refactor!: Split everything into submodules

- Bump version to 0.2.0
- Split every module to systems, observers, plugins, etc
- Renamed Crate to Container
- Removed Wall component
- Removed try_insert_item system
- Removed inventory::ui module
This commit is contained in:
Alexey 2026-03-19 14:23:26 +03:00
commit 7c386d4128
20 changed files with 830 additions and 772 deletions

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@ -2,7 +2,7 @@ cargo-features = ["codegen-backend"]
[package] [package]
name = "expedition_demo" name = "expedition_demo"
version = "0.1.0" version = "0.2.0"
edition = "2024" edition = "2024"
[dependencies] [dependencies]

41
src/input/mod.rs Normal file
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@ -0,0 +1,41 @@
use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
use serde::{
Serialize,
Deserialize
};
pub mod plugin;
#[derive(Actionlike, PartialEq, Eq, Hash, Debug, Clone, Reflect, Serialize, Deserialize)]
pub enum InputAction {
#[actionlike(Axis)]
Move,
ToggleInventory,
Interact,
}
impl InputAction {
pub fn default_input_map() -> InputMap<Self> {
InputMap::default()
.with_axis(Self::Move, VirtualAxis::ad())
.with_axis(Self::Move, GamepadAxis::LeftStickX)
.with(Self::ToggleInventory, KeyCode::KeyI)
.with(Self::ToggleInventory, GamepadButton::Select)
.with(Self::Interact, KeyCode::KeyE)
.with(Self::Interact, GamepadButton::East)
}
}
#[derive(Actionlike, PartialEq, Eq, Hash, Debug, Clone, Reflect, Serialize, Deserialize)]
pub enum UiAction {
Rotate,
}
impl UiAction {
pub fn default_input_map() -> InputMap<Self> {
InputMap::default()
.with(Self::Rotate, KeyCode::KeyR)
.with(Self::Rotate, GamepadButton::West)
}
}

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@ -1,7 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
pub mod item; pub mod item;
pub mod ui;
#[derive(Component, Reflect, Default)] #[derive(Component, Reflect, Default)]
pub struct Inventory { pub struct Inventory {

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@ -1 +0,0 @@
pub use crate::ui::inventory::*;

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@ -0,0 +1,62 @@
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use crate::{
GameState,
PIXELS_PER_METER,
inventory::{
ActiveInventory,
Inventory,
item::Item,
},
};
const CRATE_CLOSED_ASSET: &'static str = "sprites/interactive/crate_closed.png";
use super::*;
#[derive(Component)]
#[require(Sprite, InteractiveObject, Inventory)]
pub struct Container;
fn on_container_interact(
event: On<InteractionEvent>,
mut commands: Commands,
locked_query: Query<(), With<Locked>>,
crate_query: Query<(), With<Container>>,
mut next_state: ResMut<NextState<GameState>>,
) {
if locked_query.get(event.entity).is_ok() {
return;
}
if crate_query.get(event.entity).is_err() {
return;
}
commands.entity(event.entity).insert(ActiveInventory);
next_state.set(GameState::Inventory);
}
pub fn container_bundle(
asset_server: &Res<AssetServer>,
position: Vec2,
inventory_size: UVec2,
items: Vec<Item>
) -> impl Bundle {
let image = asset_server.load(CRATE_CLOSED_ASSET);
(
Container,
Transform::from_xyz(position.x, position.y - PIXELS_PER_METER * 0.5, 0.),
Sprite::from_image(image),
Inventory::new(inventory_size),
Observer::new(on_container_interact),
Children::spawn((
SpawnIter(items.into_iter()),
Spawn((
Collider::cuboid(PIXELS_PER_METER, PIXELS_PER_METER),
Sensor,
Transform::from_xyz(0., PIXELS_PER_METER * 0.5, 0.),
)),
)),
)
}

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@ -0,0 +1,82 @@
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use crate::PIXELS_PER_METER;
use super::*;
const DOOR_OPENED_ASSET: &'static str = "sprites/interactive/door_opened.png";
const DOOR_CLOSED_ASSET: &'static str = "sprites/interactive/door_closed.png";
#[derive(Component)]
#[require(Sprite, InteractiveObject)]
pub struct Door(pub i8);
fn on_door_interact(
event: On<InteractionEvent>,
mut commands: Commands,
locked_query: Query<(), With<Locked>>,
collider_query: Query<(), (With<Door>, With<Collider>)>,
no_collider_query: Query<(), (With<Door>, Without<Collider>)>,
door_query: Query<(&Door, &Children)>,
mut sprite_query: Query<(&mut Sprite, &mut Transform)>,
asset_server: Res<AssetServer>,
) {
if locked_query.get(event.entity).is_ok() {
return;
}
let was_opened = if collider_query.get(event.entity).is_ok() { false }
else if no_collider_query.get(event.entity).is_ok() { true }
else {
return;
};
let Ok((door, children)) = door_query.get(event.entity) else {
return;
};
for child in children {
if let Ok((mut sprite, mut transform)) = sprite_query.get_mut(*child) {
let (image, translation) = if was_opened { (DOOR_CLOSED_ASSET, 0.) }
else { (DOOR_OPENED_ASSET, door.0 as f32 * PIXELS_PER_METER * 0.5) };
sprite.image = asset_server.load(image);
transform.translation.x = translation;
break;
}
}
if was_opened {
commands.entity(event.entity).insert(door_collider());
} else {
commands.entity(event.entity).remove::<Collider>();
}
}
fn door_collider() -> Collider {
Collider::cuboid(PIXELS_PER_METER * 0.06125, PIXELS_PER_METER)
}
pub fn door_bundle(asset_server: &Res<AssetServer>, position: Vec2, facing_left: bool) -> impl Bundle {
let direction = if facing_left { -1 } else { 1 };
let image = asset_server.load(DOOR_CLOSED_ASSET);
(
Door(direction),
Transform::from_xyz(position.x, position.y, 0.),
Name::new(format!("Door ({}, {})", position.x, position.y)),
door_collider(),
Observer::new(on_door_interact),
children![
(
Collider::cuboid(PIXELS_PER_METER * 0.5, PIXELS_PER_METER),
Sensor,
Transform::from_xyz(0., 0., 0.),
),
(
Sprite {
image,
flip_x: facing_left,
..default()
},
Transform::from_xyz(0., 0., 0.),
),
],
)
}

