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@ -1,3 +1,5 @@
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use bevy::core::FrameCount;
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use crate::prelude::*;
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pub(crate) struct IntroPlugin;
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@ -8,11 +10,16 @@ impl Plugin for IntroPlugin {
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OnExit(GameState::Loading),
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init_intro_text.run_if(resource_exists::<tweak::GameTweaks>()),
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)
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.init_resource::<IntroProgress>()
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.add_systems(OnEnter(GameState::Intro), activate::<Intro>)
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.add_systems(OnExit(GameState::Intro), deactivate::<Intro>)
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.add_systems(Update, play_intro
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.run_if(in_state(GameState::<Intro>()))
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.add_systems(Update, manage_intro_progress
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.run_if(in_state(GameState::Intro))
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.run_if(not(resource_exists::<IntroPlayed>()))
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)
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.add_systems(Update, play_intro
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.run_if(in_state(GameState::Intro))
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.run_if(resource_changed::<IntroProgress>())
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)
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// Continue to play state if the intro is done playing out
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.add_systems(
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@ -30,6 +37,9 @@ struct Intro;
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#[derive(Debug, Resource)]
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struct IntroPlayed;
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#[derive(Debug, Resource, Default)]
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struct IntroProgress(usize);
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// Draw the intro text (invisible) on startup
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// Requires the Tweakfile to be loaded
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fn init_intro_text(
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@ -67,7 +77,7 @@ fn init_intro_text(
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value: c.to_string(),
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style: TextStyle {
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font_size: 16.0,
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color: Color::WHITE,
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color: Color::WHITE.with_a(0.0),
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..default()
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},
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}))
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@ -76,14 +86,65 @@ fn init_intro_text(
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});
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}
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fn manage_intro_progress(
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keys: Res<Input<KeyCode>>,
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mut start: Local<u32>,
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mut progress: ResMut<IntroProgress>,
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framecount: Res<FrameCount>,
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mut commands: Commands,
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tweaks_file: Res<tweak::GameTweaks>,
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tweaks: Res<Assets<tweak::Tweaks>>,
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) {
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// If this is the first run, initialize the starting point
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if *start == 0 {
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*start = framecount.0;
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}
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// If the user hits 'return' set this to the end of the animation
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if keys.just_pressed(KeyCode::Return) {
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progress.0 = usize::MAX;
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commands.insert_resource(IntroPlayed);
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// Otherwise progress by N characters (1)
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} else {
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let tweak = tweaks
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.get(tweaks_file.handle.clone())
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.expect("Load tweaks");
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let rate = tweak.get::<u32>("intro_rate").expect("[intro] rate = #");
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progress.0 = ((framecount.0 - *start) / rate) as usize;
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}
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}
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// Upon entering the Intro state, start the intro "animation"
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fn play_intro(
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mut text: Query<&mut Text, With<Intro>>,
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progress: Local<f32>,
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mut text: Query<(&mut Text, &mut Visibility), With<Intro>>,
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progress: Res<IntroProgress>,
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mut commands: Commands,
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) {
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todo!("Play the intro animation, typing each character one at a time...");
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// Iterate over all (one) text
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text.iter_mut().for_each(|(mut t, mut v)| {
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// If this is the first frame of the animation, make the object visibility
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if progress.0 == 0 {
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*v = Visibility::Inherited;
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}
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// Iterate over all characters in the intro text
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t.sections
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.iter_mut()
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.enumerate()
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// Only operate on sections up to this point
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.filter_map(|(i, s)| {
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(i <= progress.0).then_some(s)
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})
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// Set the alpha to 1.0 making it visible
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.for_each(|s| {
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s.style.color.set_a(1.0);
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});
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if t.sections.iter().all(|s| s.style.color.a() == 1.0) {
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commands.insert_resource(IntroPlayed);
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}
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});
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}
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// Intro animation reveals one character every nth frame
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