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martian-chess/src/game.rs

956 lines
32 KiB
Rust

use bevy::app::AppExit;
use bevy::utils::HashSet;
use crate::audio::AudioEvent;
use crate::prelude::*;
pub(crate) struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_event::<Move>()
.add_event::<Selection>()
.add_state::<TurnState>()
.insert_resource(Score { ..default() })
.add_systems(Startup, setup_board)
.add_systems(OnEnter(GameState::Play), hide_valid_moves)
.add_systems(
Update,
manage_state_entities::<GameState>().run_if(state_changed::<GameState>()),
)
.add_systems(
Update,
(
update_board
.run_if(on_event::<Move>())
.after(handle_selection),
set_side.run_if(any_component_changed::<BoardIndex>()),
cancel_place.run_if(just_pressed(MouseButton::Right)),
handle_selection.run_if(on_event::<Selection>()),
show_valid_moves.run_if(any_component_added::<Selected>()),
hide_valid_moves.run_if(any_component_removed::<Selected>()),
manage_score.run_if(any_component_added::<Captured>()),
check_endgame.run_if(resource_changed::<Board>()),
reset_game.run_if(just_pressed(KeyCode::R)),
),
)
.add_systems(OnEnter(GameState::Endgame), set_endgame.after(manage_score))
.add_systems(OnExit(GameState::Endgame), clear_endgame)
.add_systems(
PreUpdate,
asserts::<display3d::Display3d>
.run_if(in_state(DisplayState::Display3d))
.run_if(in_state(GameState::Play)),
)
.add_systems(
PostUpdate,
(debug_board.run_if(resource_exists::<debug::DebugEnabled>()),),
)
.add_systems(OnEnter(GameState::Restart), handle_restart)
.add_systems(OnEnter(GameState::Quit), handle_quit);
}
}
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
pub(crate) struct TurnState(pub Side);
impl std::ops::Not for TurnState {
type Output = Self;
fn not(self) -> Self::Output {
let TurnState(side) = self;
TurnState(!side)
}
}
#[derive(Debug, Component, Clone, PartialEq, Copy, Hash)]
pub(crate) enum Piece {
Pawn,
Drone,
Queen,
}
#[derive(Debug, Component, Clone, PartialEq)]
pub(crate) enum Tile {
Dark,
Light,
}
pub(crate) fn tiles() -> impl Iterator<Item = (BoardIndex, Tile)> {
(0..32).map(|i| {
let x = i % 8;
let y = i / 8;
let s = (x % 2) ^ (y % 2);
let index = BoardIndex { x, y };
let tile = if s == 0 { Tile::Dark } else { Tile::Light };
(index, tile)
})
}
#[derive(Debug, Component)]
pub(crate) struct BoardComponent;
#[derive(Debug, Component)]
pub(crate) struct ValidMove;
#[derive(Debug, Component)]
pub(crate) struct Captured;
// manually for the type.
impl std::fmt::Display for Piece {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match self {
Piece::Queen => write!(f, "@"),
Piece::Drone => write!(f, "^"),
Piece::Pawn => write!(f, "*"),
}
}
}
#[derive(Debug, PartialEq)]
pub(crate) enum GameError {
NullMove,
InvalidIndex,
InvalidMove,
}
/// Tracks the score of each side of the game
#[derive(Debug, Resource, Default)]
pub(crate) struct Score {
a: usize,