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@ -1,33 +1,15 @@
use bevy::{ecs::query::QueryFilter, prelude::*}; use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use crate::{GameState, PIXELS_PER_METER, inventory::{ActiveInventory, Inventory, item::Item}, player::Player};
pub mod container; pub mod container;
pub mod door; pub mod door;
pub mod systems; pub mod systems;
const DOOR_OPENED_ASSET: &'static str = "sprites/interactive/door_opened.png";
const DOOR_CLOSED_ASSET: &'static str = "sprites/interactive/door_closed.png";
const CRATE_CLOSED_ASSET: &'static str = "sprites/interactive/crate_closed.png";
#[derive(Component)] #[derive(Component)]
pub struct MayInteract; pub struct MayInteract;
#[derive(Component, Default)] #[derive(Component, Default)]
pub struct InteractiveObject; pub struct InteractiveObject;
#[derive(Component)]
pub struct Wall;
#[derive(Component)]
#[require(Sprite, InteractiveObject)]
pub struct Door(pub i8);
#[derive(Component)]
#[require(Sprite, InteractiveObject, Inventory)]
pub struct Crate;
#[derive(Component)] #[derive(Component)]
pub struct Locked; pub struct Locked;
@ -35,187 +17,3 @@ pub struct Locked;
pub struct InteractionEvent { pub struct InteractionEvent {
pub entity: Entity, pub entity: Entity,
} }
fn get_interactive_id<F: QueryFilter>(
tested_id: Entity,
interactive_query: Query<(), F>,
parent_query: Query<&ChildOf, With<Collider>>,
) -> Option<Entity> {
if interactive_query.get(tested_id).is_ok() {
return Some(tested_id);
}
let Ok(parent_id) = parent_query.get(tested_id) else {
return None;
};
match interactive_query.get(parent_id.0) {
Ok(_) => Some(parent_id.0),
Err(_) => None,
}
}
pub fn detect_interact_collisions(
mut commands: Commands,
mut collision_events: MessageReader<CollisionEvent>,
player_query: Query<(), With<Player>>,
interactive_query1: Query<(), (With<InteractiveObject>, Without<MayInteract>)>,
interactive_query2: Query<(), (With<InteractiveObject>, With<MayInteract>)>,
parent_query: Query<&ChildOf, With<Collider>>,
) {
for collision_event in collision_events.read() {
match collision_event {
CollisionEvent::Started(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query1, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
commands.entity(interactive_id).insert(MayInteract);
},
CollisionEvent::Stopped(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query2, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
commands.entity(interactive_id).remove::<MayInteract>();
},
}
}
}
fn on_crate_interact(
event: On<InteractionEvent>,
mut commands: Commands,
locked_query: Query<(), With<Locked>>,
crate_query: Query<(), With<Crate>>,
mut next_state: ResMut<NextState<GameState>>,
) {
if locked_query.get(event.entity).is_ok() {
return;
}
if crate_query.get(event.entity).is_err() {
return;
}
commands.entity(event.entity).insert(ActiveInventory);
next_state.set(GameState::Inventory);
}
fn crate_bundle(image: Handle<Image>, position: Vec2, inventory_size: UVec2, items: Vec<Item>) -> impl Bundle {
(
Crate,
Transform::from_xyz(position.x, position.y - PIXELS_PER_METER * 0.5, 0.),
Sprite::from_image(image),
Inventory::new(inventory_size),
Observer::new(on_crate_interact),
Children::spawn((
SpawnIter(items.into_iter()),
Spawn((
Collider::cuboid(PIXELS_PER_METER, PIXELS_PER_METER),
Sensor,
Transform::from_xyz(0., PIXELS_PER_METER * 0.5, 0.),
)),
)),
)
}
fn on_door_interact(
event: On<InteractionEvent>,
mut commands: Commands,
locked_query: Query<(), With<Locked>>,
collider_query: Query<(), (With<Door>, With<Collider>)>,
no_collider_query: Query<(), (With<Door>, Without<Collider>)>,
door_query: Query<(&Door, &Children)>,
mut sprite_query: Query<(&mut Sprite, &mut Transform)>,
asset_server: Res<AssetServer>,
) {
if locked_query.get(event.entity).is_ok() {
return;
}
let was_opened = if collider_query.get(event.entity).is_ok() { false }
else if no_collider_query.get(event.entity).is_ok() { true }
else {
return;
};
let Ok((door, children)) = door_query.get(event.entity) else {
return;
};
for child in children {
if let Ok((mut sprite, mut transform)) = sprite_query.get_mut(*child) {
let (image, translation) = if was_opened { (DOOR_CLOSED_ASSET, 0.) }
else { (DOOR_OPENED_ASSET, door.0 as f32 * PIXELS_PER_METER * 0.5) };
sprite.image = asset_server.load(image);
transform.translation.x = translation;
break;
}
}
if was_opened {
commands.entity(event.entity).insert(door_collider());
} else {
commands.entity(event.entity).remove::<Collider>();
}
}
fn door_collider() -> Collider {
Collider::cuboid(PIXELS_PER_METER * 0.06125, PIXELS_PER_METER)
}
fn door_bundle(image: Handle<Image>, position: Vec2, facing_left: bool) -> impl Bundle {
let direction = if facing_left { -1 } else { 1 };
(
Door(direction),
Transform::from_xyz(position.x, position.y, 0.),
Name::new(format!("Door ({}, {})", position.x, position.y)),
door_collider(),
Observer::new(on_door_interact),
children![
(
Collider::cuboid(PIXELS_PER_METER * 0.5, PIXELS_PER_METER),
Sensor,
Transform::from_xyz(0., 0., 0.),
),
(
Sprite {
image,
flip_x: facing_left,
..default()
},
Transform::from_xyz(0., 0., 0.),
),
],
)
}
fn wall_bundle(position: Vec2) -> impl Bundle {
(
Wall,
Transform::from_xyz(position.x, position.y, 0.),
Collider::cuboid(PIXELS_PER_METER * 0.5, PIXELS_PER_METER),
Name::new(format!("Wall ({}, {})", position.x, position.y)),
)
}
pub fn setup_world(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let items = vec![
Item::new_positioned(uvec2(1, 1), uvec2(0, 0)),
Item::new_positioned(uvec2(2, 1), uvec2(1, 0)),
Item::new_positioned(uvec2(3, 1), uvec2(3, 0)),
Item::new_positioned(uvec2(2, 2), uvec2(6, 0)),
Item::new_positioned(uvec2(6, 2), uvec2(0, 1)),
Item::new_positioned(uvec2(2, 3), uvec2(6, 2)),
Item::new_positioned(uvec2(4, 4), uvec2(0, 4)),
];
let door_image = asset_server.load(DOOR_CLOSED_ASSET);
let crate_image = asset_server.load(CRATE_CLOSED_ASSET);
commands.spawn(door_bundle(door_image.clone(), vec2(16., 0.), true));
commands.spawn(door_bundle(door_image.clone(), vec2(48., 0.), false));
commands.spawn(door_bundle(door_image.clone(), vec2(80., 0.), false)).insert(Locked);
commands.spawn(wall_bundle(vec2(-48., 0.)));
commands.spawn(crate_bundle(crate_image.clone(), vec2(-32., 0.), uvec2(8, 8), items));
}

