Merge branch 'main' of github.com-personal:Back777space/among-me

This commit is contained in:
Back777space
2025-04-06 22:25:27 +02:00
11 changed files with 782 additions and 256 deletions

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@@ -4,8 +4,20 @@
"flash_hold_4_pressed": File (path: "images/pixelart/Flashlight_click_4.png"),
"monster_footsteps": File (path: "audio/monster-footsteps.ogg"),
"house": File (path: "meshes/House.glb"),
"flashlight_click": File (path: "audio/flashlight-switch.ogg"),
"library": Folder (
path: "meshes/library",
),
"id_card": File(path: "meshes/id_card.glb"),
"id_card_toolbar": File(path: "images/id_card_toolbar.png"),
"flash_hold_0": File (path: "images/pixelart/Flashlight_hold_0.png"),
"flash_hold_0_pressed": File (path: "images/pixelart/Flashlight_click_0.png"),
"flash_hold_1": File (path: "images/pixelart/Flashlight_hold_1.png"),
"flash_hold_1_pressed": File (path: "images/pixelart/Flashlight_click_1.png"),
"flash_hold_2": File (path: "images/pixelart/Flashlight_hold_2.png"),
"flash_hold_2_pressed": File (path: "images/pixelart/Flashlight_click_2.png"),
"flash_hold_3": File (path: "images/pixelart/Flashlight_hold_3.png"),
"flash_hold_3_pressed": File (path: "images/pixelart/Flashlight_click_3.png"),
"flash_hold_4": File (path: "images/pixelart/Flashlight_hold_4.png"),
"flash_hold_4_pressed": File (path: "images/pixelart/Flashlight_click_4.png"),
"flashlight_click": File (path: "audio/flashlight-switch.ogg"),
})

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@@ -9,8 +9,7 @@ use bevy_kira_audio::{AudioPlugin, AudioSource};
/// Loads resources and assets for the game.
/// See assets/main.assets.ron for the actual paths used.
pub(super) fn plugin(app: &mut App) {
app.add_plugins(AudioPlugin)
.add_loading_state(
app.add_plugins(AudioPlugin).add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("main.assets.ron")
@@ -39,6 +38,8 @@ pub(crate) struct AudioAssets {
pub(crate) struct GltfAssets {
#[asset(key = "library", collection(typed, mapped))]
pub(crate) library: HashMap<String, Handle<Gltf>>,
#[asset(key = "id_card")]
pub(crate) card: Handle<Gltf>,
}
#[derive(AssetCollection, Resource, Clone)]
@@ -54,10 +55,28 @@ pub(crate) struct ConfigAssets {}
pub(crate) struct ImageAssets {
#[asset(key = "lebron")]
pub(crate) king: Handle<Image>,
#[asset(key = "id_card_toolbar")]
pub(crate) id_card: Handle<Image>,
}
#[derive(AssetCollection, Resource, Clone)]
pub(crate) struct FlashlightAssets {
#[asset(key = "flash_hold_0")]
pub(crate) flash_hold_0: Handle<Image>,
#[asset(key = "flash_hold_0_pressed")]
pub(crate) flash_hold_0_pressed: Handle<Image>,
#[asset(key = "flash_hold_1")]
pub(crate) flash_hold_1: Handle<Image>,
#[asset(key = "flash_hold_1_pressed")]
pub(crate) flash_hold_1_pressed: Handle<Image>,
#[asset(key = "flash_hold_2")]
pub(crate) flash_hold_2: Handle<Image>,
#[asset(key = "flash_hold_2_pressed")]
pub(crate) flash_hold_2_pressed: Handle<Image>,
#[asset(key = "flash_hold_3")]
pub(crate) flash_hold_3: Handle<Image>,
#[asset(key = "flash_hold_3_pressed")]
pub(crate) flash_hold_3_pressed: Handle<Image>,
#[asset(key = "flash_hold_4")]
pub(crate) flash_hold_4: Handle<Image>,
#[asset(key = "flash_hold_4_pressed")]

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@@ -3,6 +3,9 @@ use bevy::prelude::*;