b: usize,
captures_a: usize,
captures_b: usize,
}
impl Score {
fn increment(&mut self, side: Side, piece: Piece) {
let i = match piece {
Piece::Queen => 3,
Piece::Drone => 2,
Piece::Pawn => 1,
};
match side {
Side::A => {
self.captures_a += 1;
self.a += i;
}
Side::B => {
self.captures_b += 1;
self.b += i;
}
}
}
pub(crate) fn _get(&self, side: Side) -> usize {
match side {
Side::A => self.a,
Side::B => self.b,
}
}
pub(crate) fn captures(&self, side: Side) -> usize {
match side {
Side::A => self.captures_a,
Side::B => self.captures_b,
}
}
}
/// The board is setup like this:
/// ```text
/// 0 1 2 3 4 5 6 7
/// +--+--+--+-----+--+--+--+
/// a | | | | l | d| Q| Q|
/// +--+--+--+--l--+--+--+--+
/// b |d |p |p | l | p| d| Q|
/// +--+--+--+--l--+--+--+--+
/// c |Q |d |p | l | p| p| d|
/// +--+--+--+--l--+--+--+--+
/// d |Q |Q |d | l | | | |
/// +--+--+--+-----+--+--+--+
/// ````
#[derive(Debug, Resource)]
pub(crate) struct Board {
inner: Vec<Vec<Option<Piece>>>,
moves: Vec<Move>,
}
#[derive(Debug, Default, Event, Clone)]
pub(crate) struct Move {
pub epoch: usize,
pub from: BoardIndex,
pub to: Option<BoardIndex>,
}
/// Enum for the Capture event flow
#[derive(Debug, Clone, Copy, Resource)]
pub(crate) enum CaptureFlow {
// Run the "fade out" animation
FadeOut(Entity),
// Put the captured piece next to the board
Store(Entity),
// Run the "fade in" animation
FadeIn(Entity),
}
impl CaptureFlow {
/// The capture flow so we can move from one "capture flow state" to the next
/// Fade out, then store, then fade in
pub(crate) fn next(&self) -> Option<Self> {
match self {
Self::FadeOut(e) => Some(Self::Store(e.clone())),
Self::Store(e) => Some(Self::FadeIn(e.clone())),
Self::FadeIn(_) => None,
}
}
}
#[derive(Debug, Component, PartialEq, Clone, Default, Copy, Eq, Hash)]
pub(crate) struct BoardIndex {
pub x: usize,
pub y: usize,
}
#[derive(Debug, Component, PartialEq, Clone, Copy, Eq, Hash, Default)]
pub(crate) enum Side {
A,
// HACK: Opening animation starts on B side
#[default]
B,
}
impl std::ops::Not for Side {
type Output = Self;
fn not(self) -> Self::Output {
match self {
Side::A => Side::B,
Side::B => Side::A,
}
}
}
impl Board {
/// Returns the piece at the given location
pub(crate) fn at(&self, BoardIndex { x, y }: BoardIndex) -> Option<&Piece> {
self.inner[y][x].as_ref()
}
fn new() -> Board {
use Piece::*;
Board {
moves: vec![],
inner: vec![
vec![
Some(Queen),
Some(Queen),
Some(Drone),
None,
None,
None,
None,
None,
],
vec![
Some(Queen),
Some(Drone),
Some(Pawn),
None,
None,
Some(Pawn),
Some(Pawn),
Some(Drone),
],
vec![
Some(Drone),
Some(Pawn),
Some(Pawn),
None,
None,
Some(Pawn),
Some(Drone),
Some(Queen),
],
vec![
None,
None,
None,
None,
None,
Some(Drone),
Some(Queen),
Some(Queen),
],
],
}
}
/// Show all pieces on one side of the board
/// OPTIMIZE: This is only used to tell if a side is empty, so it is more work than we need to do.