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@ -0,0 +1,80 @@
use bevy::{
ecs::query::QueryFilter,
prelude::*,
};
use bevy_rapier2d::prelude::*;
use crate::{
inventory::item::Item,
player::Player,
};
use super::*;
fn get_interactive_id<F: QueryFilter>(
tested_id: Entity,
interactive_query: Query<(), F>,
parent_query: Query<&ChildOf, With<Collider>>,
) -> Option<Entity> {
if interactive_query.get(tested_id).is_ok() {
return Some(tested_id);
}
let Ok(parent_id) = parent_query.get(tested_id) else {
return None;
};
match interactive_query.get(parent_id.0) {
Ok(_) => Some(parent_id.0),
Err(_) => None,
}
}
pub fn detect_interact_collisions(
mut commands: Commands,
mut collision_events: MessageReader<CollisionEvent>,
player_query: Query<(), With<Player>>,
interactive_query1: Query<(), (With<InteractiveObject>, Without<MayInteract>)>,
interactive_query2: Query<(), (With<InteractiveObject>, With<MayInteract>)>,
parent_query: Query<&ChildOf, With<Collider>>,
) {
for collision_event in collision_events.read() {
match collision_event {
CollisionEvent::Started(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query1, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
commands.entity(interactive_id).insert(MayInteract);
},
CollisionEvent::Stopped(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query2, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
commands.entity(interactive_id).remove::<MayInteract>();
},
}
}
}
pub fn setup_world(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let items = vec![
Item::new_positioned(uvec2(1, 1), uvec2(0, 0)),
Item::new_positioned(uvec2(2, 1), uvec2(1, 0)),
Item::new_positioned(uvec2(3, 1), uvec2(3, 0)),
Item::new_positioned(uvec2(2, 2), uvec2(6, 0)),
Item::new_positioned(uvec2(6, 2), uvec2(0, 1)),
Item::new_positioned(uvec2(2, 3), uvec2(6, 2)),
Item::new_positioned(uvec2(4, 4), uvec2(0, 4)),
];
commands.spawn(door::door_bundle(&asset_server, vec2(16., 0.), true));
commands.spawn(door::door_bundle(&asset_server, vec2(48., 0.), false));
commands.spawn(door::door_bundle(&asset_server, vec2(80., 0.), false)).insert(Locked);
commands.spawn(container::container_bundle(&asset_server, vec2(-32., 0.), uvec2(8, 8), items));
}

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@ -1,3 +1,12 @@
use bevy::{
prelude::*,
ui_widgets::ScrollbarPlugin
};
use bevy_rapier2d::{
prelude::*,
rapier::prelude::IntegrationParameters
};
pub mod player; pub mod player;
pub mod layout; pub mod layout;
pub mod input; pub mod input;
@ -6,28 +15,10 @@ pub mod ui;
#[cfg(test)] #[cfg(test)]
mod tests; mod tests;
use bevy::{prelude::*, ui_widgets::ScrollbarPlugin};
use bevy_rapier2d::{prelude::*, rapier::prelude::IntegrationParameters};
use leafwing_input_manager::prelude::*;
use serde::{Deserialize, Serialize};
pub const PIXELS_PER_METER: f32 = 16.0; pub const PIXELS_PER_METER: f32 = 16.0;
pub struct ExpeditionPlugin; pub struct ExpeditionPlugin;
#[derive(Actionlike, PartialEq, Eq, Hash, Debug, Clone, Reflect, Serialize, Deserialize)]
pub enum InputAction {
#[actionlike(Axis)]
Move,
ToggleInventory,
Interact,
}
#[derive(Actionlike, PartialEq, Eq, Hash, Debug, Clone, Reflect, Serialize, Deserialize)]
pub enum UiAction {
Rotate,
}
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)] #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
pub enum GameState { pub enum GameState {
#[default] #[default]
@ -35,26 +26,6 @@ pub enum GameState {
Inventory, Inventory,
} }
impl InputAction {
pub fn default_input_map() -> InputMap<Self> {
InputMap::default()
.with_axis(Self::Move, VirtualAxis::ad())
.with_axis(Self::Move, GamepadAxis::LeftStickX)
.with(Self::ToggleInventory, KeyCode::KeyI)
.with(Self::ToggleInventory, GamepadButton::Select)
.with(Self::Interact, KeyCode::KeyE)
.with(Self::Interact, GamepadButton::East)
}
}
impl UiAction {
pub fn default_input_map() -> InputMap<Self> {
InputMap::default()
.with(Self::Rotate, KeyCode::KeyR)
.with(Self::Rotate, GamepadButton::West)
}
}
pub fn insert_entity_name(names: Query<(Entity, &mut Name), Added<Name>>) { pub fn insert_entity_name(names: Query<(Entity, &mut Name), Added<Name>>) {
for (entity, mut name) in names { for (entity, mut name) in names {
name.mutate(|name| name.insert_str(0, format!("{entity}: ").as_str())); name.mutate(|name| name.insert_str(0, format!("{entity}: ").as_str()));
@ -87,8 +58,8 @@ fn setup_global(mut commands: Commands) {
impl Plugin for ExpeditionPlugin { impl Plugin for ExpeditionPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(( app.add_plugins((
input::InputAssetPlugin::<InputAction>::default(), input::plugin::InputAssetPlugin::<input::InputAction>::default(),
input::InputAssetPlugin::<UiAction>::default(), input::plugin::InputAssetPlugin::<input::UiAction>::default(),
ScrollbarPlugin, ScrollbarPlugin,
RapierPhysicsPlugin::<()>::default() RapierPhysicsPlugin::<()>::default()
.with_custom_initialization(RapierContextInitialization::InitializeDefaultRapierContext { .with_custom_initialization(RapierContextInitialization::InitializeDefaultRapierContext {
@ -107,22 +78,16 @@ impl Plugin for ExpeditionPlugin {
)) ))
.init_state::<GameState>() .init_state::<GameState>()
.insert_resource(ui::WindowSize::default()) .insert_resource(ui::WindowSize::default())
.add_systems(Startup, (player::setup_player, setup_global, layout::setup_world)) .add_systems(Startup, (player::systems::setup_player, setup_global, layout::systems::setup_world))
.add_systems(Update, ( .add_systems(Update, (
player::handle_input, player::systems::handle_input,
ui::update_window_size, ui::update_window_size,
ui::handle_input, ui::handle_input,
insert_entity_name, insert_entity_name,
layout::detect_interact_collisions, layout::systems::detect_interact_collisions,
)) ))
.add_systems(OnEnter(GameState::Inventory), inventory::ui::setup_ui_inventory) .add_systems(OnEnter(GameState::Inventory), ui::inventory::systems::setup_ui_inventory)
.add_systems(OnExit(GameState::Inventory), inventory::ui::clear_ui_inventory) .add_systems(OnExit(GameState::Inventory), ui::inventory::systems::clear_ui_inventory)
.register_type::<inventory::Inventory>() .add_observer(ui::inventory::observers::on_ui_rotate);
.register_type::<inventory::ActiveInventory>()
.register_type::<inventory::item::Item>()
.register_type::<inventory::ui::UiItem>()
.register_type::<inventory::ui::UiInventorySlot>()
.register_type::<inventory::ui::UiInventory>()
.add_observer(inventory::ui::on_ui_rotate);
} }
} }

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@ -1,4 +1,10 @@
use bevy::{prelude::*, remote::{RemotePlugin, http::RemoteHttpPlugin}}; use bevy::{
prelude::*,
remote::{
RemotePlugin,
http::RemoteHttpPlugin,
},
};
use expedition_demo::ExpeditionPlugin; use expedition_demo::ExpeditionPlugin;