mod objects;
mod ui;
#[derive(Component)]
pub struct Interact;
pub fn plugin(app: &mut App) {
app.add_plugins((ui::plugin, objects::plugin));
}

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@@ -1,40 +1,95 @@
use bevy::{prelude::*};
use bevy_rapier3d::prelude::{Collider, RigidBody};
use bevy::prelude::*;
use bevy_rapier3d::prelude::ColliderDisabled;
use crate::{GameState, asset_loading::GltfAssets};
use crate::{
level_instantiation::Door, player::{toolbar::Item, Player, PlayerAction}, util::single_mut
};
pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), spawn);
use super::{Interact, ui::InteractionOpportunity};
pub fn plugin(_app: &mut App) {}
pub fn handle_pick_up(
mut commands: Commands,
// current action
mut player_query: Query<(&PlayerAction, &Transform, &mut Item), With<Player>>,
mut vis_query: Query<&mut Visibility>,
children: Query<&mut Children>,
mut item_transform: Query<&mut Transform, (With<Interact>, Without<Player>)>,
// current interactable
mut interaction_opportunity: ResMut<InteractionOpportunity>,
) {
let (action, transform, mut item) = single_mut!(player_query);
if *action == PlayerAction::PickUp {
// take out the interaction, because we are picking it up
let Some(target) = interaction_opportunity.0.take() else {
return;
};
let replaced = item.set_item(target);
if let Ok(mut vis) = vis_query.get_mut(target) {
*vis = Visibility::Hidden;
}
if let Ok(colliders) = children.get(target) {
for &collider in colliders {
commands.entity(collider).insert(ColliderDisabled);
}
}
if let Some(dropped) = replaced {
if let Ok(mut vis) = vis_query.get_mut(dropped) {
*vis = Visibility::Visible;
}
if let Ok(colliders) = children.get(dropped) {
for &collider in colliders {
commands.entity(collider).remove::<ColliderDisabled>();
}
}
// for simplicities sake, set the transform of the item that is dropped to that of the player
let mut item_transform = item_transform.get_mut(dropped).unwrap();
*item_transform = *transform;
}
}
}
#[derive(Component)]
pub struct Interact;
pub fn handle_drop(
mut commands: Commands,
// current action
mut player_query: Query<(&PlayerAction, &Transform, &mut Item), With<Player>>,
mut vis_query: Query<&mut Visibility>,
mut item_transform: Query<&mut Transform, (With<Interact>, Without<Player>)>,
children: Query<&mut Children>,
) {
let (action, transform, mut item) = single_mut!(player_query);
if *action == PlayerAction::Drop {
let Some(item) = item.take() else {
return;
};
if let Ok(mut vis) = vis_query.get_mut(item) {
*vis = Visibility::Visible;
}
if let Ok(colliders) = children.get(item) {
for &collider in colliders {
commands.entity(collider).remove::<ColliderDisabled>();
}
}
fn spawn(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: Res<GltfAssets>) {
let hammer = gltf_assets
.library
.get("meshes/library/hammer.glb")
.unwrap();
let hammer = models.get(hammer).unwrap();
let asset = hammer.default_scene.as_ref().unwrap();
// hammer
commands
.spawn((
Transform::from_xyz(0.0, 100.0, 0.0).with_scale(Vec3::splat(0.1)),
Interact,
RigidBody::Dynamic,
SceneRoot(asset.clone()),
))
.with_children(|parent| {
parent
.spawn(Collider::cuboid(0.8, 10f32, 0.8))
.insert(Transform::from_xyz(0.0, -5.0, 0.0));
parent
.spawn(Collider::cuboid(1.0, 1.0, 4.5))
// Position the collider relative to the rigid-body.
