||||
|
// TextBundle for the bottom text
|
||||||
|
let bottom_text_node = TextBundle::from_section(
|
||||||
|
format!("final score : {}", player.score), // Text for the bottom section
|
||||||
|
bottom_text_style,
|
||||||
|
);
|
||||||
|
|
||||||
|
// Spawn the text nodes and add them as children to the container
|
||||||
|
let top_text = commands.spawn((top_text_node, GameOver)).id();
|
||||||
|
let bottom_text = commands.spawn((bottom_text_node, GameOver)).id();
|
||||||
|
|
||||||
|
commands.entity(container).push_children(&[top_text, bottom_text]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn player_interact(
|
||||||
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
|
mut game_state: ResMut<NextState<GameState>>
|
||||||
|
) {
|
||||||
|
if keys.just_pressed(KeyCode::Space) {
|
||||||
|
info!("start space");
|
||||||
|
game_state.set(GameState::Start);
|
||||||
|
}
|
||||||
|
}
|
392
src/game_state.rs
Normal file
392
src/game_state.rs
Normal file
|
@ -0,0 +1,392 @@
|
||||||
|
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::PlayerState;
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct HintLabel;
|
||||||
|
|
||||||
|
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(
|
||||||
|
"0", // Text content
|
||||||
|
TextStyle {
|
||||||
|
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
||||||
|
font_size: 30.0,
|
||||||
|
color: Color::WHITE,
|
||||||
|
..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
|
||||||
|
commands.spawn((top_left_label_node, MainGame, HealthLabel));
|
||||||
|
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]);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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>>,
|
||||||
|
meshes: ResMut<Assets<Mesh>>,
|
||||||
|
materials: ResMut<Assets<StandardMaterial>>,
|
||||||
|
) {
|
||||||
|
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
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
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>>,
|
||||||
|
Query<&mut Text, With<HintLabel>>,
|
||||||
|
)>,
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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.state == PlayerState::Answered {
|
||||||
|
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() {
|
||||||
|
if player.state == PlayerState::Playing {
|
||||||
|
spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
|
||||||
|
}
|
||||||
|
|
||||||
|
if target_cons == selected_cons {
|
||||||
|
if player.state == PlayerState::Hinted {
|
||||||
|
player.score += 20;
|
||||||
|
} else {
|
||||||
|
player.score += 100;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
player.health -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
player.state = PlayerState::Answered;
|
||||||
|
|
||||||
|
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.state = PlayerState::Playing;
|
||||||
|
} else {
|
||||||
|
info!("Not enough constellations in the sky (need 4)");
|
||||||
|
}
|
||||||
|
}
|
346
src/main.rs
346
src/main.rs
|
@ -6,8 +6,10 @@ use std::fs::File;
|
||||||
use std::io::Read;
|
use std::io::Read;
|
||||||
use serde::{Deserialize, Serialize};
|
use serde::{Deserialize, Serialize};
|
||||||
use std::f64::consts::PI;
|
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 NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
||||||
const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
|
const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
|
||||||
|
@ -71,9 +73,6 @@ struct StarPos {
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct Star;
|
struct Star;
|
||||||
|
|
||||||
#[derive(Component)]
|
|
||||||
struct AnswerButton;
|
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
struct ConstellationLine;
|
struct ConstellationLine;
|
||||||
|
|
||||||
|
@ -92,6 +91,14 @@ struct Player {
|
||||||
target_cons_name: Option<String>,
|
target_cons_name: Option<String>,
|
||||||
score: usize,
|
score: usize,
|
||||||
health: usize,
|
health: usize,
|
||||||
|
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)]
|
||||||
|
@ -109,100 +116,21 @@ fn main() {
|
||||||
.init_state::<GameState>()
|
.init_state::<GameState>()
|
||||||
.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_ui_setup)
|
.add_systems(OnEnter(GameState::Start), start_state::setup)
|
||||||
.add_systems(Update, start_menu_system.run_if(in_state(GameState::Start)))
|
.add_systems(OnEnter(GameState::Start), start_state::audio_setup)
|
||||||
|
