Implement damage UI, damage and stale moves. (#45)
CI / build-and-test (push) Successful in 1m30s
CI / build-and-test (push) Successful in 1m30s
Reviewed-on: #45 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #45.
This commit is contained in:
@@ -0,0 +1,57 @@
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use bevy::prelude::*;
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use crate::{
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fighter::manifest::{FighterManifest, FighterManifestRegistry}, match_loading::{PendingMatch}, ui::{errors::UIErrors, fighter_info::FighterInfoUI},
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};
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#[derive(Component, FromTemplate)]
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pub struct BattleUI {
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}
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pub fn spawn_battle_ui(mut commands: Commands, request: Res<PendingMatch>, fighter_registry: Res<FighterManifestRegistry>, manifests: Res<Assets<FighterManifest>>) -> Result {
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let mut fighter_uis = vec![];
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for player in &request.players {
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let manifest = fighter_registry.get(player.fighter).ok_or_else(|| UIErrors::FighterManifestHandleNotFound(player.fighter))?;
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let manifest = manifests.get(manifest).ok_or_else(|| UIErrors::FighterManifestNotFound(player.fighter))?;
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fighter_uis.push(FighterInfoUI::build(manifest, player));
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}
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let scene = bsn! {
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BattleUI {
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}
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Node {
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width: percent(100),
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height: percent(100),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::End,
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}
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Children [
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(
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#FighterInfos
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Node {
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width: percent(100),
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::End,
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justify_content: JustifyContent::SpaceEvenly,
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}
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Children [
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{fighter_uis}
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]
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)
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]
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};
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commands.spawn_scene(scene);
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Ok(())
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}
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pub fn cleanup_battle_ui(mut commands: Commands, battle_ui: Query<Entity, With<BattleUI>>) {
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for entity in battle_ui {
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commands.entity(entity).despawn();
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}
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}
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@@ -0,0 +1,14 @@
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use bevy::{scene::SpawnSceneError};
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use crate::{fighter::FighterId};
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#[derive(thiserror::Error, Debug)]
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pub enum UIErrors {
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#[error("Scene spawn failed: {0:?}")]
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SceneSpawnFailed(#[from] SpawnSceneError),
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#[error("Fighter manifest handle not found for fighter id {0:?}")]
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FighterManifestHandleNotFound(FighterId),
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#[error("Fighter manifest not found for fighter id {0:?}")]
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FighterManifestNotFound(FighterId),
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}
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@@ -0,0 +1,57 @@
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use bevy::prelude::*;
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use crate::{fighter::{attack::FighterDamage, manifest::{FighterManifest}}, match_loading::MatchPlayer, player::Player};
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#[derive(Component, FromTemplate)]
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pub struct FighterInfoUI {
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percentage_text: Entity,
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_name_text: Entity,
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player_handle: usize,
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visible_damage: FighterDamage,
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}
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impl FighterInfoUI {
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pub fn build(_manifest: &FighterManifest, match_player: &MatchPlayer) -> impl Scene {
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let fighter_name = "El grande padre";
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bsn! {
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FighterInfoUI {
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percentage_text: #PercentageText,
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_name_text: #NameText,
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player_handle: {match_player.handle}
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}
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Node {
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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}
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Children [
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(
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#PercentageText
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Text("0.00%")
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TextFont {
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font_size: px(crate::menus::style::H2_SIZE),
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}
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),
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(
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#NameText
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Text({fighter_name})
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)
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]
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}
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}
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}
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pub fn update_fighter_info_damage(fighters: Query<(&Player, &FighterDamage)>, ui_elements: Query<&mut FighterInfoUI>, mut commands: Commands) {
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for mut ui_element in ui_elements {
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let Some((_, damage)) = fighters.iter().find(|(player, _)| {
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player.handle == ui_element.player_handle
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}) else {
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continue;
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};
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if *damage != ui_element.visible_damage {
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commands.entity(ui_element.percentage_text).insert(Text(format!("{}%", damage)));
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ui_element.visible_damage = damage.clone();
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}
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}
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}
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@@ -0,0 +1,18 @@
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use bevy::prelude::*;
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use crate::AppState;
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pub mod battle_ui;
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pub mod errors;
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pub mod fighter_info;
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#[derive(Default)]
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pub struct InGameUIPlugin;
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impl Plugin for InGameUIPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(AppState::InMatch), battle_ui::spawn_battle_ui)
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.add_systems(OnExit(AppState::InMatch), battle_ui::cleanup_battle_ui)
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.add_systems(PostUpdate, fighter_info::update_fighter_info_damage);
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}
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}
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