.insert(Transform::from_xyz(0.0, 4.2, 1.0));
});
//tools
// for simplicities sake, set the transform of the item that is dropped to that of the player
let mut item_transform = item_transform.get_mut(item).unwrap();
*item_transform = *transform;
}
}
pub fn handle_door_interaction(
player_query: Query<&PlayerAction, With<Player>>, mut doors: Query<&mut Door>
) {
let Ok(action) = player_query.get_single() else {
return;
};
if *action != PlayerAction::OpenDoor {
return;
}
for mut door in doors.iter_mut() {
door.is_open = !door.is_open;
}
}

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@@ -1,78 +1,92 @@
use crate::GameState;
use crate::player::{Player, PlayerAction};
use crate::util::{single, single_mut};
use crate::player::Player;
use crate::util::single;
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_egui::{EguiContexts, EguiPlugin, egui};
use std::f32::consts::TAU;
use bevy_rapier3d::prelude::*;
use bevy_rapier3d::rapier::prelude::CollisionEventFlags;
use std::iter;
use super::objects::Interact;
use super::{Interact, objects};
pub(super) fn plugin(app: &mut App) {
app.add_plugins(EguiPlugin)
.init_resource::<InteractionOpportunity>()
.add_systems(
Update,
(update_interaction_opportunities, display_interaction_prompt)
(
update_interaction_opportunities,
display_interaction_prompt,
(objects::handle_pick_up, objects::handle_drop, objects::handle_door_interaction),
)
.chain()
.run_if(in_state(GameState::Playing)),
);
}
#[derive(Debug, Clone, Eq, PartialEq, Resource, Default)]
struct InteractionOpportunity(Option<Entity>);
pub struct InteractionOpportunity(pub Option<Entity>);
fn update_interaction_opportunities(
player_query: Query<&GlobalTransform, With<Player>>,
mut collision_events: EventReader<CollisionEvent>,
player_query: Query<Entity, With<Player>>,
parents: Query<&Parent>,
target_query: Query<
(Entity, &GlobalTransform),
(Without<Player>, Without<Camera>, With<Interact>),
>,
target_query: Query<Entity, (Without<Player>, With<Interact>)>,
mut interaction_opportunity: ResMut<InteractionOpportunity>,
) {
interaction_opportunity.0 = None;
let player_transform = single!(player_query);
let player = single!(player_query);
let (target_entity, target_transform) = single!(target_query);
let player_translation = player_transform.translation();
let target_translation = target_transform.translation();
if player_translation.distance(target_translation) <= 2.0 {
interaction_opportunity.0.replace(target_entity);
for event in collision_events.read() {
let (e1, e2, started) = match event {
CollisionEvent::Started(e1, e2, CollisionEventFlags::SENSOR) => (*e1, *e2, true),
CollisionEvent::Stopped(e1, e2, CollisionEventFlags::SENSOR) => (*e1, *e2, false),
_ => {
continue;
}
}
};
fn is_facing_target(
player: Vec3,
target: Vec3,
camera_transform: Transform,
camera: &Camera,
) -> bool {
let camera_to_player = camera_transform.forward();
let player_to_target = target - player;
let angle = camera_to_player.angle_between(player_to_target);
angle < TAU / 8.
let sensor = match player {
p if p == e1 => e2,
p if p == e2 => e1,
_ => continue,
};
let mut ancestors = iter::once(sensor).chain(parents.iter_ancestors(sensor));
let Some(interactable) = ancestors.find_map(|entity| target_query.get(entity).ok()) else {
continue;
};
if started {
interaction_opportunity.0.replace(interactable);
} else {
interaction_opportunity.0.take_if(|t| *t == interactable);
}
}
}
fn display_interaction_prompt(
interaction_opportunity: Res<InteractionOpportunity>,
mut egui_contexts: EguiContexts,
action: Query<&PlayerAction, With<Player>>,
primary_windows: Query<&Window, With<PrimaryWindow>>,
names: Query<&Name, With<Interact>>, // only the interactables ofcourse
) {
let Some(opportunity) = interaction_opportunity.0 else {
return;
};
let window = single!(primary_windows);
let entity_name = names
.get(opportunity)
.map(|name| name.as_str())
.expect("A named Interactable object");
// objective or item
egui::Window::new("Interaction")
.collapsible(false)
.title_bar(false)
.auto_sized()
.fixed_pos(egui::Pos2::new(window.width() / 2., window.height() / 2.))