View file

@ -1,8 +1,11 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rapier2d::prelude::*; use bevy_rapier2d::prelude::*;
use leafwing_input_manager::prelude::*;
use crate::{GameState, InputAction as Action, PIXELS_PER_METER, inventory::{Inventory, item::Item}, layout::{InteractionEvent, MayInteract}}; use crate::{
input::InputAction as Action,
PIXELS_PER_METER,
inventory::Inventory,
};
pub mod systems; pub mod systems;
@ -12,7 +15,7 @@ pub struct Player {
speed: f32, speed: f32,
} }
fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle { pub fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
let image = asset_server.load("sprites/player/player.png"); let image = asset_server.load("sprites/player/player.png");
( (
Player { Player {
@ -35,83 +38,3 @@ fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
], ],
) )
} }
pub fn setup_player(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(player_bundle(&asset_server));
}
pub fn try_insert_item(
mut commands: Commands,
item_query: Query<&Item>,
inventory_query: Query<(Entity, &Inventory, Option<&Children>)>,
) {
let mut item = Item::new(UVec2::new(1, 1));
let name = Name::new(format!("Item {}x{}", item.size.x, item.size.y));
for (entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
let children = match children {
Some(children) => &children[..],
None => &[],
};
match inventory.find_free_space(item_query, children, item.size) {
Some((position, should_rotate)) => {
if should_rotate {
item.rotate();
}
item.position = Some(position);
info!("Spawning item {item:?}");
commands.entity(entity).with_child((item, name));
break;
},
None => (),
}
}
}
pub fn handle_input(
mut commands: Commands,
time: Res<Time>,
state: Res<State<GameState>>,
mut next_state: ResMut<NextState<GameState>>,
interactables: Query<Entity, With<MayInteract>>,
mut player: Query<(&Player, &mut ActionState<Action>, &mut KinematicCharacterController, &mut Sprite)>,
) {
let player = player.single_mut().expect("Player should be single");
match state.get() {
GameState::Running => {
let (Player {speed}, mut action_state, mut controller, mut sprite) = player;
if action_state.just_released(&Action::ToggleInventory) {
next_state.set(GameState::Inventory);
action_state.reset(&Action::ToggleInventory);
}
let direction = action_state.clamped_value(&Action::Move);
controller.translation = Some(vec2(direction * speed * time.delta_secs(), 0.));
if direction != 0f32 {
sprite.flip_x = direction < 0f32;
}
if action_state.just_released(&Action::Interact) {
let mut action_happened = false;
for interactable_id in interactables {
commands.trigger(InteractionEvent { entity: interactable_id });
action_happened = true;
}
if !action_happened {
commands.run_system_cached(try_insert_item);
}
action_state.reset(&Action::Interact);
}
},
GameState::Inventory => {
let (_, mut action_state, _, _) = player;
if action_state.just_released(&Action::ToggleInventory)
|| action_state.just_released(&Action::Interact) {
next_state.set(GameState::Running);
action_state.reset(&Action::ToggleInventory);
action_state.reset(&Action::Interact);
}
},
}
}

View file

@ -0,0 +1,60 @@
use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
use crate::{
GameState,
layout::{
InteractionEvent,
MayInteract,
},
};
use super::*;
pub fn setup_player(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(player_bundle(&asset_server));
}
pub fn handle_input(
mut commands: Commands,
time: Res<Time>,
state: Res<State<GameState>>,
mut next_state: ResMut<NextState<GameState>>,
interactables: Query<Entity, With<MayInteract>>,
mut player: Query<(&Player, &mut ActionState<Action>, &mut KinematicCharacterController, &mut Sprite)>,
) {
let player = player.single_mut().expect("Player should be single");
match state.get() {
GameState::Running => {
let (Player {speed}, mut action_state, mut controller, mut sprite) = player;
if action_state.just_released(&Action::ToggleInventory) {
next_state.set(GameState::Inventory);
action_state.reset(&Action::ToggleInventory);
}
let direction = action_state.clamped_value(&Action::Move);
controller.translation = Some(vec2(direction * speed * time.delta_secs(), 0.));
if direction != 0f32 {
sprite.flip_x = direction < 0f32;
}
if action_state.just_released(&Action::Interact) {
for interactable_id in interactables {
commands.trigger(InteractionEvent { entity: interactable_id });
}
action_state.reset(&Action::Interact);
}
},
GameState::Inventory => {
let (_, mut action_state, _, _) = player;
if action_state.just_released(&Action::ToggleInventory)
|| action_state.just_released(&Action::Interact) {
next_state.set(GameState::Running);
action_state.reset(&Action::ToggleInventory);
action_state.reset(&Action::Interact);
}
},
}
}

View file

@ -1,4 +1,5 @@
use super::super::*; use super::super::*;
use crate::input::plugin::*;
use leafwing_input_manager::prelude::*; use leafwing_input_manager::prelude::*;
#[derive(Actionlike, Reflect, Clone, Debug, PartialEq, Eq, Hash, Default)] #[derive(Actionlike, Reflect, Clone, Debug, PartialEq, Eq, Hash, Default)]
enum Action { enum Action {
@ -22,39 +23,39 @@ fn asset_from_map() {
input_map.insert_dual_axis(Action::DualAxis, GamepadStick::RIGHT); input_map.insert_dual_axis(Action::DualAxis, GamepadStick::RIGHT);
input_map.insert_dual_axis(Action::DualAxis, VirtualDPad::wasd()); input_map.insert_dual_axis(Action::DualAxis, VirtualDPad::wasd());
let mut expected_input_asset = input::InputAsset::default(); let mut expected_input_asset = InputAsset::default();
expected_input_asset.insert(Action::Button, input::MultiInput { expected_input_asset.insert(Action::Button, MultiInput {
keyboard: Some(vec![KeyCode::KeyE]), keyboard: Some(vec![KeyCode::KeyE]),
gamepad: Some(vec![GamepadButton::East]), gamepad: Some(vec![GamepadButton::East]),
mouse: None, mouse: None,
}.into()); }.into());
expected_input_asset.insert(Action::SingleAxis, input::InputKind::Axis(vec![ expected_input_asset.insert(Action::SingleAxis, InputKind::Axis(vec![
Box::new(GamepadAxis::LeftStickX), Box::new(GamepadAxis::LeftStickX),
Box::new(VirtualAxis::ad()), Box::new(VirtualAxis::ad()),
])); ]));
expected_input_asset.insert(Action::DualAxis, input::InputKind::DualAxis(vec![ expected_input_asset.insert(Action::DualAxis, InputKind::DualAxis(vec![
Box::new(GamepadStick::RIGHT), Box::new(GamepadStick::RIGHT),
Box::new(VirtualDPad::wasd()), Box::new(VirtualDPad::wasd()),
])); ]));
let input_asset = input::InputAsset::from(input_map); let input_asset = InputAsset::from(input_map);
assert_eq!(input_asset, expected_input_asset); assert_eq!(input_asset, expected_input_asset);
} }
#[test] #[test]
fn map_from_asset() { fn map_from_asset() {
let mut input_asset = input::InputAsset::default(); let mut input_asset = InputAsset::default();
input_asset.insert(Action::Button, input::MultiInput { input_asset.insert(Action::Button, MultiInput {
keyboard: Some(vec![KeyCode::KeyE]), keyboard: Some(vec![KeyCode::KeyE]),
gamepad: Some(vec![GamepadButton::East]), gamepad: Some(vec![GamepadButton::East]),
mouse: None, mouse: None,
}.into()); }.into());
input_asset.insert(Action::SingleAxis, input::InputKind::Axis(vec![ input_asset.insert(Action::SingleAxis, InputKind::Axis(vec![
Box::new(GamepadAxis::LeftStickX), Box::new(GamepadAxis::LeftStickX),
Box::new(VirtualAxis::ad()), Box::new(VirtualAxis::ad()),
])); ]));
input_asset.insert(Action::DualAxis, input::InputKind::DualAxis(vec![ input_asset.insert(Action::DualAxis, InputKind::DualAxis(vec![
Box::new(GamepadStick::RIGHT), Box::new(GamepadStick::RIGHT),
Box::new(VirtualDPad::wasd()), Box::new(VirtualDPad::wasd()),
])); ]));