pub(crate) fn on(&self, side: Side) -> Vec<(&Piece, BoardIndex)> {
match side {
Side::A => {
// X: 0..3, Y: 0..3
(0..=3)
.flat_map(|x| {
(0..=3).map(move |y| {
self.at(BoardIndex { x, y })
.map(|p| (p, BoardIndex { x, y }))
})
})
.filter_map(|r| r)
.collect()
}
Side::B => {
// X: 4..7, Y: 0..3
(4..=7)
.flat_map(|x| {
(0..=3).map(move |y| {
self.at(BoardIndex { x, y })
.map(|p| (p, BoardIndex { x, y }))
})
})
.filter_map(|r| r)
.collect()
}
}
}
/// Returns a list of all pieces on the board with their location
pub(crate) fn pieces(&self) -> Vec<(BoardIndex, Piece)> {
self.inner
.iter()
.enumerate()
.flat_map(|(y, nested)| {
nested.iter().enumerate().filter_map(move |(x, p)| {
p.as_ref().map(|val| (BoardIndex { x, y }, val.clone()))
})
})
.collect()
}
/// Moves a piece from -> to
pub(crate) fn move_piece(
&mut self,
from: BoardIndex,
to: BoardIndex,
) -> Result<Vec<Move>, GameError> {
if from == to {
Err(GameError::NullMove)
} else {
match self.at(from.clone()) {
Some(from_piece) => {
// Check if this is a valid move for this piece
if self.valid_moves(from).contains(&to) {
// The current epoch is the last epoch + 1
let epoch = self.current_epoch();
// Local moves vec we can return
let mut moves = vec![];
// If the position we are moving to is occupied, capture the removal in the ledger
if self.inner[to.y][to.x].is_some() {
moves.push(Move {
epoch,
from: to.clone(),
to: None,
});
}
// Capture the intened move in the moves ledger
moves.push(Move {
epoch,
from: from.clone(),
to: Some(to.clone()),
});
self.inner[to.y][to.x] = Some(*from_piece);
self.inner[from.y][from.x] = None;
self.moves.extend(moves.clone());
Ok(moves)
} else {
Err(GameError::InvalidMove)
}
}
None => Err(GameError::NullMove),
}
}
}
/// Returns the Side of a piece
pub(crate) fn side(BoardIndex { x, .. }: BoardIndex) -> Result<Side, GameError> {
match x {
0..=3 => Ok(Side::A),
4..=7 => Ok(Side::B),
_ => Err(GameError::InvalidIndex),
}
}
/// Returns the possible moves the piece at this tile can make.
/// TODO: Implement "no jumping" over pieces
pub(crate) fn valid_moves(&self, current_board_index: BoardIndex) -> HashSet<BoardIndex> {
let BoardIndex { x, y } = current_board_index;
let f = |(a, b): (Option<usize>, Option<usize>)| {
if let (Some(this_x), Some(this_y)) = (a, b) {
// This has a valid x position
let valid_x = (0..=7).contains(&this_x);
if valid_x {
// It has a valid y position
let valid_y = (0..=3).contains(&this_y);
if valid_y {
// The checked board index
let this_board_index = BoardIndex {
x: this_x,
y: this_y,
};
// Only propose tiles that are empty or capture a piece on the other side
let valid_capture = {
match self.at(this_board_index) {
Some(_) => {
let same_side = Board::side(current_board_index);
Board::side(this_board_index) != same_side
}
None => true,
}
};
if valid_capture {
// You cannot move a piece from A to B and then back to A when it was just moved from SideA->SideB
// Move rejection is not allowed
let rejection = {
if let Some(Move {
from: last_from,
to: Some(last_to),
..
}) = self.moves.last()
{
// TODO: I think this is more logic than we need to express
// the sentiment...
*last_from == this_board_index
&& *last_to == current_board_index
&& Board::side(this_board_index)
!= Board::side(current_board_index)
} else {
false
}
};
// If all tests pass, this is a valid move
(!rejection).then_some(this_board_index)
} else {
None
}
} else {
None
}
} else {
None
}
} else {
None
}
};
match self.at(BoardIndex { x, y }) {
// One space in any diagonal
Some(Piece::Pawn) => std::iter::empty()
.chain(
(-1..=1)
.zip(-1..=1)
.map(move |(a, b)| (x.checked_add_signed(a), y.checked_add_signed(b))),
)
.chain(
(-1..=1)
.zip((-1..=1).rev())
.map(move |(a, b)| (x.checked_add_signed(a), y.checked_add_signed(b))),
)
.filter_map(f)
.collect(),
// One or two spaces in either horizontal
Some(Piece::Drone) => std::iter::empty()
.chain((-2..=2).map(|i| (x.checked_add_signed(i), Some(y))))
.chain((-2..=2).map(|i| (Some(x), y.checked_add_signed(i))))