.show(egui_contexts.ctx_mut(), |ui| {
ui.label("E: Pick Up");
ui.label(format!("E: Pick Up {entity_name}"));
});
let action = single!(action);
}

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@@ -1,13 +1,19 @@
use std::collections::HashMap;
use bevy::prelude::*;
use bevy_rapier3d::prelude::{Collider, RigidBody};
use rand::Rng;
use bevy_rapier3d::prelude::*;
use rand::{Rng, seq::IteratorRandom};
use crate::{asset_loading::GltfAssets, GameState};
use crate::{
asset_loading::{GltfAssets, ImageAssets}, interaction::Interact, player::{toolbar::ItemIcon, Player, PlayerAction}, GameState
};
pub fn map_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), spawn_level);
app.add_systems(
OnEnter(GameState::Playing),
(spawn_level, spawn_objects, spawn_doors).chain(),
);
app.add_systems(Update, handle_door_pos);
}
fn spawn_level(
@@ -15,42 +21,77 @@ fn spawn_level(
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
models: Res<Assets<Gltf>>,
gltf_assets: Res<GltfAssets>
gltf_assets: Res<GltfAssets>,
) {
println!("LIBRARY: {:?}", gltf_assets.library);
let mesh_names = ["corner_inside", "corner_outside", "wall", "door", "round_door", "round_hole"];
let mesh_names = [
"corner_inside",
"corner_outside",
"wall",
"door",
"round_door",
"round_hole",
];
let shapes = mesh_names.map(|mesh_name| {
let collider: Vec<(Collider, Transform)> = match mesh_name {
"corner_inside" => vec![
(Collider::cuboid(0.2, 1.0, 0.2), Transform::from_xyz(1.0, 1.0, 1.0).with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())))
],
"corner_inside" => vec![(
Collider::cuboid(0.2, 1.0, 0.2),
Transform::from_xyz(1.0, 1.0, 1.0)
.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
)],
"corner_outside" => vec![
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 1.0, -1.0)),
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(-1.0, 1.0, 0.0)
.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
],
"wall" => vec![
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 1.0, -1.0))
],
"door" => vec![
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 1.0, -1.0))
],
"round_door" => vec![
(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 1.0, -1.0))
(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
),
(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(-1.0, 1.0, 0.0)
.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
],
"wall" => vec![(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
)],
"door" => vec![(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
)],
"round_door" => vec![(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
)],
"round_hole" => vec![
(Collider::cuboid(0.2, 1.0, 0.2), Transform::from_xyz(1.0, 1.0, -1.0).with_rotation(Quat::from_rotation_y(45.0_f32.to_radians()))),
(Collider::cuboid(0.2, 1.0, 0.2), Transform::from_xyz(-1.0, 1.0, -1.0).with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())))
],
_ => vec![
(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
(
Collider::cuboid(0.2, 1.0, 0.2),
Transform::from_xyz(1.0, 1.0, -1.0)
.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
),
(
Collider::cuboid(0.2, 1.0, 0.2),
Transform::from_xyz(-1.0, 1.0, -1.0)
.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
),
],
_ => vec![(
Collider::cuboid(1.0, 0.1, 1.0),
Transform::from_xyz(0.0, 0.0, 0.0),
)],
};
let path = format!("meshes/library/space_{}.glb", mesh_name);
let handle = gltf_assets.library.get(&path).expect(&format!("Couldn't find {} in library", mesh_name));
let gltf = models.get(handle).expect(&format!("No model for {}", mesh_name));
let handle = gltf_assets
.library
.get(&path)
.expect(&format!("Couldn't find {} in library", mesh_name));
let gltf = models
.get(handle)
.expect(&format!("No model for {}", mesh_name));
let asset = gltf.default_scene.as_ref().expect(&format!("No scene in {}", mesh_name));
let asset = gltf
.default_scene
.as_ref()
.expect(&format!("No scene in {}", mesh_name));
(SceneRoot(asset.clone()), collider)
});
let [
@@ -59,10 +100,9 @@ fn spawn_level(
wall,
door,
round_door,
round_hole
round_hole,
] = shapes.clone();
// huge floor
commands.spawn((
RigidBody::Fixed,
@@ -77,147 +117,239 @@ fn spawn_level(
