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ingame.rs
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ingame.rs
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//! This example shows multiple dialogue graphs attached to different entities.
use bevy::{asset::LoadState, prelude::*};
use bevy_talks::{events::requests::NextNodeRequest, prelude::*};
#[derive(Component, Default)]
struct ActiveTalk(bool);
#[derive(States, Default, Debug, Clone, Eq, PartialEq, Hash)]
enum AppState {
#[default]
LoadAssets,
Loaded,
}
#[derive(Resource)]
struct TalkAsset {
bev_talk_handle: Handle<TalkData>,
feri_talk_handle: Handle<TalkData>,
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Interactable;
#[derive(Component)]
struct Dialogue;
fn main() {
App::new()
.insert_resource(ClearColor(Color::rgb(0.5, 0.5, 0.9)))
.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
TalksPlugin,
))
.add_state::<AppState>()
.add_systems(OnEnter(AppState::LoadAssets), load_talks)
.add_systems(Update, check_loading.run_if(in_state(AppState::LoadAssets)))
.add_systems(OnEnter(AppState::Loaded), setup)
.add_systems(
Update,
(
move_player,
deactive_talk_when_far,
print,
interact,
advance_convo,
reset_text,
)
.run_if(in_state(AppState::Loaded)),
)
.add_systems(Update, bevy::window::close_on_esc)
.run();
}
fn load_talks(mut commands: Commands, server: Res<AssetServer>) {
let sp_a: Handle<TalkData> = server.load("talks/interact_a.talk.ron");
let sp_b: Handle<TalkData> = server.load("talks/interact_b.talk.ron");
commands.insert_resource(TalkAsset {
bev_talk_handle: sp_a,
feri_talk_handle: sp_b,
});
}
fn check_loading(
server: Res<AssetServer>,
sp_asset: Res<TalkAsset>,
mut next_state: ResMut<NextState<AppState>>,
) {
let load_state_a = server.get_load_state(&sp_asset.bev_talk_handle).unwrap();
let load_state_b = server.get_load_state(&sp_asset.feri_talk_handle).unwrap();
if load_state_a == LoadState::Loaded && load_state_b == LoadState::Loaded {
next_state.set(AppState::Loaded);
}
}
fn setup(
mut commands: Commands,
assets: Res<AssetServer>,
raws: Res<Assets<TalkData>>,
talk_asset: Res<TalkAsset>,
) {
commands.spawn(Camera2dBundle::default());
let player_handle: Handle<Image> = assets.load("images/player.png");
commands.spawn((
Player,
SpriteBundle {
texture: player_handle,
transform: Transform::from_scale(Vec3::splat(4.))
.with_translation(Vec3::new(0., 60., -1.)),
..default()
},
));
let bev: Handle<Image> = assets.load("images/bev.png");
let bev_talk_data = raws.get(&talk_asset.bev_talk_handle).unwrap();
let bev_talk_builder = Talk::builder().fill_with_talk_data(bev_talk_data);
let talk_graph_ent = commands
.spawn_talk(bev_talk_builder)
.insert(ActiveTalk(false))
.id();
commands
.spawn((
Interactable,
SpriteBundle {
texture: bev,
transform: Transform::from_scale(Vec3::splat(3.))
.with_translation(Vec3::new(-300., 0., 1.)),
..default()
},
))
.add_child(talk_graph_ent);
let feri: Handle<Image> = assets.load("images/feri.png");
let feri_talk_data = raws.get(&talk_asset.feri_talk_handle).unwrap();
let feri_talk_builder = Talk::builder().fill_with_talk_data(feri_talk_data);
let talk_graph_ent = commands
.spawn_talk(feri_talk_builder)
.insert(ActiveTalk(false))
.id();
commands
.spawn((
Interactable,
SpriteBundle {
texture: feri,
transform: Transform::from_scale(Vec3::splat(3.))
.with_translation(Vec3::new(300., 0., 1.)),
..default()
},
))
.add_child(talk_graph_ent);
// the ui for the talks
commands.spawn((
Dialogue,
TextBundle::from_section(
"A-D to move. E near a character to interact. Space to advance convo.",
TextStyle {
font_size: 30.0,
color: Color::WHITE,
..default()
},
)
.with_text_alignment(TextAlignment::Center)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.),
margin: UiRect {
left: Val::Auto,
right: Val::Auto,
bottom: Val::Px(20.),
..default()
},
..default()
}),
));
}
fn move_player(
input: Res<Input<KeyCode>>,
t: Res<Time>,
mut query: Query<&mut Transform, With<Player>>,
) {
let mut player_transform = query.single_mut();
if input.pressed(KeyCode::A) {
player_transform.translation.x -= 450. * t.delta_seconds();
}
if input.pressed(KeyCode::D) {
player_transform.translation.x += 450. * t.delta_seconds();
}
}
fn advance_convo(
input: Res<Input<KeyCode>>,
mut next_action_events: EventWriter<NextNodeRequest>,
talks: Query<(Entity, &ActiveTalk), With<Talk>>,
) {
if input.just_pressed(KeyCode::Space) {
for (entity, active) in talks.iter() {
if active.0 {
next_action_events.send(NextNodeRequest::new(entity));
}
}
}
}
fn interact(
input: Res<Input<KeyCode>>,
player_query: Query<&Transform, With<Player>>,
characters: Query<(&Transform, &Children), With<Interactable>>,
mut talks: Query<(Entity, &Talk, &mut ActiveTalk)>,
mut next_events: EventWriter<NextNodeRequest>,
mut refire_events: EventWriter<RefireNodeRequest>,
) {
if input.just_pressed(KeyCode::E) {
let player_transform = player_query.single();
for (transform, children) in &characters {
if transform.translation.distance(player_transform.translation) < 100. {
let (e, talk, mut active) = talks.get_mut(children[0]).unwrap();
active.0 = !active.0; // toggle active
if active.0 {
if !talk.has_started {
// if active and not started, start it now
next_events.send(NextNodeRequest::new(e));
} else {
// if active again, refire the current node
refire_events.send(RefireNodeRequest::new(e));
}
}
}
}
}
}
fn deactive_talk_when_far(
player_query: Query<&Transform, With<Player>>,
characters: Query<(&Transform, &Children), With<Interactable>>,
mut q_child: Query<&mut ActiveTalk>,
) {
let player_transform = player_query.single();
for (transform, children) in &characters {
if transform.translation.distance(player_transform.translation) > 100. {
let mut active = q_child.get_mut(children[0]).unwrap();
if active.0 {
active.0 = false;
}
}
}
}
/// Print the current talk node (if changed) to the console.
fn print(mut text_events: EventReader<TextNodeEvent>, mut texts: Query<&mut Text, With<Dialogue>>) {
for txt_ev in text_events.read() {
let speaker = &txt_ev.actors[0];
let display = format!("{speaker}: {}", txt_ev.text);
texts.single_mut().sections[0].value = display;
}
}
/// Reset the text when a talk is deactivated.
fn reset_text(
active_talks: Query<Ref<ActiveTalk>, With<Talk>>,
mut texts: Query<&mut Text, With<Dialogue>>,
) {
for active in active_talks.iter() {
if active.is_changed() && !active.0 {
texts.single_mut().sections[0].value =
"A-D to move. E near a character to interact. Space to advance convo.".to_string();
continue;
}
}
}