View file

@ -1,5 +1,11 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::inventory::{Inventory, item::Item, ui::DraggedItem}; use crate::{
inventory::{
Inventory,
item::Item,
},
ui::inventory::DraggedItem,
};
fn inventory() -> Inventory { fn inventory() -> Inventory {
Inventory::new(UVec2::splat(4)) Inventory::new(UVec2::splat(4))

148
src/ui/inventory/bundles.rs Normal file
View file

@ -0,0 +1,148 @@
use bevy::{
ecs::relationship::RelatedSpawner,
prelude::*,
ui_widgets::{
ControlOrientation,
CoreScrollbarThumb,
Scrollbar,
},
};
use super::*;
pub fn ui_manager_bundle(children: Vec<Entity>, aligned_left: bool) -> impl Bundle {
let left = if aligned_left { Val::ZERO } else { percent(50.) };
(
UiInventoryManager,
Node {
position_type: PositionType::Absolute,
left,
width: percent(50.),
height: percent(100.),
scrollbar_width: 8.,
display: Display::Grid,
grid_template_columns: vec![RepeatedGridTrack::flex(1, 1.), RepeatedGridTrack::auto(1)],
grid_template_rows: vec![RepeatedGridTrack::flex(1, 1.), RepeatedGridTrack::auto(1)],
..default()
},
Pickable::IGNORE,
GlobalZIndex::default(),
Children::spawn(SpawnWith(move |parent: &mut RelatedSpawner<ChildOf>| {
let scroll_area_id = parent.spawn((
Node {
width: percent(100.),
height: percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
overflow: Overflow::scroll_y(),
..default()
},
ScrollPosition(Vec2::ZERO),
)).add_children(children.as_slice()).id();
parent.spawn((
Node {
min_width: px(8),
grid_row: GridPlacement::start(1),
grid_column: GridPlacement::start(2),
..default()
},
Scrollbar {
orientation: ControlOrientation::Vertical,
target: scroll_area_id,
min_thumb_length: 8.0,
},
BackgroundColor(Color::hsl(0., 0., 0.5)),
children![(
Node {
position_type: PositionType::Absolute,
border_radius: BorderRadius::all(px(4.)),
..default()
},
BackgroundColor(Color::hsl(0., 0., 0.3)),
CoreScrollbarThumb,
)],
));
})),
)
}
pub fn ui_inventory_bundle(
inventory: &Inventory,
inventory_entity: Entity,
) -> impl Bundle {
(
UiInventory(inventory_entity),
Node {
align_self: AlignSelf::Stretch,
align_content: AlignContent::Center,
display: Display::Grid,
width: percent(100.),
aspect_ratio: Some(inventory.size.x as f32 / inventory.size.y as f32),
grid_auto_columns: vec![GridTrack::percent(100. / inventory.size.x as f32)],
grid_auto_rows: vec![GridTrack::percent(100. / inventory.size.y as f32)],
..default()
},
Pickable::IGNORE,
GlobalZIndex::default(),
Name::new(format!("UiInventory ({}x{})", inventory.size.x, inventory.size.y)),
)
}
pub fn inventory_slot_bundle(x: u32, y: u32, image: Handle<Image>) -> impl Bundle {
(
UiInventorySlot(UVec2::new(x, y)),
ImageNode {
color: Color::WHITE,
image,
image_mode: NodeImageMode::Stretch,
..default()
},
Node {
width: percent(100.),
height: percent(100.),
grid_column: GridPlacement::start(x as i16 + 1),
grid_row: GridPlacement::start(y as i16 + 1),
aspect_ratio: Some(1.),
..default()
},
Pickable {
should_block_lower: true,
is_hoverable: true,
},
GlobalZIndex(1),
BackgroundColor::DEFAULT,
Name::new(format!("UiInventorySlot({x},{y})")),
)
}
pub fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> impl Bundle {
let (left, top, min_width, min_height, ui_transform) = ui_item_node_data(item);
(
UiItem(item_entity),
ImageNode {
image,
image_mode: NodeImageMode::Stretch,
..default()
},
Node {
left,
top,
min_width,
min_height,
..default()
},
BackgroundColor(Color::hsla(0., 0., 0., 0.5)),
ui_transform,
GlobalZIndex(2),
Pickable {
should_block_lower: false,
is_hoverable: true,
},
Name::new(format!("UiItem ({},{})",
item.position.unwrap_or_default().x,
item.position.unwrap_or_default().y,
)),
)
}