.filter_map(f)
.collect(),
// Any distance in any straight line
Some(Piece::Queen) => std::iter::empty()
.chain((-7..=7).map(|i| (x.checked_add_signed(i), Some(y))))
.chain((-3..=3).map(|i| (Some(x), y.checked_add_signed(i))))
.chain(
(-3..=3)
.zip(-3..=3)
.map(move |(a, b)| (x.checked_add_signed(a), y.checked_add_signed(b))),
)
.chain(
(-3..=3)
.zip((-3..=3).rev())
.map(move |(a, b)| (x.checked_add_signed(a), y.checked_add_signed(b))),
)
.filter_map(f)
.collect(),
None => std::iter::empty().collect(),
}
}
pub(crate) fn current_epoch(&self) -> usize {
self.moves.last().unwrap_or(&Move { ..default() }).epoch + 1
}
}
impl std::fmt::Display for Board {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
self.inner.iter().rev().for_each(|row| {
let _ = write!(f, "+--+--+--+--+--+--+--+--+\n");
let _ = write!(f, "|");
row.iter().for_each(|piece| {
let _ = match piece {
Some(p) => write!(f, "{} |", p),
None => write!(f, " |"),
};
});
let _ = write!(f, "\n");
});
let _ = write!(f, "+--+--+--+--+--+--+--+--+");
Ok(())
}
}
/// Marker component for currently selected entities
#[derive(Debug, Default, Component)]
pub(crate) struct Selected;
/// Marker component for selectable entities
#[derive(Debug, Default, Component)]
pub(crate) struct Selectable;
/// Event for selecting board indexes for Moves
#[derive(Debug, Default, Event, Clone)]
pub(crate) struct Selection(pub BoardIndex);
fn setup_board(mut commands: Commands) {
commands.insert_resource(Board::new());
}
fn debug_board(board: Res<Board>, mut debug_info: ResMut<debug::DebugInfo>) {
debug_info.set("board".into(), format!("\n{}", *board));
}
/// Update this method to use a diff between the board and the state of the 2d/3d worlds
pub(crate) fn update_board(
mut audio_events: EventWriter<AudioEvent>,
mut events: EventReader<Move>,
mut pieces: Query<(Entity, &mut BoardIndex), With<Piece>>,
selected: Query<Entity, With<Selected>>,
mut commands: Commands,
mut played: Local<bool>,
curr_state: Res<State<TurnState>>,
mut next_state: ResMut<NextState<TurnState>>,
) {
events.read().for_each(|Move { from, to, .. }| {
pieces.iter_mut().for_each(|(entity, mut index)| {
if *index == *from {
match to {
Some(to_idx) => {
info!("Moving piece {:?} {:?} -> {:?}", entity, from, to_idx);
*index = to_idx.clone();
if !(*played) {
audio_events.send(audio::AudioEvent::PutDown);
audio_events.send(audio::AudioEvent::StopIdle);
*played = true;
if *from != *to_idx {
let ns = !*curr_state.get();
info!("Piece moved, switching sides: {:?}", ns);
next_state.set(ns);
}
}
}
None => {
info!("Capturing piece {:?}", entity);
commands
.entity(entity)
.remove::<BoardIndex>()
.insert(Captured);
}
}
}
});
selected.iter().for_each(|entity| {
debug!("De-selecting selected piece {:?}", entity);
commands.entity(entity).remove::<Selected>();
});
});
*played = false;
}
#[derive(Debug, Component)]
struct Endgame;
fn check_endgame(board: Res<Board>, mut next_state: ResMut<NextState<GameState>>) {
if board.on(Side::A).is_empty() || board.on(Side::B).is_empty() {
warn!("The game is over!");
next_state.set(GameState::Endgame);
}
}
fn set_endgame(
score: Res<Score>,
mut commands: Commands,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<tweak::Tweaks>>,
) {
let tweak = tweaks.get(tweaks_file.handle.clone()).expect("Load tweaks");
let button_handle = tweak.get_handle::<Image>("buttons_image_resting").unwrap();
let font_handle = tweak.get_handle::<Font>("buttons_font").unwrap();
commands
.spawn((
Endgame,
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
flex_direction: FlexDirection::Column,
position_type: PositionType::Absolute,
..default()
},
background_color: Color::NONE.into(),
visibility: Visibility::Inherited,
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"S C O R E",
TextStyle {
font_size: 48.0,
color: Color::ORANGE_RED,
..default()
},
));
parent.spawn(TextBundle::from_section(
format!("BLUE {}", score.b),
TextStyle {
font_size: 32.0,
color: Color::BLUE,
..default()
},
));
parent.spawn(TextBundle::from_section(
