DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 06d3c82f365b80de2245ed40d3008a95249499cf deck-builder/client/src/plugins/game/ui/state_button.rs -rw-r--r-- 6.4 KiB
06d3c82fJonni Liljamo feat(client): check for empty deck for a second time before drawing 1 year, 7 months ago
                                                                                
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/*
 * 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::*;

use crate::{
    api::game::{Action, Command},
    game_status::PlayerState,
    plugins::{GameActionCreateCallEvent, GameData},
    seed_gen, AppState, Global,
};

pub struct StateButtonPlugin;

impl Plugin for StateButtonPlugin {
    fn build(&self, app: &mut App) {
        app.add_system(setup_state_button.in_schedule(OnEnter(AppState::InGame)))
            .add_system(update_state_button)
            .add_system(interact_state_button);
    }
}

const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);

#[derive(Component)]
struct StateButton;

#[derive(Component)]
struct StateButtonText;

fn setup_state_button(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands
        .spawn((NodeBundle {
            style: Style {
                position_type: PositionType::Absolute,
                position: UiRect {
                    bottom: Val::Px(20.),
                    right: Val::Px(20.),
                    ..Default::default()
                },
                ..Default::default()
            },
            ..Default::default()
        },))
        .with_children(|parent| {
            parent
                .spawn((
                    ButtonBundle {
                        style: Style {
                            size: Size::new(Val::Px(150.), Val::Px(65.)),
                            // center child text
                            justify_content: JustifyContent::Center,
                            align_items: AlignItems::Center,
                            ..Default::default()
                        },
                        background_color: NORMAL_BUTTON.into(),
                        ..Default::default()
                    },
                    StateButton,
                ))
                .with_children(|parent| {
                    parent.spawn((
                        TextBundle::from_section(
                            "Pass",
                            TextStyle {
                                font: asset_server.load("fonts/FiraMono-Bold.ttf"),
                                font_size: 40.,
                                color: Color::WHITE,
                            },
                        ),
                        StateButtonText,
                    ));
                });
        });
}

fn update_state_button(
    mut button_query: Query<(&mut Visibility, &Children), With<StateButton>>,
    mut text_query: Query<&mut Text>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for (mut visibility, children) in &mut button_query {
        // NOTE: horrible clones because of borrow funnies
        let Some(status) = game_data.clone().game_status else {
            return;
        };
        let Some(user) = &global.user else {
            return;
        };
        let player = status.players.get(&user.id).unwrap();

        let mut text = text_query.get_mut(children[0]).unwrap();

        match player.state {
            PlayerState::Idle => {
                *visibility = Visibility::Hidden;
                return;
            }
            PlayerState::PlayPhase => {
                text.sections[0].value = "Skip Play".to_string();
            }
            PlayerState::BuyPhase => {
                text.sections[0].value = "End Turn".to_string();
            }
        }
        *visibility = Visibility::Inherited;
    }
}

fn interact_state_button(
    mut interaction_query: Query<
        (&Interaction, &mut BackgroundColor),
        (Changed<Interaction>, With<StateButton>),
    >,
    mut game_data: ResMut<GameData>,
    global: Res<Global>,
    mut gac_ev_w: EventWriter<GameActionCreateCallEvent>,
) {
    for (interaction, mut color) in &mut interaction_query {
        // NOTE: horrible clones because of borrow funnies
        let Some(game) = game_data.clone().game else {
            return;
        };
        let Some(status) = game_data.clone().game_status else {
            return;
        };
        let Some(user) = &global.user else {
            return;
        };
        let player = status.players.get(&user.id).unwrap();

        if game_data.locked {
            // input locked rn, so don't show any signs of interactivity
            return;
        }

        match interaction {
            Interaction::Clicked => {
                *color = PRESSED_BUTTON.into();

                game_data.locked = true;
                match player.state {
                    PlayerState::PlayPhase => {
                        gac_ev_w.send(GameActionCreateCallEvent {
                            action: Action::new(
                                &game.id,
                                &user.id,
                                &user.id,
                                &Command::ChangePlayerState {
                                    state: PlayerState::BuyPhase,
                                },
                                seed_gen!(),
                            ),
                        });
                    }
                    PlayerState::BuyPhase => {
                        let next_turn_n: usize = if (player.turn_n + 1) > (status.players.len() - 1)
                        {
                            0
                        } else {
                            player.turn_n + 1
                        };

                        let next_player = status
                            .players
                            .iter()
                            .find(|np| np.1.turn_n == next_turn_n)
                            .unwrap();

                        gac_ev_w.send(GameActionCreateCallEvent {
                            action: Action::new(
                                &game.id,
                                &user.id,
                                next_player.0,
                                &Command::EndTurn {},
                                seed_gen!(),
                            ),
                        });
                    }
                    _ => {}
                }
            }
            Interaction::Hovered => {
                *color = HOVERED_BUTTON.into();
            }
            Interaction::None => {
                *color = NORMAL_BUTTON.into();
            }
        }
    }
}