View file

@ -1,14 +1,19 @@
use std::f32::consts::FRAC_PI_2; use std::f32::consts::FRAC_PI_2;
use bevy::{ecs::relationship::RelatedSpawner, prelude::*, ui_widgets::{ControlOrientation, CoreScrollbarThumb, Scrollbar}}; use bevy::prelude::*;
use crate::{inventory::{ActiveInventory, Inventory, item::Item}, player::Player, ui::{UiRoot, UiRotateEvent}}; use crate::{
inventory::{
Inventory,
item::Item,
},
ui::UiRotateEvent,
};
pub mod bundles;
pub mod observers;
pub mod systems; pub mod systems;
const UI_SLOT_ASSET_PATH: &'static str = "sprites/ui/inventory_slot.png";
const TEMP_ITEM_PATH: &'static str = "sprites/items/choco_bar.png";
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
#[require(Node)] #[require(Node)]
pub struct UiInventoryManager; pub struct UiInventoryManager;
@ -68,414 +73,3 @@ fn reset_slots_colors(query: Query<&mut ImageNode, With<UiInventorySlot>>) {
} }
} }
fn on_slot_over(
e: On<Pointer<Over>>,
mut commands: Commands,
mut image_query: Query<&mut ImageNode, With<UiInventorySlot>>,
hovered_slots: Query<Entity, With<HoveredSlot>>,
has_dragged_item: Option<Single<(), With<DraggedItem>>>,
) {
if let Ok(mut image) = image_query.get_mut(e.event_target()) {
image.color = Color::WHITE.darker(0.3);
};
for slot_id in hovered_slots {
commands.entity(slot_id).remove::<HoveredSlot>();
}
if has_dragged_item.is_none() {
commands.entity(e.event_target()).insert(HoveredSlot);
}
}
fn on_slot_out(e: On<Pointer<Out>>, mut query: Query<&mut ImageNode, With<UiInventorySlot>>) {
if let Ok(mut image) = query.get_mut(e.event_target()) {
image.color = Color::WHITE;
}
}
fn on_item_over(
e: On<Pointer<Over>>,
mut commands: Commands,
query: Query<(), With<UiItem>>,
has_hovered_item: Option<Single<(), With<HoveredItem>>>,
) {
if has_hovered_item.is_some() {
return;
}
if let Ok(_) = query.get(e.event_target()) {
commands.entity(e.event_target()).insert(HoveredItem);
}
}
fn on_item_out(
e: On<Pointer<Out>>,
mut commands: Commands,
query: Query<(), (With<UiItem>, With<HoveredItem>)>,
) {
if let Ok(_) = query.get(e.event_target()) {
commands.entity(e.event_target()).remove::<HoveredItem>();
}
}
fn on_item_drag_start(
e: On<Pointer<DragStart>>,
mut commands: Commands,
ui_query: Query<&UiItem, With<HoveredItem>>,
item_query: Query<&Item>,
hovered_slot: Single<&UiInventorySlot, With<HoveredSlot>>
) {
if let Ok(ui_item) = ui_query.get(e.event_target()) {
let Ok(item) = item_query.get(ui_item.0) else {
error!("UiItem {} is pointing to non-existing Item", e.event_target());
return;
};
let Some(item_position) = item.position else {
return;
};
let slot_position = hovered_slot.0;
let diff = slot_position - item_position;
commands.entity(e.event_target()).insert(DraggedItem(item.clone(), diff));
}
}
fn on_item_drag(e: On<Pointer<Drag>>, mut query: Query<&mut UiTransform, With<UiItem>>) {
if let Ok(mut transform) = query.get_mut(e.event_target()) {
transform.translation = Val2::px(e.distance.x, e.distance.y);
}
}
fn on_item_drag_end(
e: On<Pointer<DragEnd>>,
mut commands: Commands,
mut query: Query<&mut UiTransform, With<UiItem>>,
) {
if let Ok(mut transform) = query.get_mut(e.event_target()) {
transform.translation = Val2::ZERO;
commands.entity(e.event_target()).remove::<DraggedItem>();
}
}
fn on_item_drag_drop(
event: On<Pointer<DragDrop>>,
mut commands: Commands,
mut ui_item_query: Query<(Entity, &UiItem, &mut DraggedItem, &mut Node, &mut UiTransform)>,
ui_inventory_query: Query<&UiInventory>,
mut item_query: Query<&mut Item>,
slot_query: Query<(&ChildOf, &UiInventorySlot, Option<&Children>)>,
slot_id_query: Query<(Entity, &UiInventorySlot, &ChildOf), With<UiInventorySlot>>,
inventory_query: Query<(&Inventory, Option<&Children>)>,
) {
let Ok((ui_item_entity, UiItem(item_entity), mut dragged_item, node, ui_transform)) = ui_item_query.get_mut(event.dropped) else {
return;
};
let Ok((slot_parent, UiInventorySlot(new_position), slot_children)) = slot_query.get(event.event_target()) else {
return;
};
if slot_children.is_some() {
return;
}
let Ok(UiInventory(inventory_id)) = ui_inventory_query.get(slot_parent.0) else {
return;
};
let Ok((inventory, inventory_children)) = inventory_query.get(*inventory_id) else {
return;
};
let items = match inventory_children {
Some(children) => &children[..],
None => &[],
};
let actual_position = new_position.as_ivec2() - dragged_item.1.as_ivec2();
info!("{actual_position:?}");
let temp_item = &mut dragged_item.0;
if actual_position.is_negative_bitmask() == 0 {
temp_item.position = Some(actual_position.as_uvec2());
}
let Some((slot_id, _, _)) = slot_id_query.iter().find(|(_, slot_pos, slot_parent_id)| slot_pos.0 == temp_item.position.unwrap() && slot_parent_id == &slot_parent) else {
return;
};
if inventory.can_replace(item_query.as_readonly(), items, *item_entity, temp_item) {
let mut item = item_query.get_mut(*item_entity).unwrap();
item.position = temp_item.position;
item.size = temp_item.size;
item.rotated = temp_item.rotated;
commands.entity(ui_item_entity).insert(ChildOf(slot_id));
commands.entity(*item_entity).insert(ChildOf(*inventory_id));
commands.entity(slot_id).insert(HoveredSlot);
update_ui_node(item.as_ref(), node, ui_transform);
} else {
if let Ok(item) = item_query.get(*item_entity) {
update_ui_node(item, node, ui_transform);
}
}
commands.run_system_cached(reset_slots_colors);
}
pub fn on_ui_rotate(
_: On<UiRotateEvent>,
mut item_query: Query<&mut Item>,
parent_query: Query<&ChildOf>,
inventory_query: Query<(&Inventory, Option<&Children>)>,
ui_item_query: Query<(&UiItem, &mut UiTransform, &mut Node, Option<&mut DraggedItem>), With<HoveredItem>>,
) {
for (ui_item, ui_transform, node, maybe_dragged) in ui_item_query {
let Ok(item_parent) = parent_query.get(ui_item.0) else {
continue;
};
let Ok((inventory, children)) = inventory_query.get(item_parent.0) else {
continue;
};
let children = match children {
Some(children) => &children[..],
None => &[],
};
let (was_rotated, item) = match maybe_dragged {
Some(mut temp_item) => {
temp_item.0.rotate();
temp_item.1 = uvec2(temp_item.1.y, temp_item.1.x);
(true, Some(temp_item.0.clone()))
},
None => {
let result = inventory.can_rotate(item_query.as_readonly(), children, ui_item.0);
let mut out_item = None;
if result {
if let Ok(mut item) = item_query.get_mut(ui_item.0) {
item.rotate();
out_item = Some(item.clone());
}
}
(result, out_item)
},
};
if was_rotated {
update_ui_node(&item.unwrap(), node, ui_transform);
}
}
}
fn ui_manager_bundle(children: Vec<Entity>, aligned_left: bool) -> impl Bundle {
let left = if aligned_left { Val::ZERO } else { percent(50.) };
(
UiInventoryManager,
Node {
position_type: PositionType::Absolute,
left,
width: percent(50.),
height: percent(100.),
scrollbar_width: 8.,
display: Display::Grid,
grid_template_columns: vec![RepeatedGridTrack::flex(1, 1.), RepeatedGridTrack::auto(1)],
grid_template_rows: vec![RepeatedGridTrack::flex(1, 1.), RepeatedGridTrack::auto(1)],
..default()
},
Pickable::IGNORE,
GlobalZIndex::default(),
Children::spawn(SpawnWith(move |parent: &mut RelatedSpawner<ChildOf>| {
let scroll_area_id = parent.spawn((
Node {
width: percent(100.),
height: percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
overflow: Overflow::scroll_y(),
..default()
},
ScrollPosition(Vec2::ZERO),
)).add_children(children.as_slice()).id();
parent.spawn((
Node {
min_width: px(8),
grid_row: GridPlacement::start(1),
grid_column: GridPlacement::start(2),
..default()
},
Scrollbar {
orientation: ControlOrientation::Vertical,
target: scroll_area_id,
min_thumb_length: 8.0,
},
BackgroundColor(Color::hsl(0., 0., 0.5)),
children![(
Node {
position_type: PositionType::Absolute,
border_radius: BorderRadius::all(px(4.)),
..default()
},
BackgroundColor(Color::hsl(0., 0., 0.3)),
CoreScrollbarThumb,
)],
));
})),
)
}
fn ui_inventory_bundle(
inventory: &Inventory,
inventory_entity: Entity,
) -> impl Bundle {
(
UiInventory(inventory_entity),
Node {
align_self: AlignSelf::Stretch,
align_content: AlignContent::Center,
display: Display::Grid,
width: percent(100.),
aspect_ratio: Some(inventory.size.x as f32 / inventory.size.y as f32),
grid_auto_columns: vec![GridTrack::percent(100. / inventory.size.x as f32)],
grid_auto_rows: vec![GridTrack::percent(100. / inventory.size.y as f32)],
..default()
},
Pickable::IGNORE,
GlobalZIndex::default(),
Name::new(format!("UiInventory ({}x{})", inventory.size.x, inventory.size.y)),
)
}
fn inventory_slot_bundle(x: u32, y: u32, image: Handle<Image>) -> impl Bundle {
(
UiInventorySlot(UVec2::new(x, y)),
ImageNode {
color: Color::WHITE,
image,
image_mode: NodeImageMode::Stretch,
..default()
},
Node {
width: percent(100.),
height: percent(100.),
grid_column: GridPlacement::start(x as i16 + 1),
grid_row: GridPlacement::start(y as i16 + 1),
aspect_ratio: Some(1.),
..default()
},
Pickable {
should_block_lower: true,
is_hoverable: true,
},
GlobalZIndex(1),
BackgroundColor::DEFAULT,
Name::new(format!("UiInventorySlot({x},{y})")),
)
}
fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> impl Bundle {
let (left, top, min_width, min_height, ui_transform) = ui_item_node_data(item);
(
UiItem(item_entity),
ImageNode {
image,
image_mode: NodeImageMode::Stretch,
..default()
},
Node {
left,
top,
min_width,
min_height,
..default()
},
BackgroundColor(Color::hsla(0., 0., 0., 0.5)),
ui_transform,
GlobalZIndex(2),
Pickable {
should_block_lower: false,
is_hoverable: true,
},
Name::new(format!("UiItem ({},{})",
item.position.unwrap_or_default().x,
item.position.unwrap_or_default().y,
)),
)
}
pub fn setup_ui_inventory(
mut commands: Commands,
asset_server: Res<AssetServer>,
inventory_query: Query<(Option<&ChildOf>, Entity, &Inventory, Option<&Children>)>,
player_query: Query<(), With<Player>>,
active_inventory_query: Query<Entity, With<ActiveInventory>>,
item_query: Query<&Item>,
root_query: Query<Entity, With<UiRoot>>,
) {
let Ok(root) = root_query.single() else {
error!("Query contains more than one UiRoot");
return;
};
let ui_slot_image: Handle<Image> = asset_server.load(UI_SLOT_ASSET_PATH);
let temp_item_image: Handle<Image> = asset_server.load(TEMP_ITEM_PATH);
let (mut player_inventory_ids, mut active_inventory_ids) = (Vec::new(), Vec::new());
for (inventory_parent, inventory_entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
let is_player = match inventory_parent {
Some(parent) => {
if player_query.get(parent.0)
.is_ok() { true }
else {
if active_inventory_query.get(inventory_entity)
.is_ok() { false }
else { continue; }
}
},
None => {
if active_inventory_query.get(inventory_entity)
.is_ok() { false }
else { continue; }
},
};
let items = match children {
Some(children) => {
children.iter().filter_map(|item_entity| {
match item_query.get(item_entity) {
Ok(item) => Some((item, item_entity)),
Err(_) => None,
}
}).collect::<Vec<(&Item, Entity)>>()
}
None => Vec::new(),
};
let inventory_id = commands.spawn(ui_inventory_bundle(inventory, inventory_entity))
.with_children(|commands| {
for x in 0..inventory.size.x { for y in 0..inventory.size.y {
let mut slot_commands = commands.spawn(inventory_slot_bundle(x, y, ui_slot_image.clone()));
slot_commands.observe(on_slot_over)
.observe(on_slot_out)
.observe(on_item_drag_drop);
if let Some((item, entity)) = items.iter()
.find(|(i, _)| i.position.unwrap_or_default() == UVec2::new(x, y)) {
slot_commands.with_children(|commands| {
commands.spawn(ui_item_bundle(item, *entity, temp_item_image.clone()))
.observe(on_item_over)
.observe(on_item_out)
.observe(on_item_drag_start)
.observe(on_item_drag)
.observe(on_item_drag_end);
});
}
} }
}).id();
if is_player {
player_inventory_ids.push(inventory_id);
} else {
active_inventory_ids.push(inventory_id);
}
}
let player_inventory_manager = commands.spawn(ui_manager_bundle(player_inventory_ids, true)).id();
let active_inventory_manager = commands.spawn(ui_manager_bundle(active_inventory_ids, false)).id();
for entity in active_inventory_query {
commands.entity(entity).remove::<ActiveInventory>();
}
commands.entity(root).add_children(&[player_inventory_manager, active_inventory_manager]);
}
pub fn clear_ui_inventory(
mut commands: Commands,
inventory_query: Query<Entity, With<UiInventoryManager>>,
) {
for entity in inventory_query {
commands.entity(entity).despawn();
}
}