format!("RED {}", score.a),
TextStyle {
font_size: 32.0,
color: Color::RED,
..default()
},
));
parent
.spawn((
Endgame,
NodeBundle {
style: Style {
flex_direction: FlexDirection::Row,
..default()
},
..default()
},
))
.with_children(|parent| {
parent
.spawn((
menu::ButtonAction(GameState::Restart),
menu::ButtonAction(menu::MenuState::Off),
ButtonBundle {
style: Style {
padding: UiRect::all(Val::Px(5.0)),
margin: UiRect::all(Val::Px(5.0)),
..default()
},
image: UiImage {
texture: button_handle.clone(),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle {
text: Text {
sections: vec![TextSection {
value: "N e w G a m e".into(),
style: TextStyle {
color: Color::WHITE,
font_size: 16.0,
font: font_handle.clone(),
},
}],
..default()
},
style: Style {
margin: UiRect::all(Val::Px(20.0)),
..default()
},
..default()
});
});
// Quit button
parent
.spawn((
menu::ButtonAction(menu::MenuState::Off),
menu::ButtonAction(GameState::Quit),
ButtonBundle {
style: Style {
padding: UiRect::all(Val::Px(5.0)),
margin: UiRect::all(Val::Px(5.0)),
..default()
},
image: UiImage {
texture: button_handle.clone(),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle {
text: Text {
sections: vec![TextSection {
value: "Q u i t".into(),
style: TextStyle {
color: Color::WHITE,
font_size: 16.0,
font: font_handle.clone(),
},
}],
..default()
},
style: Style {
margin: UiRect::all(Val::Px(20.0)),
..default()
},
..default()
});
});
});
});
}
fn clear_endgame(query: Query<Entity, With<Endgame>>, mut commands: Commands) {
query.iter().for_each(|e| {
commands.entity(e).despawn_recursive();
})
}
/// We only track 3D (hack, for now) to prevent duplicates
/// TODO: We can calculate this declaratively:
/// * All pieces without a BoardIndex are "captured"
/// * All captured pieces have their captured side preserved
/// We can iterate over these pieces and calculate the score on the fly
fn manage_score(
events: Query<(&Side, &Piece), (Added<Captured>, With<display3d::Display3d>)>,
mut debug_info: ResMut<debug::DebugInfo>,
mut score: ResMut<Score>,
) {
events.iter().for_each(|(side, piece)| {
score.increment(!*side, *piece);
debug_info.set("score".into(), format!("A:{}|B:{}", score.a, score.b));
});
}
pub(crate) fn set_side(
mut events: Query<(&mut Side, &BoardIndex), Or<(Changed<BoardIndex>, Added<BoardIndex>)>>,
) {
events
.iter_mut()
.for_each(|(mut side, idx)| match Board::side(*idx) {
Ok(s) => {
debug!("Set side event {:?} {:?} -> {:?}", idx, side, s);
if *side != s {
*side = s
}
}
Err(e) => warn!("{:?}", e),
});
}
// TODO: Handle 3d Pickup (Not showing hover animation, but still selected?)
// TODO: Handle cancel move (currently 2d just drops it in place)
fn handle_selection(
mut selections: EventReader<Selection>,
mut move_events: EventWriter<Move>,
selected: Query<(Entity, &BoardIndex), (With<Selected>, With<Piece>)>,
pieces: Query<(Entity, &BoardIndex), (With<Selectable>, Without<Selected>, With<Piece>)>,
mut board: ResMut<Board>,
mut commands: Commands,
mut audio_event: EventWriter<AudioEvent>,
mut done: Local<bool>, // Tracks if moves/audio submitted already even if multiple pieces (2d/3d) are moved.
mut latest: Local<Option<BoardIndex>>, // Tracks the last one worked on
) {
selections.read().for_each(|Selection(index)| {
// Skip indexes already processed
if Some(*index) != *latest {
// Set the latest index to the current index
*latest = Some(*index);
// Reset the "done" marker
*done = false;
// There are no currently selected entities
// Mark the piece at this index as selected
if selected.is_empty() {
pieces
.iter()
.filter(|(_, this_index)| *this_index == index)
.for_each(|(piece, piece_index)| {
info!("Selecting {:?} at {:?}", piece, piece_index);
commands.entity(piece).insert(Selected);
if !(*done) {
audio_event.send(audio::AudioEvent::PickUp);
audio_event.send(AudioEvent::Idle);
*done = true;
}
});
}
// There is a currently selected entity, so submit moves
else {
assert!(
selected.iter().len() <= 2,
"There are too many pieces selected!"
