feat: Implemented crates functionality

This commit is contained in:
Alexey 2026-03-19 11:24:10 +03:00
commit d65ca6fe97
4 changed files with 105 additions and 26 deletions

View file

@ -3,7 +3,7 @@ use bevy::prelude::*;
pub mod item;
pub mod ui;
#[derive(Component, Reflect)]
#[derive(Component, Reflect, Default)]
pub struct Inventory {
pub size: UVec2,
}

View file

@ -2,7 +2,7 @@ use std::f32::consts::FRAC_PI_2;
use bevy::{ecs::relationship::RelatedSpawner, prelude::*, ui_widgets::{ControlOrientation, CoreScrollbarThumb, Scrollbar}};
use crate::{inventory::{ActiveInventory, Inventory, item::Item}, ui::{UiRoot, UiRotateEvent}};
use crate::{inventory::{ActiveInventory, Inventory, item::Item}, player::Player, ui::{UiRoot, UiRotateEvent}};
const UI_SLOT_ASSET_PATH: &'static str = "sprites/ui/inventory_slot.png";
const TEMP_ITEM_PATH: &'static str = "sprites/items/choco_bar.png";
@ -254,11 +254,13 @@ pub fn on_ui_rotate(
}
}
fn ui_manager_bundle(children: Vec<Entity>) -> impl Bundle {
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.,
@ -353,6 +355,7 @@ fn inventory_slot_bundle(x: u32, y: u32, image: Handle<Image>) -> impl Bundle {
should_block_lower: true,
is_hoverable: true,
},
GlobalZIndex(1),
BackgroundColor::DEFAULT,
Name::new(format!("UiInventorySlot({x},{y})")),
)
@ -376,7 +379,7 @@ fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> imp
},
BackgroundColor(Color::hsla(0., 0., 0., 0.5)),
ui_transform,
GlobalZIndex(1),
GlobalZIndex(2),
Pickable {
should_block_lower: false,
is_hoverable: true,
@ -391,7 +394,9 @@ fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> imp
pub fn setup_ui_inventory(
mut commands: Commands,
asset_server: Res<AssetServer>,
inventory_query: Query<(Entity, &Inventory, Option<&Children>), With<ActiveInventory>>,
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>>,
) {
@ -401,17 +406,30 @@ pub fn setup_ui_inventory(
};
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 inventory_ids = Vec::new();
for (inventory_entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
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(err) => {
warn!("Error querying item {item_entity}: {err}");
None
},
Err(_) => None,
}
}).collect::<Vec<(&Item, Entity)>>()
}
@ -437,10 +455,18 @@ pub fn setup_ui_inventory(
}
} }
}).id();
inventory_ids.push(inventory_id);
if is_player {
player_inventory_ids.push(inventory_id);
} else {
active_inventory_ids.push(inventory_id);
}
let inventory_manager = commands.spawn(ui_manager_bundle(inventory_ids)).id();
commands.entity(root).add_child(inventory_manager);
}
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(

View file

@ -1,10 +1,11 @@
use bevy::{ecs::query::QueryFilter, prelude::*};
use bevy_rapier2d::prelude::*;
use crate::{PIXELS_PER_METER, player::Player};
use crate::{GameState, PIXELS_PER_METER, inventory::{ActiveInventory, Inventory, item::Item}, player::Player};
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)]
pub struct MayInteract;
@ -19,6 +20,10 @@ pub struct Wall;
#[require(Sprite, InteractiveObject)]
pub struct Door(pub i8);
#[derive(Component)]
#[require(Sprite, InteractiveObject, Inventory)]
pub struct Crate;
#[derive(Component)]
pub struct Locked;
@ -76,6 +81,42 @@ pub fn detect_interact_collisions(
}
}
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,
@ -92,17 +133,15 @@ fn on_door_interact(
let was_opened = if collider_query.get(event.entity).is_ok() { false }
else if no_collider_query.get(event.entity).is_ok() { true }
else {
error!("on_door_interact fired but entity {} isn't door", event.entity);
return;
};
let Ok((door, children)) = door_query.get(event.entity) else {
error!("on_door_interact fired but entity {} has no children", event.entity);
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 * 8.) };
else { (DOOR_OPENED_ASSET, door.0 as f32 * PIXELS_PER_METER * 0.5) };
sprite.image = asset_server.load(image);
transform.translation.x = translation;
break;
@ -159,9 +198,20 @@ 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(-16., 0.)));
commands.spawn(wall_bundle(vec2(-48., 0.)));
commands.spawn(crate_bundle(crate_image.clone(), vec2(-32., 0.), uvec2(8, 8), items));
}

View file

@ -2,7 +2,7 @@ use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use leafwing_input_manager::prelude::*;
use crate::{GameState, InputAction as Action, PIXELS_PER_METER, inventory::{ActiveInventory, Inventory, item::Item}, layout::{InteractionEvent, MayInteract}};
use crate::{GameState, InputAction as Action, PIXELS_PER_METER, inventory::{Inventory, item::Item}, layout::{InteractionEvent, MayInteract}};
#[derive(Component, Reflect)]
pub struct Player {
@ -14,7 +14,7 @@ fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
let image = asset_server.load("sprites/player/player.png");
(
Player {
speed: 51.2,
speed: PIXELS_PER_METER * 0.8,
},
Sprite::from_image(image),
Transform::from_xyz(0f32, 0f32, 1f32),
@ -27,9 +27,9 @@ fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
ActiveEvents::COLLISION_EVENTS,
Sleeping::disabled(),
children![
(Inventory::new(UVec2::new(6, 2)), ActiveInventory),
(Inventory::new(UVec2::new(5, 3)), ActiveInventory),
(Inventory::new(UVec2::new(4, 4)), ActiveInventory),
Inventory::new(UVec2::new(6, 2)),
Inventory::new(UVec2::new(5, 3)),
Inventory::new(UVec2::new(4, 4)),
],
)
}
@ -90,7 +90,7 @@ pub fn handle_input(
sprite.flip_x = direction < 0f32;
}
if action_state.just_pressed(&Action::Interact) {
if action_state.just_released(&Action::Interact) {
let mut action_happened = false;
for interactable_id in interactables {
commands.trigger(InteractionEvent { entity: interactable_id });
@ -99,13 +99,16 @@ pub fn handle_input(
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) {
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);
}
},
}