fix: menu, character despawn
This commit is contained in:
parent
d109225da6
commit
a52a3b84c8
4 changed files with 44 additions and 25 deletions
16
README.md
16
README.md
|
@ -1,4 +1,18 @@
|
|||
# Bavyjam
|
||||
# Bevyjam
|
||||
|
||||
## TODO
|
||||
|
||||
* name
|
||||
* scene management
|
||||
* stream audio (with HexoSynthDSP)
|
||||
* character fusion
|
||||
* color filters
|
||||
* level design
|
||||
* win
|
||||
* menu GUI
|
||||
* (?) can jump only from a surface (no mid-air jump)
|
||||
* (?) multiplayer
|
||||
* make WASM build work again (replace hanabi)
|
||||
|
||||
## Build
|
||||
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
#![allow(clippy::precedence)]
|
||||
|
||||
use crate::AppState;
|
||||
|
||||
use bevy::{
|
||||
ecs::world::EntityMut,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::{shape::Quad, *},
|
||||
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
|
||||
|
@ -237,7 +238,7 @@ fn collision_event_system(
|
|||
mut commands: Commands,
|
||||
current_level: Res<CurrentLevel>,
|
||||
mut collision_events: EventReader<CollisionEvent>,
|
||||
mut character_query: Query<&CharacterId>,
|
||||
character_query: Query<&CharacterId>,
|
||||
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
|
||||
) {
|
||||
if let Some(level_entity) = current_level.0 {
|
||||
|
@ -253,6 +254,7 @@ fn collision_event_system(
|
|||
if selected_character_id.0 == Some(*c2_id) {
|
||||
selected_character_id.0 = Some(*c1_id);
|
||||
}
|
||||
commands.entity(*e2).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,10 +3,8 @@ mod menu;
|
|||
|
||||
use bevy::{
|
||||
core_pipeline::clear_color::ClearColorConfig,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::*,
|
||||
render::settings::{WgpuFeatures, WgpuSettings},
|
||||
sprite::MaterialMesh2dBundle,
|
||||
};
|
||||
use bevy_fundsp::prelude::*;
|
||||
use bevy_hanabi::*;
|
||||
|
@ -14,7 +12,6 @@ use bevy_rapier2d::prelude::*;
|
|||
|
||||
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
|
||||
enum AppState {
|
||||
Setup,
|
||||
Menu,
|
||||
Game,
|
||||
}
|
||||
|
@ -42,7 +39,6 @@ fn setup(
|
|||
mut commands: Commands,
|
||||
mut dsp_manager: ResMut<DspManager>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut app_state: ResMut<State<AppState>>,
|
||||
) {
|
||||
let _font: Handle<Font> = asset_server.load("Cantarell-VF.otf");
|
||||
|
||||
|
@ -57,6 +53,4 @@ fn setup(
|
|||
brightness: 0.6,
|
||||
});
|
||||
dsp_manager.add_graph(game::sine_wave, 1.0);
|
||||
|
||||
//app_state.replace(AppState::Menu).unwrap();
|
||||
}
|
||||
|
|
23
src/menu.rs
23
src/menu.rs
|
@ -3,33 +3,42 @@ use crate::AppState;
|
|||
use bevy::{
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::*,
|
||||
sprite::MaterialMesh2dBundle,
|
||||
};
|
||||
|
||||
pub struct MenuPlugin;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Menu();
|
||||
|
||||
impl Plugin for MenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup))
|
||||
.add_system_set(
|
||||
SystemSet::on_update(AppState::Menu).with_system(keyboard_input_system),
|
||||
);
|
||||
.add_system_set(SystemSet::on_update(AppState::Menu).with_system(keyboard_input_system))
|
||||
.add_system_set(SystemSet::on_exit(AppState::Menu).with_system(despawn));
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn_bundle(Text2dBundle {
|
||||
commands
|
||||
.spawn_bundle(Text2dBundle {
|
||||
text: Text::from_section(
|
||||
"Press ENTER",
|
||||
TextStyle {
|
||||
font: asset_server.get_handle("Cantarell-VF.odt"),
|
||||
font: asset_server.get_handle("Cantarell-VF.otf"),
|
||||
font_size: 64.0,
|
||||
color: Color::WHITE,
|
||||
},
|
||||
)
|
||||
.with_alignment(TextAlignment::CENTER),
|
||||
..Default::default()
|
||||
});
|
||||
})
|
||||
.insert(Menu());
|
||||
}
|
||||
|
||||
fn despawn(mut commands: Commands, menu_query: Query<Entity, With<Menu>>) {
|
||||
for entity in menu_query.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
fn keyboard_input_system(
|
||||
|
|
Loading…
Reference in a new issue