393 lines
12 KiB
Rust
393 lines
12 KiB
Rust
use bevy::prelude::*;
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use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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use rand::RngCore;
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use crate::Player;
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use crate::GameState;
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use crate::MainGame;
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use crate::Sky;
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use crate::ConstellationLine;
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use crate::PlayerState;
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use crate::celestial_to_cartesian;
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use crate::spawn_cons_lines;
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use crate::NORMAL_BUTTON;
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use crate::RIGHT_BUTTON;
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use crate::WRONG_BUTTON;
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#[derive(Component)]
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pub struct AnswerButton;
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#[derive(Component)]
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pub struct HealthLabel;
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#[derive(Component)]
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pub struct ScoreLabel;
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#[derive(Component)]
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pub struct HintLabel;
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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 (buttons) at the bottom of the screen
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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::Row, // Arrange children in a row (horizontal)
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justify_content: JustifyContent::Center, // Center horizontally
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align_items: AlignItems::FlexEnd, // Place at the bottom of the screen
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padding: UiRect::all(Val::Px(10.0)), // Optional padding
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..default()
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},
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..default()
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};
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// Button style (same for all buttons)
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let button_style = Style {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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margin: UiRect::all(Val::Px(10.0)), // Add margin between buttons
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justify_content: JustifyContent::Center, // Center text horizontally
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align_items: AlignItems::Center, // Center text vertically
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border: UiRect::all(Val::Px(5.0)),
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..default()
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};
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// Create the container for the buttons
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let container = commands.spawn(container_node).id();
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// Function to create buttons with different text
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for _i in 1..=4 {
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let button_node = ButtonBundle {
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style: button_style.clone(),
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border_color: BorderColor(Color::BLACK),
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background_color: NORMAL_BUTTON.into(),
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..default()
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};
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let button_text_node = TextBundle::from_section(
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"".to_string(),
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TextStyle {
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//font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font
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font_size: 15.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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..default()
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},
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);
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// Spawn the button and its text as children of the container
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let button = commands.spawn((button_node, MainGame)).id();
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let button_text = commands.spawn((button_text_node, AnswerButton, MainGame)).id();
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commands.entity(button).push_children(&[button_text]);
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commands.entity(container).push_children(&[button]);
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}
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// Label style for top corners
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let label_style = Style {
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position_type: PositionType::Absolute, // Absolute positioning
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width: Val::Auto, // Auto width to fit text
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height: Val::Auto, // Auto height to fit text
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margin: UiRect::all(Val::Px(10.0)), // Margin around the text
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..default()
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};
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// Top left label
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let top_left_label_node = TextBundle {
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(10.0),
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top: Val::Px(10.0),
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..label_style.clone()
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},
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text: Text::from_section(
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"* * *", // Text content
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 30.0,
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color: Color::WHITE,
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..default()
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},
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),
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..default()
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};
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// Top right label
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let top_right_label_node = TextBundle {
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style: Style {
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position_type: PositionType::Absolute,
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right: Val::Px(10.0),
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top: Val::Px(10.0),
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..label_style.clone()
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},
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text: Text::from_section(
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"0", // Text content
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 30.0,
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color: Color::WHITE,
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..default()
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},
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),
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..default()
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};
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// Centered container for the "Hint" label
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let centered_container_node = NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.0), // Full width
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top: Val::Px(20.0), // Positioned at the top
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justify_content: JustifyContent::Center, // Center horizontally
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align_items: AlignItems::Center, // Center vertically
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..default()
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},
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..default()
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};
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// Hint label
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let hint_label_node = TextBundle::from_section(
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"hint",
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 20.0,
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color: Color::srgb(0.7, 0.7, 0.7),
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..default()
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},
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);
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// Spawn the top left and top right labels
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commands.spawn((top_left_label_node, MainGame, HealthLabel));
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commands.spawn((top_right_label_node, MainGame, ScoreLabel));
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// Create a parent container and then spawn the hint label inside it
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let centered_container = commands.spawn(centered_container_node).id();
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let hint_label = commands.spawn((hint_label_node, MainGame, HintLabel)).id();
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commands.entity(centered_container).push_children(&[hint_label]);
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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 player_query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
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sky: Res<Sky>, // Res to access the Sky resource
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text_query: Query<&mut Text, With<AnswerButton>>,
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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commands: Commands,
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game_state: ResMut<NextState<GameState>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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) {
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if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
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// If the space key was just pressed
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if keys.just_pressed(KeyCode::Space) || player.target_cons_name.is_none() {
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choose_constellation(&mut player, sky, text_query, button_query, constellation_line_query, commands, game_state);
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return
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}
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let mut rotation = Quat::IDENTITY;
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// Rotate left when the A key is pressed
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if keys.pressed(KeyCode::KeyA) {
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rotation *= Quat::from_rotation_y((PI / 60.0) as f32); // Rotate by 3 degrees (PI/60 radians)
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}
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// Rotate right when the D key is pressed
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if keys.pressed(KeyCode::KeyD) {