// ));
// let map = GameMap::test();
let maps = create_maps(3);
let levels = create_levels(3);
for map in maps {
for ((x, z), node) in map.nodes.into_iter() {
for level in &levels {
for ((x, z), node) in level.nodes.iter() {
let values = {
// corners are handled later, for now just a wall to test
let node = node.clone();
let pos = Transform::from_xyz(2.0*x as f32, 0.0, -2.0*z as f32);
use Side::{Connection, Closed};
let pos = Transform::from_xyz(2.0 * (*x) as f32, 0.0, -2.0 * (*z) as f32);
use Side::{Closed, Connection};
match (node.north, node.east, node.south, node.west) {
// hallway horizontal
(Closed, Connection, Closed, Connection) => {
vec![
(wall.clone(), pos),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
},
}
// hallway vertical
(Connection, Closed, Connection, Closed) => {
vec![
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
}
// dead ends
(Connection, Closed, Closed, Closed) => {
vec![
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(round_door.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
round_door.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
}
(Closed, Closed, Connection, Closed) => {
vec![
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(round_door.clone(), pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
round_door.clone(),
pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
}
(Closed, Connection, Closed, Closed) => {
vec![
(wall.clone(), pos),
(round_door.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())))
(
round_door.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
},
}
(Closed, Closed, Closed, Connection) => {
vec![
(wall.clone(), pos),
(round_door.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())))
(
round_door.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
},
}
// T hallways
(Closed, Connection, Connection, Connection) => {
vec![
(wall.clone(), pos),
(round_hole.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())))
(
round_hole.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
},
}
(Connection, Closed, Connection, Connection) => {
vec![
(round_hole.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
round_hole.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
},
}
(Connection, Connection, Closed, Connection) => {
vec![
(round_hole.clone(), pos),
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
},
}
(Connection, Connection, Connection, Closed) => {
vec![
(wall.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(round_hole.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
wall.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
round_hole.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
},
}
// fourway
(Connection, Connection, Connection, Connection) => {
vec![
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())))
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
},
}
// corners
(Connection, Connection, Closed, Closed) => {
vec![
(corner_outside.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))),
]
},
(Closed, Connection, Connection, Closed) => {
vec![
(corner_outside.clone(), pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians()))),
]
},
(Closed, Closed, Connection, Connection) => {
vec![
(corner_outside.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians()))),
]
},
(Connection, Closed, Closed, Connection) => {
vec![
(corner_outside.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians()))),
(corner_inside.clone(), pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians()))),
(
corner_outside.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
),
]
}
_ => vec![]
(Closed, Connection, Connection, Closed) => {
vec![
(
corner_outside.clone(),
pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
),
]
}
(Closed, Closed, Connection, Connection) => {
vec![
(
corner_outside.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
),
]
}
(Connection, Closed, Closed, Connection) => {
vec![
(
corner_outside.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
(
corner_inside.clone(),
pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
),
]
}
_ => vec![],
}
};