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@ -0,0 +1,192 @@
use bevy::prelude::*;
use super::*;
pub fn on_slot_over(
e: On<Pointer<Over>>,
mut commands: Commands,
mut image_query: Query<&mut ImageNode, With<UiInventorySlot>>,
hovered_slots: Query<Entity, With<HoveredSlot>>,
has_dragged_item: Option<Single<(), With<DraggedItem>>>,
) {
if let Ok(mut image) = image_query.get_mut(e.event_target()) {
image.color = Color::WHITE.darker(0.3);
};
for slot_id in hovered_slots {
commands.entity(slot_id).remove::<HoveredSlot>();
}
if has_dragged_item.is_none() {
commands.entity(e.event_target()).insert(HoveredSlot);
}
}
pub fn on_slot_out(e: On<Pointer<Out>>, mut query: Query<&mut ImageNode, With<UiInventorySlot>>) {
if let Ok(mut image) = query.get_mut(e.event_target()) {
image.color = Color::WHITE;
}
}
pub fn on_item_over(
e: On<Pointer<Over>>,
mut commands: Commands,
query: Query<(), With<UiItem>>,
has_hovered_item: Option<Single<(), With<HoveredItem>>>,
) {
if has_hovered_item.is_some() {
return;
}
if let Ok(_) = query.get(e.event_target()) {
commands.entity(e.event_target()).insert(HoveredItem);
}
}
pub fn on_item_out(
e: On<Pointer<Out>>,
mut commands: Commands,
query: Query<(), (With<UiItem>, With<HoveredItem>)>,
) {
if let Ok(_) = query.get(e.event_target()) {
commands.entity(e.event_target()).remove::<HoveredItem>();
}
}
pub fn on_item_drag_start(
e: On<Pointer<DragStart>>,
mut commands: Commands,
ui_query: Query<&UiItem, With<HoveredItem>>,
item_query: Query<&Item>,
hovered_slot: Single<&UiInventorySlot, With<HoveredSlot>>
) {
if let Ok(ui_item) = ui_query.get(e.event_target()) {
let Ok(item) = item_query.get(ui_item.0) else {
error!("UiItem {} is pointing to non-existing Item", e.event_target());
return;
};
let Some(item_position) = item.position else {
return;
};
let slot_position = hovered_slot.0;
let diff = slot_position - item_position;
commands.entity(e.event_target()).insert(DraggedItem(item.clone(), diff));
}
}
pub fn on_item_drag(e: On<Pointer<Drag>>, mut query: Query<&mut UiTransform, With<UiItem>>) {
if let Ok(mut transform) = query.get_mut(e.event_target()) {
transform.translation = Val2::px(e.distance.x, e.distance.y);
}
}
pub fn on_item_drag_end(
e: On<Pointer<DragEnd>>,
mut commands: Commands,
mut query: Query<&mut UiTransform, With<UiItem>>,
) {
if let Ok(mut transform) = query.get_mut(e.event_target()) {
transform.translation = Val2::ZERO;
commands.entity(e.event_target()).remove::<DraggedItem>();
}
}
pub fn on_item_drag_drop(
event: On<Pointer<DragDrop>>,
mut commands: Commands,
mut ui_item_query: Query<(Entity, &UiItem, &mut DraggedItem, &mut Node, &mut UiTransform)>,
ui_inventory_query: Query<&UiInventory>,
mut item_query: Query<&mut Item>,
slot_query: Query<(&ChildOf, &UiInventorySlot, Option<&Children>)>,
slot_id_query: Query<(Entity, &UiInventorySlot, &ChildOf), With<UiInventorySlot>>,
inventory_query: Query<(&Inventory, Option<&Children>)>,
) {
let Ok((ui_item_entity, UiItem(item_entity), mut dragged_item, node, ui_transform)) = ui_item_query.get_mut(event.dropped) else {
return;
};
let Ok((slot_parent, UiInventorySlot(new_position), slot_children)) = slot_query.get(event.event_target()) else {
return;
};
if slot_children.is_some() {
return;
}
let Ok(UiInventory(inventory_id)) = ui_inventory_query.get(slot_parent.0) else {
return;
};
let Ok((inventory, inventory_children)) = inventory_query.get(*inventory_id) else {
return;
};
let items = match inventory_children {
Some(children) => &children[..],
None => &[],
};
let actual_position = new_position.as_ivec2() - dragged_item.1.as_ivec2();
info!("{actual_position:?}");
let temp_item = &mut dragged_item.0;
if actual_position.is_negative_bitmask() == 0 {
temp_item.position = Some(actual_position.as_uvec2());
}
let Some((slot_id, _, _)) = slot_id_query.iter().find(|(_, slot_pos, slot_parent_id)| slot_pos.0 == temp_item.position.unwrap() && slot_parent_id == &slot_parent) else {
return;
};
if inventory.can_replace(item_query.as_readonly(), items, *item_entity, temp_item) {
let mut item = item_query.get_mut(*item_entity).unwrap();
item.position = temp_item.position;
item.size = temp_item.size;
item.rotated = temp_item.rotated;
commands.entity(ui_item_entity).insert(ChildOf(slot_id));
commands.entity(*item_entity).insert(ChildOf(*inventory_id));
commands.entity(slot_id).insert(HoveredSlot);
update_ui_node(item.as_ref(), node, ui_transform);
} else {
if let Ok(item) = item_query.get(*item_entity) {
update_ui_node(item, node, ui_transform);
}
}
commands.run_system_cached(reset_slots_colors);
}
pub fn on_ui_rotate(
_: On<UiRotateEvent>,
mut item_query: Query<&mut Item>,
parent_query: Query<&ChildOf>,
inventory_query: Query<(&Inventory, Option<&Children>)>,
ui_item_query: Query<(&UiItem, &mut UiTransform, &mut Node, Option<&mut DraggedItem>), With<HoveredItem>>,
) {
for (ui_item, ui_transform, node, maybe_dragged) in ui_item_query {
let Ok(item_parent) = parent_query.get(ui_item.0) else {
continue;
};
let Ok((inventory, children)) = inventory_query.get(item_parent.0) else {
continue;
};
let children = match children {
Some(children) => &children[..],
None => &[],
};
let (was_rotated, item) = match maybe_dragged {
Some(mut temp_item) => {
temp_item.0.rotate();
temp_item.1 = uvec2(temp_item.1.y, temp_item.1.x);
(true, Some(temp_item.0.clone()))
},
None => {
let result = inventory.can_rotate(item_query.as_readonly(), children, ui_item.0);
let mut out_item = None;
if result {
if let Ok(mut item) = item_query.get_mut(ui_item.0) {
item.rotate();
out_item = Some(item.clone());
}
}
(result, out_item)
},
};
if was_rotated {
update_ui_node(&item.unwrap(), node, ui_transform);
}
}
}