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rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees
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}
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if keys.pressed(KeyCode::KeyI) && player.state == PlayerState::Playing {
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if let Some(target_cons) = player.target_cons_name.clone() {
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player.state = PlayerState::Hinted;
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spawn_cons_lines(commands, meshes, materials, sky, target_cons);
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}
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}
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// Apply the rotation to the transform
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if rotation != Quat::IDENTITY {
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transform.rotation *= rotation; // Apply the rotation
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player.target_rotation = None;
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}
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if let Some(target_rotation) = player.target_rotation {
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let current_rotation = transform.rotation;
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transform.rotation = current_rotation.slerp(target_rotation, 0.1);
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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player.target_rotation = None;
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}
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}
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}
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}
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pub fn ui_labels(
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mut param_set: ParamSet<(
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Query<&mut Text, With<HealthLabel>>,
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Query<&mut Text, With<ScoreLabel>>,
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Query<&mut Text, With<HintLabel>>,
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)>,
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mut player_query: Query<(&mut Player, &mut Transform)>,
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) {
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if let Ok((player, _)) = player_query.get_single_mut() {
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// Update the health label
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if let Ok(mut health_text) = param_set.p0().get_single_mut() {
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health_text.sections[0].value = "# ".repeat(player.health);
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}
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// Update the score label
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if let Ok(mut score_text) = param_set.p1().get_single_mut() {
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score_text.sections[0].value = format!("{}", player.score);
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}
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if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
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if player.state == PlayerState::Answered {
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hint_text.sections[0].value = "press space to continue".into();
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} else {
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hint_text.sections[0].value = "press i to get an hint".into();
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}
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}
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}
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}
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pub fn ui_buttons(
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mut interaction_query: Query<
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(
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&Interaction,
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&mut BackgroundColor,
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&mut BorderColor,
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&Children,
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),
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With<Button>,
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>,
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut player_query: Query<&mut Player>,
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commands: Commands,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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sky: Res<Sky>
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) {
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if let Ok(mut player) = player_query.get_single_mut() {
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if player.state == PlayerState::Answered {
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return
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}
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let mut pressed_button: Option<String> = None;
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for (
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interaction,
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_color,
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_border_color,
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children
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) in &mut interaction_query {
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if *interaction == Interaction::Pressed {
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if let Ok(text) = text_query.get_mut(children[0]) {
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pressed_button = Some(text.sections[0].value.clone());
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}
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}
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}
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if let Some(selected_cons) = pressed_button {
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if let Some(target_cons) = player.target_cons_name.clone() {
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if player.state == PlayerState::Playing {
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spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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}
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if target_cons == selected_cons {
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if player.state == PlayerState::Hinted {
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player.score += 20;
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} else {
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player.score += 100;
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}
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} else {
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player.health -= 1;
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}
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player.state = PlayerState::Answered;
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for (
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_interaction,
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mut color,
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mut border_color,
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children
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) in &mut interaction_query {
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if let Ok(text) = text_query.get_mut(children[0]) {
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let button_text = text.sections[0].value.clone();
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*color = if button_text == target_cons {
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RIGHT_BUTTON.into()
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} else {
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WRONG_BUTTON.into()
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};
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border_color.0 = if button_text == selected_cons {
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Color::WHITE
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} else {
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Color::BLACK
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};
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}
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}
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}
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}
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}
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}
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fn choose_constellation(
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player: &mut Player,
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sky: Res<Sky>, // Res to access the Sky resource
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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mut commands: Commands,
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mut game_state: ResMut<NextState<GameState>>
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) {
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if player.health == 0 {
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info!("dead");
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game_state.set(GameState::End);
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}
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if sky.content.len() >= 4 {
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let mut rng = rand::thread_rng();
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let mut selected_constellations = sky.content.clone();
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selected_constellations.shuffle(&mut rng);
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let constellations = &selected_constellations[0..4];
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let target_index = rng.next_u32().rem_euclid(4) as usize;
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let target_constellation = &constellations[target_index];
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let target_rotation = Quat::from_rotation_arc(
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Vec3::Z,
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-celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
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);
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player.target_rotation = Some(target_rotation);
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player.target_cons_name = Some(target_constellation.name.clone());
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info!("Target constellation: {}", target_constellation.name);
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for (i, mut text) in text_query.iter_mut().enumerate() {
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text.sections[0].value = constellations[i].name.clone();
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}
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for (mut bg_color, mut border_color) in &mut button_query {
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*bg_color = NORMAL_BUTTON.into();
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*border_color = Color::BLACK.into();
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}
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for (entity, _line) in constellation_line_query.iter() {
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commands.entity(entity).despawn();
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}
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player.state = PlayerState::Playing;
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} else {
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info!("Not enough constellations in the sky (need 4)");
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}
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}
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