use bevy::prelude::*; use bevy::math::*; use bevy::render::render_resource::PrimitiveTopology; use bevy::render::render_asset::RenderAssetUsages; use std::fs::File; use std::io::Read; use serde::{Deserialize, Serialize}; use std::f64::consts::PI; use rand::seq::SliceRandom; use rand::RngCore; 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 RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15); const EASYNESS: f32 = 1.5; const MAX_STAR_SIZE: f32 = 0.63; const STAR_SCALE: f32 = 0.02; const SKY_RADIUS: f32 = 4.0; #[derive(Serialize, Deserialize, Debug, Clone)] struct StarData { #[serde(rename = "Dec")] dec: String, #[serde(rename = "HR")] hr: String, #[serde(rename = "K")] k: Option, #[serde(rename = "RA")] ra: String, #[serde(rename = "V")] v: String, #[serde(rename = "C")] constellation: Option, #[serde(rename = "F")] f: Option, #[serde(rename = "B")] bayer_designation: Option, #[serde(rename = "N")] name: Option, } #[derive(Resource, Default)] struct Sky { content: Vec, } #[derive(Serialize, Deserialize, Debug, Clone)] struct Constellation { #[serde(rename = "Name")] name: String, #[serde(rename = "RAh")] rah: f64, #[serde(rename = "DEd")] dec: f64, stars: Vec, lines: Vec<[u32; 2]>, } #[derive(Serialize, Deserialize, Debug, Clone)] struct StarPos { id: usize, #[serde(rename = "bfID")] bfid: String, #[serde(rename = "RAh")] rah: f64, #[serde(rename = "DEd")] dec: f64, } #[derive(Component)] struct Star; #[derive(Component)] struct AnswerButton; #[derive(Component)] struct HealthLabel; #[derive(Component)] struct ScoreLabel; #[derive(Component)] struct ConstellationLine; #[derive(Component)] struct StartMenu; #[derive(Component)] struct MainGame; #[derive(Component)] struct GameOver; #[derive(Component)] struct Player { target_rotation: Option, target_cons_name: Option, score: usize, health: usize, } #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)] enum GameState { #[default] Start, Game, End, } fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Sky::default()) .init_state::() .add_systems(Startup, star_setup) .add_systems(Startup, cons_setup) .add_systems(OnEnter(GameState::Start), start_ui_setup) .add_systems(Update, start_menu_system.run_if(in_state(GameState::Start))) .add_systems(OnExit(GameState::Start), despawn_screen::) .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(OnExit(GameState::Game), despawn_screen::) .add_systems(OnEnter(GameState::End), end_setup) .add_systems(Update, end_buttons.run_if(in_state(GameState::End))) .add_systems(OnExit(GameState::End), despawn_screen::) .run(); } fn end_setup() { info!("ending") } fn end_buttons( keys: Res>, mut game_state: ResMut> ) { if keys.just_pressed(KeyCode::Space) { info!("start space"); game_state.set(GameState::Start); } } fn start_ui_setup(mut commands: Commands, _asset_server: Res) { // 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( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, sky: Res, target_constellation_name: String, ) { // Create a material for the line let line_material = materials.add(StandardMaterial { emissive: LinearRgba::rgb(0.5, 0.5, 1.0), // Red color for the line ..default() }); let mut target_constellation = sky.content[0].clone(); for constellation in sky.content.clone() { if constellation.name == target_constellation_name { target_constellation = constellation; } } let mut vertices : Vec = vec![]; for line in target_constellation.lines { for star_index in line { let star = target_constellation.stars[star_index as usize].clone(); vertices.push(celestial_to_cartesian(star.rah, star.dec)); } } // Create the mesh and add the vertices let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices); commands.spawn(( PbrBundle { mesh: meshes.add(mesh), material: line_material.clone(), transform: Transform::default(), // Position and scale for the line ..default() }, ConstellationLine, MainGame )); } fn star_setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.insert_resource(ClearColor(Color::BLACK)); let stars = get_stars().unwrap(); //let mesh = meshes.add(Cuboid::new(star_size, star_size, star_size)); let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap()); //let material = materials.add(Color::srgb(1.0, 1.0, 1.0)); let star_material = materials.add(StandardMaterial { emissive: LinearRgba::rgb(1.0, 1.0, 1.0), ..default() }); for star in stars { let star_pos = star_position(star.clone()) * SKY_RADIUS; let star_mag = star.v.parse::().unwrap(); let mut star_size = STAR_SCALE * 2.512f32.powf(-star_mag*0.5); if star.constellation.is_some() { star_size *= EASYNESS; } star_size = star_size.min(MAX_STAR_SIZE*STAR_SCALE); commands.spawn(( PbrBundle { mesh: star_mesh.clone(), material: star_material.clone(), transform: Transform::from_xyz(star_pos.x, star_pos.y, star_pos.z) .with_scale(Vec3::splat(star_size)), ..default() }, Star, )); } } fn get_stars() -> std::io::Result> { let mut file = File::open("data/stars.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; let stars: Vec = serde_json::from_str(&data).unwrap(); Ok(stars) } fn star_position(star_data: StarData) -> Vec3 { // Convert declination to decimal degrees let text_ra = star_data.ra; let text_dec = star_data.dec; let ra_seconds: f64 = 3600.0 * text_ra[0..2].parse::().unwrap() + 60.0 * text_ra[4..6].parse::().unwrap() + text_ra[8..12].parse::().unwrap(); // Parse Dec let formated_dec = text_dec .replace("°", " ") .replace("′", " ") .replace("″", " "); let dec_parts: Vec<&str> = formated_dec.split_whitespace().collect(); let dec_deg: f64 = dec_parts[0].parse::().unwrap() + dec_parts[1].parse::().unwrap() / 60.0 + dec_parts[2].parse::().unwrap() / 3600.0; celestial_to_cartesian(ra_seconds/3600.0, dec_deg) } fn celestial_to_cartesian(rah: f64, ded: f64) -> Vec3 { let y_rot = 2.0 * PI * rah / 24.0; let x_rot = 2.0 * PI * ded / 360.0; let x : f32 = (y_rot.sin() * x_rot.cos()) as f32; let y : f32 = x_rot.sin() as f32; let z : f32 = (y_rot.cos() * x_rot.cos()) as f32; Vec3::new(x, y, z) } fn cons_setup(mut sky: ResMut) { sky.content = get_cons().unwrap(); } fn get_cons() -> std::io::Result> { let mut file = File::open("data/constellations.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; let sky_data: Vec = serde_json::from_str(&data).unwrap(); Ok(sky_data) } fn game_ui_setup(mut commands: Commands, _asset_server: Res) { // 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, // Res to access the Sky resource mut text_query: Query<&mut Text, With>, mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With