Change of file structure for scenes #38

Merged
tipragot merged 11 commits from restruct-menus into main 2024-02-10 17:26:09 +00:00
4 changed files with 30 additions and 16 deletions

View file

@ -2,11 +2,11 @@
use bevy::prelude::*; use bevy::prelude::*;
pub mod menu; pub mod scenes;
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I think we should call them scenes.

I think we should call them scenes.
/// The state of the game. /// The current scene of the game.
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Rename

Rename
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
pub enum GameState { pub enum CurrentScene {
/// When we are in the main menu. /// When we are in the main menu.
#[default] #[default]
Menu, Menu,

View file

@ -1,13 +1,11 @@
//! The main entry point of the game. //! The main entry point of the game.
use bevy::prelude::*; use bevy::prelude::*;
use border_wars::menu::MenuPlugin; use border_wars::scenes::ScenesPlugin;
use border_wars::GameState;
fn main() { fn main() {
App::new() App::new()
.add_plugins(DefaultPlugins) .add_plugins(DefaultPlugins)
.add_state::<GameState>() .add_plugins(ScenesPlugin)
.add_plugins(MenuPlugin)
.run(); .run();
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Add it in the ScenesPlugin instead.

Add it in the ScenesPlugin instead.
} }

View file

@ -1,26 +1,23 @@
//! The main menu of the game. //! The main menu of the game.
use bevy::prelude::*; use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts, EguiPlugin}; use bevy_egui::{egui, EguiContexts};
use crate::GameState; use crate::CurrentScene;
/// The plugin for the menu. /// The plugin for the menu.
pub struct MenuPlugin; pub struct MenuPlugin;
impl Plugin for MenuPlugin { impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(EguiPlugin).add_systems( app.add_systems(Update, menu_ui.run_if(in_state(CurrentScene::Menu)));
Update,
menu_ui.run_if(state_exists_and_equals(GameState::Menu)),
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If the resource is always initialized, there is no need to check for existence. Use in_state instead.

If the resource is always initialized, there is no need to check for existence. Use in_state instead.
);
} }
} }
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Change GameState to CurrentScene or Scene

Change GameState to CurrentScene or Scene
/// Display the UI of the menu to host a game or join one. /// Display the UI of the menu to host a game or join one.
fn menu_ui( fn menu_ui(
mut ctx: EguiContexts, mut ctx: EguiContexts,
mut connection_string: Local<String>, mut connection_string: Local<String>,
mut next_state: ResMut<NextState<GameState>>, mut next_scene: ResMut<NextState<CurrentScene>>,
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next_scene

next_scene
) { ) {
egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| { egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| {
ui.heading("Border Wars"); ui.heading("Border Wars");
@ -33,7 +30,7 @@ fn menu_ui(
ui.text_edit_singleline(&mut *connection_string); ui.text_edit_singleline(&mut *connection_string);
if ui.button("Join").clicked() { if ui.button("Join").clicked() {
next_state.set(GameState::Game); next_scene.set(CurrentScene::Game);
// TODO: connect to the game // TODO: connect to the game
} }
}); });
@ -41,7 +38,7 @@ fn menu_ui(
ui.separator(); ui.separator();
if ui.button("Create new game").clicked() { if ui.button("Create new game").clicked() {
next_state.set(GameState::Lobby); next_scene.set(CurrentScene::Lobby);
// TODO: create a new game // TODO: create a new game
} }
}); });

View file

@ -0,0 +1,19 @@
//! The file containing all scenes programs.
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scenes not menu

scenes not menu
use bevy::prelude::*;
use bevy_egui::EguiPlugin;
use crate::CurrentScene;
pub mod menu;
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Rename this to ScenePlugin

Rename this to ScenePlugin
/// The plugin for all scenes.
pub struct ScenesPlugin;
impl Plugin for ScenesPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(EguiPlugin)
.add_state::<CurrentScene>()
.add_plugins(menu::MenuPlugin);
}
}