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157 lines
4.9 KiB
Rust
157 lines
4.9 KiB
Rust
use bevy::core::FrameCount;
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use crate::prelude::*;
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pub(crate) struct IntroPlugin;
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impl Plugin for IntroPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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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, 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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Update,
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continue_to_play
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.run_if(|keys: Res<Input<KeyCode>>| -> bool { keys.just_pressed(KeyCode::Return) })
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.run_if(resource_exists::<IntroPlayed>()),
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);
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}
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}
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#[derive(Debug, Component)]
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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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tweaks_file: Res<tweak::GameTweaks>,
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tweaks: Res<Assets<tweak::Tweaks>>,
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mut commands: Commands,
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) {
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let tweak = tweaks.get(tweaks_file.handle.clone()).expect("Load tweaks");
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let text = tweak.get::<String>("intro_text").expect("Intro text");
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commands
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.spawn((
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Intro,
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NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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flex_direction: FlexDirection::Column,
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(50.0)),
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..default()
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},
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background_color: Color::NONE.into(),
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visibility: Visibility::Hidden,
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn((
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Intro,
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TextBundle::from_sections(text.chars().into_iter().map(|c| TextSection {
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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.with_a(0.0),
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..default()
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},
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}))
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.with_text_alignment(TextAlignment::Center),
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));
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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, &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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// 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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// Hit enter to skip the "animation"
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// Hit enter once the animation is complete to start the game
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fn continue_to_play(mut next_state: ResMut<NextState<GameState>>) {
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next_state.set(GameState::Play)
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}
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