.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_ui_setup)
|
.add_systems(OnEnter(GameState::Game), game_state::setup)
|
||||||
.add_systems(Update, player_input.run_if(in_state(GameState::Game)))
|
.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
|
||||||
.add_systems(Update, game_buttons.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(OnExit(GameState::Game), despawn_screen::<MainGame>)
|
||||||
.add_systems(OnEnter(GameState::End), end_setup)
|
.add_systems(OnEnter(GameState::End), end_state::setup)
|
||||||
.add_systems(Update, end_buttons.run_if(in_state(GameState::End)))
|
.add_systems(Update, end_state::player_interact.run_if(in_state(GameState::End)))
|
||||||
.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
|
.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
fn end_setup() {
|
|
||||||
info!("ending")
|
|
||||||
}
|
|
||||||
|
|
||||||
fn end_buttons(
|
|
||||||
keys: Res<ButtonInput<KeyCode>>,
|
|
||||||
mut game_state: ResMut<NextState<GameState>>
|
|
||||||
) {
|
|
||||||
if keys.just_pressed(KeyCode::Space) {
|
|
||||||
info!("start space");
|
|
||||||
game_state.set(GameState::Start);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn start_ui_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
|
|
||||||
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::Column, // Arrange children in a column (vertical)
|
|
||||||
justify_content: JustifyContent::Center, // Center vertically
|
|
||||||
align_items: AlignItems::Center, // Center horizontally
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
..default()
|
|
||||||
};
|
|
||||||
|
|
||||||
// Create the container for the text areas
|
|
||||||
let container = commands.spawn(container_node).id();
|
|
||||||
|
|
||||||
// TextStyle for the top text (larger font)
|
|
||||||
let top_text_style = TextStyle {
|
|
||||||
font_size: 50.0, // Larger font size
|
|
||||||
color: Color::WHITE,
|
|
||||||
// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font if needed
|
|
||||||
..default()
|
|
||||||
};
|
|
||||||
|
|
||||||
// TextStyle for the bottom text (smaller font)
|
|
||||||
let bottom_text_style = TextStyle {
|
|
||||||
font_size: 30.0, // Smaller font size
|
|
||||||
color: Color::WHITE,
|
|
||||||
// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
|
|
||||||
..default()
|
|
||||||
};
|
|
||||||
|
|
||||||
// TextBundle for the top text
|
|
||||||
let top_text_node = TextBundle::from_section(
|
|
||||||
"Astraea", // Text for the top section
|
|
||||||
top_text_style,
|
|
||||||
);
|
|
||||||
|
|
||||||
// TextBundle for the bottom text
|
|
||||||
let bottom_text_node = TextBundle::from_section(
|
|
||||||
"Press Space to Begin", // Text for the bottom section
|
|
||||||
bottom_text_style,
|
|
||||||
);
|
|
||||||
|
|
||||||
// Spawn the text nodes and add them as children to the container
|
|
||||||
let top_text = commands.spawn((top_text_node, StartMenu)).id();
|
|
||||||
let bottom_text = commands.spawn((bottom_text_node, StartMenu)).id();
|
|
||||||
|
|
||||||
commands.entity(container).push_children(&[top_text, bottom_text]);
|
|
||||||
|
|
||||||
commands.spawn((
|
|
||||||
Camera3dBundle {
|
|
||||||
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
Player {
|
|
||||||
target_rotation: None,
|
|
||||||
target_cons_name: None,
|
|
||||||
score: 0,
|
|
||||||
health: 3,
|
|
||||||
},
|
|
||||||
GameOver,
|
|
||||||
));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
fn spawn_cons_lines(
|
fn spawn_cons_lines(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut meshes: ResMut<Assets<Mesh>>,
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
@ -347,238 +275,6 @@ fn get_cons() -> std::io::Result<Vec<Constellation>> {
|
||||||
Ok(sky_data)
|
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]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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,
|
|
||||||
) {
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
} 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,
|
|
||||||
) {
|
|
||||||
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);
|
|
||||||
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 start_menu_system(
|
|
||||||
keys: Res<ButtonInput<KeyCode>>,
|
|
||||||
mut game_state: ResMut<NextState<GameState>>
|
|
||||||
) {
|
|
||||||
if keys.just_pressed(KeyCode::Space) {
|
|
||||||
info!("start space");
|
|
||||||
game_state.set(GameState::Game);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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>,
