DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 1900e665248f30683184565079aaf0dea02563ae deck-builder/client/src/main.rs -rw-r--r-- 4.3 KiB
1900e665 — skye feat(client): add hand type for cards 1 year, 5 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.
 */

#![allow(clippy::too_many_arguments)]
#![allow(clippy::derivable_impls)]

use api::user::User;
use bevy::prelude::*;
use bevy_assets_bundler::*;
use bevy_editor_pls::EditorPlugin;
use bevy_egui::EguiPlugin;
use bevy_mod_picking::prelude::*;
use bevy_rapier3d::prelude::*;
use bevy_text_mesh::prelude::*;

mod api;
mod macros;
mod util;

mod plugins;

mod game_status;

#[derive(Debug, Clone, PartialEq, Eq, Hash, Default, States)]
enum AppState {
    #[default]
    Menu,
    InGame,
}

fn main() {
    let key = [
        25, 221, 123, 82, 182, 95, 251, 128, 83, 192, 172, 139, 92, 102, 34, 248,
    ];
    let mut asset_bundling_options = AssetBundlingOptions::default();
    asset_bundling_options.set_encryption_key(key);
    asset_bundling_options.encode_file_names = true;
    asset_bundling_options.enabled_on_debug_build = true;

    let mut app = App::new();
    app.add_plugins(
        DefaultPlugins
            .set(WindowPlugin {
                primary_window: Some(Window {
                    title: String::from("Laurelin Client"),
                    ..Default::default()
                }),
                ..Default::default()
            })
            .build()
            .add_before::<AssetPlugin, _>(BundledAssetIoPlugin::from(asset_bundling_options)),
    );

    app.add_plugin(RapierPhysicsPlugin::<NoUserData>::default());
    app.add_plugin(TextMeshPlugin);

    app.add_plugins(DefaultPickingPlugins);

    app.insert_resource(AmbientLight {
        color: Color::ANTIQUE_WHITE,
        brightness: 0.4,
    });

    info!("laurelin client initializing");

    // dev
    app.add_plugin(RapierDebugRenderPlugin::default());
    app.add_plugin(EditorPlugin::new());
    app.insert_resource(editor_controls());

    // the egui plugin is also added by the editor plugin
    if !app.is_plugin_added::<EguiPlugin>() {
        app.add_plugin(EguiPlugin);
    }

    // clear color
    app.insert_resource(ClearColor(Color::rgb(0.53, 0.53, 0.7)));

    // add the top level app state
    app.add_state::<AppState>();

    // holds networking options and a request agent
    app.insert_resource(NetworkingOptions {
        api_address: "http://localhost:3000/api".to_string(),
        req: reqwest::blocking::Client::new(),
        user_token: "".to_string(),
    });

    app.insert_resource(Global {
        user: None,
        cur_game_id: "".to_string(),
    });

    // has handlers for all async tasks
    app.add_plugin(plugins::AsyncTasksPlugin);

    app.add_plugin(plugins::MenuPlugin);
    app.add_plugin(plugins::GamePlugin);

    app.add_startup_system(setup);
    app.run();

    info!("goodbye");
}

#[derive(Component)]
struct PlayerCamera;

fn setup(mut commands: Commands) {
    commands
        .spawn((
            Camera3dBundle {
                transform: Transform {
                    translation: Vec3::new(0., 5.5, 5.8),
                    rotation: Quat::from_rotation_x(-1.0),
                    ..Default::default()
                },
                ..Default::default()
            },
            RapierPickCamera::default(),
        ))
        .insert(PlayerCamera);
}

fn editor_controls() -> bevy_editor_pls::controls::EditorControls {
    use bevy_editor_pls::controls;

    let mut editor_controls = controls::EditorControls::default_bindings();
    editor_controls.unbind(controls::Action::PlayPauseEditor);

    editor_controls.insert(
        controls::Action::PlayPauseEditor,
        controls::Binding {
            input: controls::UserInput::Single(controls::Button::Keyboard(KeyCode::Escape)),
            conditions: vec![controls::BindingCondition::ListeningForText(false)],
        },
    );

    editor_controls
}

#[derive(Clone, Resource)]
pub struct NetworkingOptions {
    /// api address with no trailing slash
    api_address: String,
    /// reqwest agent
    /// NOTE: mainly for the future, because it can hold cookies
    req: reqwest::blocking::Client,
    /// feels wrong storing this here but "it's temporary"
    user_token: String,
}

#[derive(Resource)]
pub struct Global {
    /// details of the logged in user
    user: Option<User>,
    /// current game id, set from browse
    cur_game_id: String,
}