feat: basic input handling (kb and gamepad!)

This commit is contained in:
YK 2024-07-14 07:19:17 +03:00
parent b8dde775f1
commit 631ad0c274
3 changed files with 145 additions and 83 deletions

View File

@ -1,80 +1,29 @@
use crate::prelude::*; use crate::prelude::*;
fn spawn_square_at (commands: &mut Commands, level: u32, position: usize, asset_server: AssetServer) { #[derive(Component)]
let font = asset_server.load("proxima_thin.ttf"); pub struct FieldView;
let Some(&(x, y)) = sq_origins.get(position) else {
return;
};
let text = 2i32.pow(level);
let label = Text2dBundle {
text: Text::from_section(text.to_string(), TextStyle {
font,
font_size: 44.,
color: Color::WHITE,
}),
transform: Transform {
translation: Vec3::new(x, y, 0.0),
..Default::default()
},
..Default::default()
};
commands.spawn(SpriteBundle {
sprite: Sprite {
color: sq_colors[level as usize % sq_colors.len()],
..Default::default()
},
transform: Transform {
translation: Vec3::new(x, y, 0.0),
scale: Vec3::new(148.0, 148.0, 1.0),
..Default::default()
},
..Default::default()
});
commands.spawn(label);
}
pub fn update_scoreboard (score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
let mut text = query.single_mut();
text.sections[1].value = score.to_string();
}
pub fn render_field (
mut commands: Commands,
asset_server: Res<AssetServer>,
field: Res<Field>,
) {
for (idx, &val) in field.iter().enumerate() {
if val > 0 {
spawn_square_at(&mut commands, val, idx, asset_server.clone());
}
}
}
pub fn enter ( pub fn enter (
mut commands: Commands, mut commands: Commands,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
mut field: ResMut<Field>, mut field: ResMut<Field>,
) { ) {
let font = asset_server.load("proxima_thin.ttf");
let thread = &mut thread_rng(); let thread = &mut thread_rng();
let mut start = vec![0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1]; let borders = [-305., 305.];
let lines = [-150., 0., 150.];
start.shuffle(thread); let border_width = 10.;
*field = Field(start); let line_width = 1.;
let length = 620.;
ui(commands, asset_server)
}
pub fn ui (
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let font = asset_server.load("proxima.ttf");
let border_color = Color::BLACK;
let line_color = Color::srgba(0., 0., 0., 0.667);
let bg_color = Color::srgba(0.2, 0.01, 0.5, 0.632);
commands.spawn(( commands.spawn((
ScoreboardUi, ScoreboardUi,
@ -100,23 +49,7 @@ pub fn ui (
..default() ..default()
}), }),
)); ));
//
draw_board(&mut commands);
}
fn draw_board (commands: &mut Commands) {
let borders = [-305., 305.];
let lines = [-150., 0., 150.];
let border_width = 10.;
let line_width = 1.;
let length = 620.;
let border_color = Color::BLACK;
let line_color = Color::srgba(0., 0., 0., 0.667);
let bg_color = Color::srgba(0.2, 0.01, 0.5, 0.632);
// bg // bg
commands.spawn(SpriteBundle { commands.spawn(SpriteBundle {
sprite: Sprite { color: bg_color, ..Default::default() }, sprite: Sprite { color: bg_color, ..Default::default() },
@ -143,9 +76,131 @@ fn draw_board (commands: &mut Commands) {
commands.spawn(line(line_color, Vec3::new(lines[mesh], 0.0, 0.0), Vec3::new(line_width, length, 1.0))); commands.spawn(line(line_color, Vec3::new(lines[mesh], 0.0, 0.0), Vec3::new(line_width, length, 1.0)));
commands.spawn(line(line_color, Vec3::new(0.0, lines[mesh], 0.0), Vec3::new(length, line_width, 1.0))); commands.spawn(line(line_color, Vec3::new(0.0, lines[mesh], 0.0), Vec3::new(length, line_width, 1.0)));
} }
let mut start = vec![0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1];
start.shuffle(thread);
*field = Field(start);
render_field(commands, asset_server, field.into());
}
pub fn update_scoreboard (score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
let mut text = query.single_mut();
text.sections[1].value = score.to_string();
}
pub fn render_field (
mut commands: Commands,
asset_server: Res<AssetServer>,
field: Res<Field>,
) {
for (idx, &val) in field.iter().enumerate() {
if val > 0 {
spawn_square_at(&mut commands, val, idx, asset_server.clone());
}
}
} }
pub fn run (mut commands: Commands) { fn spawn_square_at (commands: &mut Commands, level: u32, position: usize, asset_server: AssetServer) {
let font = asset_server.load("proxima_thin.ttf");
let Some(&(x, y)) = sq_origins.get(position) else {
return;
};
let text = 2i32.pow(level);
let label = Text2dBundle {
text: Text::from_section(text.to_string(), TextStyle {
font,
font_size: 44.,
color: Color::WHITE,
}),
transform: Transform {
translation: Vec3::new(x, y, 0.0),
..Default::default()
},
..Default::default()
};
commands.spawn((SpriteBundle {
sprite: Sprite {
color: sq_colors[level as usize % sq_colors.len()],
..Default::default()
},
transform: Transform {
translation: Vec3::new(x, y, 0.0),
scale: Vec3::new(148.0, 148.0, 1.0),
..Default::default()
},
..Default::default()
}, FieldView));
commands.spawn((label, FieldView));
}
pub fn process_inputs (
kb: Res<ButtonInput<KeyCode>>,
gamepads: Res<Gamepads>,
button_inputs: Res<ButtonInput<GamepadButton>>,
_axes: Res<Axis<GamepadAxis>>,
field: ResMut<Field>,
score: ResMut<Score>,
) {
for key in kb.get_just_pressed() {
match key {
KeyCode::ArrowUp | KeyCode::KeyW => {
return move_field(MoveDirection::Up, field, score);
},
KeyCode::ArrowDown | KeyCode::KeyS => {
return move_field(MoveDirection::Down, field, score);
},
KeyCode::ArrowLeft | KeyCode::KeyA => {
return move_field(MoveDirection::Left, field, score);
},
KeyCode::ArrowRight | KeyCode::KeyD => {
return move_field(MoveDirection::Right, field, score);
},
_ => ()
}
return;
}
for gamepad in gamepads.iter() {
use GamepadButtonType as GBT;
// is_current_gamepad_button_pressed (i ain't writing this)
let icgbp = |gbt: GamepadButtonType| button_inputs.just_pressed(GamepadButton::new(gamepad, gbt));
// @TODO: think about throttling stick inputs; if this is possible, reintroduce stick
// controls (with custom actuation point)
// https://bevy-cheatbook.github.io/input/gamepad.html#gamepad-settings
if icgbp(GBT::DPadLeft) {
return move_field(MoveDirection::Left, field, score);
} else if icgbp(GBT::DPadRight) {
return move_field(MoveDirection::Right, field, score);
} else if icgbp(GBT::DPadUp) {
return move_field(MoveDirection::Up, field, score);
} else if icgbp(GBT::DPadDown) {
return move_field(MoveDirection::Down, field, score);
}
}
}
pub fn move_field (
direction: MoveDirection,
field: ResMut<Field>,
score: ResMut<Score>
) {
println!("{:?} {:?}", direction, score);
}
pub fn redraw_field () {
} }