|
|
||||||
mut game_state: ResMut<NextState<GameState>>
|
|
||||||
) {
|
|
||||||
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 Ok(mut player) = player_query.get_single_mut() {
|
|
||||||
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 {
|
|
||||||
info!("success");
|
|
||||||
player.score += 100;
|
|
||||||
} else {
|
|
||||||
player.health -= 1;
|
|
||||||
if player.health == 0 {
|
|
||||||
info!("dead");
|
|
||||||
game_state.set(GameState::End);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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
|
// 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) {
|
fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
|
||||||
for entity in &to_despawn {
|
for entity in &to_despawn {
|
||||||
|
|
101
src/start_state.rs
Normal file
101
src/start_state.rs
Normal file
|
@ -0,0 +1,101 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use std::f64::consts::PI;
|
||||||
|
use crate::Player;
|
||||||
|
use crate::GameState;
|
||||||
|
use crate::GameOver;
|
||||||
|
use crate::StartMenu;
|
||||||
|
use crate::PlayerState;
|
||||||
|
|
||||||
|
pub fn audio_setup(asset_server: Res<AssetServer>, mut commands: Commands) {
|
||||||
|
commands.spawn(AudioBundle {
|
||||||
|
source: asset_server.load("Banjo.ogg"),
|
||||||
|
settings: PlaybackSettings::LOOP,
|
||||||
|
});
|
||||||
|
info!("audio started");
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
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::Column, // Arrange children in a column (vertical)
|
||||||
|
justify_content: JustifyContent::Center, // Center vertically
|
||||||
|
align_items: AlignItems::Center, // Center horizontally
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// Create the container for the text areas
|
||||||
|
let container = commands.spawn(container_node).id();
|
||||||
|
|
||||||
|
// TextStyle for the top text (larger font)
|
||||||
|
let top_text_style = TextStyle {
|
||||||
|
font_size: 50.0, // Larger font size
|
||||||
|
color: Color::WHITE,
|
||||||
|
// font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font if needed
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// TextStyle for the bottom text (smaller font)
|
||||||
|
let bottom_text_style = TextStyle {
|
||||||
|
font_size: 30.0, // Smaller font size
|
||||||
|
color: Color::WHITE,
|
||||||
|
// font: asset_server.load("fonts/FiraSans-Regular.ttf"), // Load font if needed
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// TextBundle for the top text
|
||||||
|
let top_text_node = TextBundle::from_section(
|
||||||
|
"Astraea", // Text for the top section
|
||||||
|
top_text_style,
|
||||||
|
);
|
||||||
|
|
||||||
|
// TextBundle for the bottom text
|
||||||
|
let bottom_text_node = TextBundle::from_section(
|
||||||
|
"Press Space to Begin", // Text for the bottom section
|
||||||
|
bottom_text_style,
|
||||||
|
);
|
||||||
|
|
||||||
|
// Spawn the text nodes and add them as children to the container
|
||||||
|
let top_text = commands.spawn((top_text_node, StartMenu)).id();
|
||||||
|
let bottom_text = commands.spawn((bottom_text_node, StartMenu)).id();
|
||||||
|
|
||||||
|
commands.entity(container).push_children(&[top_text, bottom_text]);
|
||||||
|
|
||||||
|
commands.spawn((
|
||||||
|
Camera3dBundle {
|
||||||
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
Player {
|
||||||
|
target_rotation: None,
|
||||||
|
target_cons_name: None,
|
||||||
|
score: 0,
|
||||||
|
health: 3,
|
||||||
|
state: PlayerState::Playing,
|
||||||
|
},
|
||||||
|
GameOver,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn player_interact(
|
||||||
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
|
mut game_state: ResMut<NextState<GameState>>,
|
||||||
|
mut player_query: Query<(&mut Player, &mut Transform)>
|
||||||
|
) {
|
||||||
|
if keys.just_pressed(KeyCode::Space) {
|
||||||
|
info!("start space");
|
||||||
|
game_state.set(GameState::Game);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if let Ok((_player, mut transform)) = player_query.get_single_mut() {
|
||||||
|
let mut rotation = Quat::IDENTITY;
|
||||||
|
rotation *= Quat::from_rotation_y((PI / 6000.0) as f32); // Rotate by 3 degrees (PI/60 radians)
|
||||||
|
rotation *= Quat::from_rotation_x((-PI / 2000.0) as f32); // Rotate by -3 degrees
|
||||||
|
transform.rotation *= rotation; // Apply the rotation
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue