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ambition/src/main.rs

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Rust
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use bevy::{core_pipeline::tonemapping::Tonemapping, prelude::*, window::*};
use bevy_egui::{egui, EguiContexts, EguiPlugin};
use lazy_static::lazy_static;
use std::collections::HashMap;
mod helpers;
use crate::helpers::*;
const VERSION: &str = env!("CARGO_PKG_VERSION");
const PKGNAME: &str = env!("CARGO_PKG_NAME");
// Create a map of the Hypernova colorscheme
lazy_static! {
static ref HYPERNOVA: HashMap<&'static str, (u8, u8, u8)> = vec![
("BLACK", (13, 13, 15)),
("DARK_GRAY", (21, 21, 23)),
("GRAY", (39, 39, 43)),
("LIGHT_GRAY", (69, 68, 73)),
("SUBTEXT", (217, 208, 215)),
("WHITE", (236, 229, 234)),
("RED", (240, 105, 105)),
("MAGENTA", (232, 135, 187)),
("PURPLE", (162, 146, 232)),
("BLUE", (120, 175, 196)),
("CYAN", (127, 230, 174)),
("GREEN", (145, 214, 92)),
("YELLOW", (217, 213, 100)),
]
.iter()
.copied()
.collect();
}
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: format!("{} {}", titlecase(PKGNAME), VERSION),
mode: WindowMode::Fullscreen,
..default()
}),
..default()
}),
EguiPlugin,
))
.init_resource::<UiState>()
.init_resource::<OpenWindows>()
.add_systems(Startup, (setup, setup_ui))
.add_systems(Update, (render_ui, movement))
.run();
}
// Define UI resources
#[derive(Default, Resource)]
struct UiState {
username: String,
password: String,
}
#[derive(Default, Resource)]
struct OpenWindows {
login_open: bool,
}
// Define the player component
#[derive(Component)]
struct Player {
movement_speed: f32,
rotation_speed: f32,
}
// Bevy engine setup
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle {
camera: Camera {
hdr: true,
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
..default()
});
commands.spawn((
SpriteBundle {
texture: asset_server.load("player/player.png"),
..default()
},
Player {
movement_speed: 1024.,
rotation_speed: f32::to_radians(360.),
},
));
}
// On startup: setup some UI components
fn setup_ui(mut contexts: EguiContexts) {
// Set Victor Mono as the default custom font
let mut fonts = egui::FontDefinitions::default();
fonts.font_data.insert(
"victor_mono".to_owned(),
egui::FontData::from_static(include_bytes!("../assets/fonts/VictorMono-Regular.otf")),
);
fonts
.families
.get_mut(&egui::FontFamily::Proportional)
.unwrap()
.insert(0, "victor_mono".to_owned());
contexts.ctx_mut().set_fonts(fonts);
}
// Define the player movement system
fn movement(
time: Res<Time>,
keys: Res<Input<KeyCode>>,
mut windows: Query<&mut Window>,
mut query: Query<(&Player, &mut Transform)>,
) {
let (player, mut transform) = query.single_mut();
let mut rotation_factor = 0.;
let mut movement_factor = 0.;
let mut blink_factor = 0.;
if keys.pressed(KeyCode::W) {
movement_factor += 1.;
}
if keys.pressed(KeyCode::S) {
movement_factor -= 1.;
}
if keys.pressed(KeyCode::A) {
rotation_factor += 1.;
}
if keys.pressed(KeyCode::D) {
rotation_factor -= 1.;
}
if keys.pressed(KeyCode::Space) {
blink_factor += 4.;
}
if keys.pressed(KeyCode::Space) && keys.just_released(KeyCode::Right) {
blink_factor += 4.;
};
// Get the player's *forward* vector
let movement_direction = transform.rotation * Vec3::Y;
// Initialise the movement distance variable (to bring it into scope)
let movement_distance: f32;
if blink_factor == 0. {
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
// Change the player rotation around the Z-axis only if not blinking
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
} else {
movement_distance = blink_factor * player.movement_speed * 0.1;
}
// Create the translation using the movement direction and distance
let translation_delta = movement_direction * movement_distance;
// Update the player translation with the created translation
transform.translation += translation_delta;
// Define the bounds of play (the window size)
let window = windows.single_mut();
let bounds = Vec3::from((
Vec2::new(window.resolution.width(), window.resolution.height()) / 2.,
0.,
));
transform.translation = transform.translation.min(bounds).max(-bounds);
}
// On update: render the UI
fn render_ui(
mut contexts: EguiContexts,
mut windows: Query<&mut Window>,
mut ui_state: ResMut<UiState>,
mut open_windows: ResMut<OpenWindows>,
keys: Res<Input<KeyCode>>,
) {
let window = windows.single_mut();
let window_width = window.resolution.width();
let window_height = window.resolution.height();
let ctx = contexts.ctx_mut();
if keys.just_pressed(KeyCode::Space) {}
if keys.pressed(KeyCode::W) {}
egui::Window::new("Login")
.anchor(egui::Align2::CENTER_CENTER, egui::Vec2::new(0., 0.))
.resizable(false)
.title_bar(false)
.open(&mut open_windows.login_open)
.show(ctx, |ui| {
ui.set_width(window_width / 3.);
ui.set_height(window_height / 3.);
ui.with_layout(egui::Layout::top_down(egui::Align::Center), |ui| {
let purple = HYPERNOVA.get("PURPLE").unwrap();
let purple = egui::Color32::from_rgb(purple.0, purple.1, purple.2);
let black = HYPERNOVA.get("BLACK").unwrap();
let black = egui::Color32::from_rgb(black.0, black.1, black.2);
// Define spacing between items (widgets) and add manually add some space
// between the window border and the heading
ui.spacing_mut().item_spacing = egui::vec2(0., 10.);
ui.spacing_mut().button_padding = egui::vec2(20., 10.);
ui.add_space(window_height / 22.);
ui.heading(egui::RichText::new("Login").size(30.).color(purple)); // The window 'title'
// Manually add some space between the heading and the text inputs
ui.add_space(window_height / 28.);
// The text inputs
egui::TextEdit::singleline(&mut ui_state.username)
.hint_text("Username")
.margin(egui::vec2(10., 10.))
.desired_width(window_width / 4.)
.show(ui);
egui::TextEdit::singleline(&mut ui_state.password)
.password(true)
.margin(egui::vec2(10., 10.))
.hint_text("Password")
.desired_width(window_width / 4.)
.show(ui);
// Manually add some space between the text inputs and the 'confirm' button
ui.add_space(window_height / 26.);
ui.add(egui::Button::new("Confirm").fill(black));
// Manually add some space between the button and the bottom border of the
// window...for scaling purposes
ui.add_space(window_height / 22.);
});
});
}