);
selected.iter().for_each(|(_, current_index)| {
match board.move_piece(*current_index, *index) {
Ok(moves) => {
// De-select the piece
info!("Applying moves {:?}", moves);
if !(*done) {
moves.iter().for_each(|m| move_events.send(m.clone()));
*done = true;
}
}
Err(GameError::NullMove) => warn!("Null move!"),
Err(GameError::InvalidIndex) | Err(GameError::InvalidMove) => {
warn!("Invalid index/move!");
if !(*done) {
audio_event.send(AudioEvent::Invalid);
*done = true;
}
}
}
});
}
}
});
*done = false;
*latest = None;
}
/// Triggered when right-mouse-button clicked
fn cancel_place(current: Query<&BoardIndex, With<Selected>>, mut events: EventWriter<Move>) {
current.iter().for_each(|board_index| {
info!("De-selecting piece at {:?}", board_index);
events.send(Move {
from: board_index.clone(),
to: Some(board_index.clone()),
..default()
});
});
}
/// Panics if more than two pieces are selected at a time
fn asserts<T: Component>(
selected_pieces: Query<Entity, (With<Piece>, With<T>, With<Selected>)>,
selected_tiles: Query<Entity, (With<Tile>, With<T>, With<Selected>)>,
cameras: Query<Entity, (With<Camera>, With<T>)>,
) {
if selected_pieces.iter().len() > 2 {
selected_pieces.iter().for_each(|e| {
info!("Too many pieces selected, one of which is: {:?}", e);
});
panic!(
"More than two pieces selected {:?}",
selected_pieces.iter().len()
);
}
if selected_tiles.iter().len() > 2 {
panic!(
"More than two tiles selected {:?}",
selected_tiles.iter().len()
);
}
if cameras.iter().len() != 1 {
panic!(
"There should be 1 cameras in this state, but there is only {}",
cameras.iter().len()
);
}
}
/// Spawn "Valid move" indicators when a piece is selected
/// Another system registers these new entities and associates the correct models and plays animations.
fn show_valid_moves(
events: Query<&BoardIndex, (With<Piece>, Added<Selected>)>,
board: Res<Board>,
mut indicators: Query<(&BoardIndex, &mut Visibility), With<ValidMove>>,
) {
// When a piece is selected
events.iter().for_each(|idx| {
// Iterate over all ValidMove entities
// For each one with a ValidMove index, make it visible
board.valid_moves(*idx).iter().for_each(|idx| {
indicators.iter_mut().for_each(|(i, mut vis)| {
if i == idx {
*vis = Visibility::Inherited;
}
});
})
});
}
/// Hide "Valid Move" indicators when a piece is de-selected
fn hide_valid_moves(mut indicators: Query<&mut Visibility, With<ValidMove>>) {
indicators.iter_mut().for_each(|mut visibility| {
*visibility = Visibility::Hidden;
});
}
// Resets the board to the "stock" setup
// Somewhat conflicts with board initialization!
fn reset_game(
pieces: Query<Entity, With<Piece>>,
mut board: ResMut<Board>,
mut score: ResMut<Score>,
mut commands: Commands,
) {
// Setup the board
*board = Board::new();
// Reset the score
*score = Score { ..default() };
// Move all pieces to their correct spots
pieces
.iter()
.zip(board.pieces().iter())
.for_each(|(e, (i, p))| {
commands
.entity(e)
.insert((i.clone(), p.clone()))
.remove::<Captured>();
});
}
/// Very simple system to handle the "Quit" state (shutdown the game)
fn handle_quit(mut app_exit_events: EventWriter<AppExit>) {
app_exit_events.send(AppExit);
}
fn handle_restart() {
todo!("Restart is not implemented yet!");
}