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@ -0,0 +1,99 @@
use bevy::prelude::*;
use crate::{
inventory::ActiveInventory,
player::Player,
ui::UiRoot,
};
use super::{*, bundles::*, observers::*};
const UI_SLOT_ASSET_PATH: &'static str = "sprites/ui/inventory_slot.png";
const TEMP_ITEM_PATH: &'static str = "sprites/items/choco_bar.png";
pub fn setup_ui_inventory(
mut commands: Commands,
asset_server: Res<AssetServer>,
inventory_query: Query<(Option<&ChildOf>, Entity, &Inventory, Option<&Children>)>,
player_query: Query<(), With<Player>>,
active_inventory_query: Query<Entity, With<ActiveInventory>>,
item_query: Query<&Item>,
root_query: Query<Entity, With<UiRoot>>,
) {
let Ok(root) = root_query.single() else {
error!("Query contains more than one UiRoot");
return;
};
let ui_slot_image: Handle<Image> = asset_server.load(UI_SLOT_ASSET_PATH);
let temp_item_image: Handle<Image> = asset_server.load(TEMP_ITEM_PATH);
let (mut player_inventory_ids, mut active_inventory_ids) = (Vec::new(), Vec::new());
for (inventory_parent, inventory_entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
let is_player = match inventory_parent {
Some(parent) => {
if player_query.get(parent.0)
.is_ok() { true }
else {
if active_inventory_query.get(inventory_entity)
.is_ok() { false }
else { continue; }
}
},
None => {
if active_inventory_query.get(inventory_entity)
.is_ok() { false }
else { continue; }
},
};
let items = match children {
Some(children) => {
children.iter().filter_map(|item_entity| {
match item_query.get(item_entity) {
Ok(item) => Some((item, item_entity)),
Err(_) => None,
}
}).collect::<Vec<(&Item, Entity)>>()
}
None => Vec::new(),
};
let inventory_id = commands.spawn(ui_inventory_bundle(inventory, inventory_entity))
.with_children(|commands| {
for x in 0..inventory.size.x { for y in 0..inventory.size.y {
let mut slot_commands = commands.spawn(inventory_slot_bundle(x, y, ui_slot_image.clone()));
slot_commands.observe(on_slot_over)
.observe(on_slot_out)
.observe(on_item_drag_drop);
if let Some((item, entity)) = items.iter()
.find(|(i, _)| i.position.unwrap_or_default() == UVec2::new(x, y)) {
slot_commands.with_children(|commands| {
commands.spawn(ui_item_bundle(item, *entity, temp_item_image.clone()))
.observe(on_item_over)
.observe(on_item_out)
.observe(on_item_drag_start)
.observe(on_item_drag)
.observe(on_item_drag_end);
});
}
} }
}).id();
if is_player {
player_inventory_ids.push(inventory_id);
} else {
active_inventory_ids.push(inventory_id);
}
}
let player_inventory_manager = commands.spawn(ui_manager_bundle(player_inventory_ids, true)).id();
let active_inventory_manager = commands.spawn(ui_manager_bundle(active_inventory_ids, false)).id();
for entity in active_inventory_query {
commands.entity(entity).remove::<ActiveInventory>();
}
commands.entity(root).add_children(&[player_inventory_manager, active_inventory_manager]);
}
pub fn clear_ui_inventory(
mut commands: Commands,
inventory_query: Query<Entity, With<UiInventoryManager>>,
) {
for entity in inventory_query {
commands.entity(entity).despawn();
}
}

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@ -1,7 +1,10 @@
use bevy::{prelude::*, window::WindowResized}; use bevy::{
prelude::*,
window::WindowResized,
};
use leafwing_input_manager::prelude::*; use leafwing_input_manager::prelude::*;
use crate::UiAction; use crate::input::UiAction;
pub mod inventory; pub mod inventory;