View File

@ -14,12 +14,12 @@ impl Plugin for SqPlugin {
// add things to your app here // add things to your app here
app app
.insert_resource(ClearColor(BG_COLOR)) .insert_resource(ClearColor(BG_COLOR))
.insert_state(State4096::Menu) .insert_state(State4096::Game)
.insert_state(InGameState::Static) .insert_state(InGameState::Static)
.insert_resource(Score(0)) .insert_resource(Score(0))
.insert_resource(Field(vec![])) .insert_resource(Field(vec![]))
.add_systems(Startup, setup::setup) .add_systems(Startup, setup::setup)
.add_systems(Update, (game::render_field, game::update_scoreboard, game::run).run_if(in_state(State4096::Game))) .add_systems(Update, (game::update_scoreboard, game::process_inputs).run_if(in_state(State4096::Game)))
.add_systems(Update, (menu::actions, common::button_system).run_if(in_state(State4096::Menu))) .add_systems(Update, (menu::actions, common::button_system).run_if(in_state(State4096::Menu)))
.add_systems(OnEnter(State4096::Menu), menu::enter) .add_systems(OnEnter(State4096::Menu), menu::enter)
.add_systems(OnExit(State4096::Menu), common::despawn_screen::<menu::Menu>) .add_systems(OnExit(State4096::Menu), common::despawn_screen::<menu::Menu>)

View File

@ -1,7 +1,7 @@
pub use bevy::prelude::*; pub use bevy::prelude::*;
pub use rand::{ seq::SliceRandom, thread_rng, Rng }; pub use rand::{ seq::SliceRandom, thread_rng, Rng };
#[derive(Resource, Deref, DerefMut)] #[derive(Resource, Deref, DerefMut, Debug)]
pub struct Score (pub usize); pub struct Score (pub usize);
#[derive(Component)] #[derive(Component)]
@ -11,6 +11,13 @@ pub struct ScoreboardUi;
#[derive(Resource, Deref, DerefMut)] #[derive(Resource, Deref, DerefMut)]
pub struct Field (pub Vec<u32>); pub struct Field (pub Vec<u32>);
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
pub enum MoveDirection {
Up,
Down,
Left,
Right
}
#[derive(States, Clone, Debug, Default, PartialEq, Eq, Hash)] #[derive(States, Clone, Debug, Default, PartialEq, Eq, Hash)]
pub enum State4096 { pub enum State4096 {