Implement post-match screen and match finishing. #76

Merged
EIREXE merged 1 commits from match_end into master 2026-09-28 18:29:02 +00:00
5 changed files with 219 additions and 120 deletions
Showing only changes of commit 68c3c512b0 - Show all commits
+1
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@@ -79,6 +79,7 @@ pub enum AppState {
LoadingMatch,
PreparingMatch,
InMatch,
MatchResults,
MatchDisconnected,
MatchLoadFailed,
}
+52 -5
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@@ -49,6 +49,45 @@ impl MatchState {
.collect(),
}
}
pub fn is_match_finished(&self, config: &MatchConfig) -> bool {
let time_limit = match config.rules {
MatchRules::Stock {
starting_stocks: _,
time_limit_frames,
} => time_limit_frames,
MatchRules::Timed { time_limit_frames } => Some(time_limit_frames),
};
if let Some(time_limit) = time_limit {
if self.elapsed_frames >= time_limit {
return true;
}
}
if let MatchRules::Stock {
starting_stocks: _,
time_limit_frames: _,
} = config.rules
{
let alive_fighter_count = self
.players
.iter()
.filter(|fighter| {
fighter
.stocks_remaining
.map(|stocks| stocks)
.unwrap_or_default()
> 0
})
.count();
if alive_fighter_count <= 1 {
return true;
}
}
false
}
}
pub struct MatchRuntimePlugin;
@@ -63,7 +102,8 @@ impl Plugin for MatchRuntimePlugin {
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
PreUpdate,
toggle_pause
(toggle_pause, check_match_finished)
.chain()
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
@@ -98,14 +138,21 @@ fn toggle_pause(
virtual_time.toggle();
}
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
fn reset_pause(mut pause: ResMut<PauseState>, mut virtual_time: ResMut<Time<Virtual>>) {
pause.paused = false;
virtual_time.unpause();
}
pub fn check_match_finished(
match_state: Res<MatchState>,
match_config: Res<MatchConfig>,
mut next_state: ResMut<NextState<AppState>>,
) {
if match_state.is_match_finished(&match_config) {
next_state.set(AppState::MatchResults);
}
}
#[cfg(test)]
mod tests {
use super::*;
+44
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@@ -0,0 +1,44 @@
use bevy::{prelude::*, text::FontSourceTemplate};
use crate::{AppState, menus::{MenuMarker, spawn_menu}};
pub fn setup_post_match_menu(
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
commands: Commands,
) {
let menu = bsn! {
Node {
flex_direction: FlexDirection::Column,
width: percent(100),
height: percent(100),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center
}
Children [
(
Text("[Insert beautiful post-match screen here]")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H1_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
),
Text("Press any button/key to continue...")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H3_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
]
};
spawn_menu(existing_menu, commands, menu);
}
pub fn check_return_to_character_select(gamepads: Query<&Gamepad>, keyboard: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
let any_pressed = gamepads.iter().any(|gp| gp.get_just_pressed().count() > 0);
let any_pressed = any_pressed || keyboard.get_just_pressed().count() > 0;
if any_pressed {
next_state.set(AppState::MainMenu);
}
}
+23 -16
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@@ -18,6 +18,7 @@ pub mod errors;
pub mod input;
pub mod main_menu;
pub mod match_config;
pub mod match_results;
pub mod navigation;
pub mod scaling;
pub mod stage_select;
@@ -77,11 +78,8 @@ pub fn despawn_menu(
mut commands: Commands,
) {
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.despawn();
commands.entity(entity.into_inner()).despawn();
}
}
pub fn spawn_menu(
@@ -90,9 +88,7 @@ pub fn spawn_menu(
menu: impl Scene,
) {
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.despawn();
commands.entity(entity.into_inner()).despawn();
}
commands.queue_spawn_scene(wrap_menu(menu));
}
@@ -117,19 +113,13 @@ where
impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
OnEnter(AppState::MainMenu),
build_menu::<MainMenu>,
)
app.add_systems(OnEnter(AppState::MainMenu), build_menu::<MainMenu>)
.add_message::<character_select::PlayerSlotAssigned>()
.init_resource::<navigation::UINavigationActionState>()
.init_resource::<navigation::UINavigationRepeat>()
.init_resource::<input::MenuInputState>()
.insert_resource(InputFocusVisible(true))
.insert_resource(GlobalUiDebugOptions {
enabled: true,
..default()
})
.insert_resource(GlobalUiDebugOptions { ..default() })
// Configure auto-navigation behavior
.insert_resource(AutoNavigationConfig {
// Require at least 10% overlap in perpendicular axis for cardinal directions
@@ -194,7 +184,9 @@ impl Plugin for MenuPlugin {
OnExit(AppState::CharacterSelect),
(cursor::despawn_cursors, character_select::despawn_tokens),
)
.add_observer(character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)))
.add_observer(
character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)),
)
.add_observer(
character_select::update_start_banner_visibility
.run_if(in_state(AppState::CharacterSelect)),
@@ -217,6 +209,21 @@ impl Plugin for MenuPlugin {
//---------
// STAGE SELECT END
//---------
//---------
// MATCH RESULT START
//---------
.add_systems(
OnEnter(AppState::MatchResults),
match_results::setup_post_match_menu,
)
.add_systems(
PostUpdate,
match_results::check_return_to_character_select
.run_if(in_state(AppState::MatchResults)),
)
//---------
// MATCH RESULT END
//---------
.add_systems(
Update,
(
+1 -1
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@@ -102,7 +102,7 @@ pub fn process_inputs(
.insert(DirectionalNavigationAction::Right);
}
}
if input.accept.is_pressed() {
if input.accept.is_just_pressed() {
action_state
.pressed_actions
.insert(DirectionalNavigationAction::Select);