DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 10bc627d82a1e50f0c1b51d10b8682156fa2cc53 deck-builder/client/src/main.rs -rw-r--r-- 3.6 KiB
10bc627dJonni Liljamo fix(client): wait for AfterAuth before going to menu 1 year, 9 months ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
/*
 * This file is part of laurelin/client
 * Copyright (C) 2023 Jonni Liljamo <jonni@liljamo.com>
 *
 * Licensed under GPL-3.0-only.
 * See LICENSE for licensing information.
 */

use bevy::{
    prelude::*,
    window::{CompositeAlphaMode, CursorGrabMode, PresentMode, WindowResizeConstraints},
};
use bevy_console::{ConsoleConfiguration, ConsolePlugin, ToggleConsoleKey};
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use iyes_loopless::prelude::*;
use naia_bevy_client::{ClientConfig as NaiaClientConfig, Plugin as NaiaClientPlugin};

use laurelin_shared::server::protocol::protocol;

mod cfg;
mod constants;
mod plugins;
mod runtime;
mod util;

// NOTE: lua things, currently not in use
//use bevy_mod_scripting::prelude::*;
//mod lua;

/// Used to control the state of the game
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
pub enum GameState {
    Splash,
    Loading,
    MainMenu,
    Game,
}

fn main() {
    let mut app = App::new();

    app.add_plugins(DefaultPlugins.set(WindowPlugin {
        window: WindowDescriptor {
            width: 1280.,
            height: 720.,
            position: WindowPosition::Centered,
            monitor: MonitorSelection::Primary,
            resize_constraints: WindowResizeConstraints {
                min_width: 1280.,
                min_height: 720.,
                max_width: 3840.,
                max_height: 2160.,
            },
            scale_factor_override: Some(1.),
            title: "Deck Builder".to_string(),
            present_mode: PresentMode::Fifo,
            resizable: false,
            decorations: true,
            cursor_visible: true,
            cursor_grab_mode: CursorGrabMode::None,
            mode: WindowMode::Windowed,
            transparent: false,
            canvas: None,
            fit_canvas_to_parent: false,
            alpha_mode: CompositeAlphaMode::Auto,
        },
        ..Default::default()
    }));

    app.add_plugin(WorldInspectorPlugin);
    app.add_plugin(ConsolePlugin);
    app.insert_resource(ConsoleConfiguration {
        keys: vec![
            ToggleConsoleKey::KeyCode(KeyCode::F1),
            ToggleConsoleKey::KeyCode(KeyCode::F13),
        ],
        ..Default::default()
    });

    //app.add_plugin(ScriptingPlugin).add_plugin(lua::LuaPlugin);

    app.insert_resource(cfg::CfgDirs(
        directories::ProjectDirs::from("com", "liljamo", "deckbuilder")
            .expect("failed to get project directories"),
    ));

    app.insert_resource(cfg::CfgSettings::default())
        .insert_resource(cfg::CfgUser::default())
        .insert_resource(cfg::CfgDev::default());

    app.add_startup_system(setup)
        .add_loopless_state(GameState::Splash);

    app.add_plugin(plugins::config::ConfigPlugin)
        .add_plugin(plugins::phases::splash::SplashPlugin)
        .add_plugin(plugins::phases::loading::LoadingPlugin)
        .add_plugin(plugins::menu::MenuPlugin);

    // Lastly, add in runtime data structs
    //app.insert_resource(runtime::menu::RTDMenu::default())
    //    .insert_resource(runtime::game::RTDGame::default());

    // Networking
    app.add_plugin(NaiaClientPlugin::new(
        NaiaClientConfig::default(),
        protocol(),
    ))
    .add_plugin(plugins::networking::NetworkingPlugin);

    app.run();
}

fn setup(mut commands: Commands) {
    // Spawn a camera
    commands.spawn(Camera3dBundle::default());
}

/// Utility function do despawn an entity and all its children
pub fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
    for entity in &to_despawn {
        commands.entity(entity).despawn_recursive();
    }
}