for ((scene_root, colliders), pos) in values {
commands.spawn((
RigidBody::Fixed,
scene_root,
pos,
)).with_children(|parent| {
commands
.spawn((RigidBody::Fixed, scene_root, pos))
.with_children(|parent| {
for (collider, transform) in colliders {
parent.spawn((collider, transform));
}
});
}
}
let (x,z) = map.end_node;
let (x, z) = level.end_node;
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 20.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(255, 0, 0))),
Transform::from_xyz(2.0*x as f32, 0.5, -2.0*z as f32),
Transform::from_xyz(2.0 * x as f32, 0.5, -2.0 * z as f32),
));
}
commands.insert_resource(GameLevels { levels });
}
fn create_maps(n: i32) -> Vec<GameMap> {
fn create_levels(n: i32) -> Vec<GameLevel> {
let mut maps = Vec::new();
let mut initial_node = MapNode::new();
let mut initial_node = LevelNode::new();
initial_node.east = Side::Closed;
initial_node.south = Side::Closed;
initial_node.west = Side::Closed;
@@ -225,15 +357,15 @@ fn create_maps(n: i32) -> Vec<GameMap> {
let pos = (0, 0);
let map = GameMap::new(pos, initial_node.clone(), 5);
let map = GameLevel::new(pos, initial_node.clone(), 5);
maps.push(map);
for _ in 0..n-1 {
for _ in 0..n - 1 {
let map = maps.last().unwrap();
let mut pos = map.end_node.clone();
let mut next_node = MapNode::new();
let mut next_node = LevelNode::new();
next_node.east = Side::Connection;
next_node.south = Side::Connection;
next_node.west = Side::Connection;
@@ -250,7 +382,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
}
initial_node = next_node;
let map = GameMap::new(pos, initial_node.clone(), 5);
let map = GameLevel::new(pos, initial_node.clone(), 5);
maps.push(map);
}
@@ -265,16 +397,16 @@ enum Side {
}
#[derive(Clone, Debug)]
struct MapNode {
struct LevelNode {
north: Side,
south: Side,
east: Side,
west: Side,
}
impl MapNode {
impl LevelNode {
fn new() -> Self {
MapNode {
LevelNode {
north: Side::Empty,
south: Side::Empty,
east: Side::Empty,
@@ -283,22 +415,31 @@ impl MapNode {
}
}
struct GameMap {
nodes: HashMap<(i32, i32), MapNode>,
end_node: (i32, i32),
grid_size: i32,
initial_point: (i32, i32)
#[derive(Resource)]
struct GameLevels {
pub levels: Vec<GameLevel>,
}
impl GameMap {
fn new(initial_point: (i32, i32), node: MapNode, grid_size: i32) -> Self {
struct GameLevel {
nodes: HashMap<(i32, i32), LevelNode>,
end_node: (i32, i32),
grid_size: i32,
initial_point: (i32, i32),
}
impl GameLevel {
fn new(initial_point: (i32, i32), node: LevelNode, grid_size: i32) -> Self {
let mut nodes = HashMap::new();
nodes.insert(initial_point, node);
let mut m = GameMap { initial_point, nodes, grid_size, end_node: initial_point};
let mut m = GameLevel {
initial_point,
nodes,
grid_size,
end_node: initial_point,
};
m.generate_map();
m
}
fn generate_map(&mut self) {
let mut first_point = self.initial_point.clone();
first_point.1 += 1;
@@ -316,27 +457,28 @@ impl GameMap {
if self.pos_within_boundaries(pos) {
Side::Closed
} else {
if rand::rng().random_bool(0.5) { Side::Connection } else { Side::Closed }
if rand::rng().random_bool(0.5) {
Side::Connection
} else {
Side::Closed
}
}
}
fn ensure_connection(&self, node: &mut MapNode, (x, y): (i32, i32)) {
let am_connections = (node.north == Side::Connection) as u8 +
(node.south == Side::Connection) as u8 +
(node.east == Side::Connection) as u8 +
(node.west == Side::Connection) as u8;
fn ensure_connection(&self, node: &mut LevelNode, (x, y): (i32, i32)) {
let am_connections = (node.north == Side::Connection) as u8
+ (node.south == Side::Connection) as u8
+ (node.east == Side::Connection) as u8
+ (node.west == Side::Connection) as u8;
if am_connections <= 2 {
if node.north != Side::Connection && !self.nodes.contains_key(&(x, y + 1)) {
node.north = Side::Connection
}
else if node.south != Side::Connection && !self.nodes.contains_key(&(x, y - 1)) {
} else if node.south != Side::Connection && !self.nodes.contains_key(&(x, y - 1)) {
node.south = Side::Connection
}
else if node.east != Side::Connection && !self.nodes.contains_key(&(x + 1, y)) {
} else if node.east != Side::Connection && !self.nodes.contains_key(&(x + 1, y)) {
node.east = Side::Connection
}
else if node.west != Side::Connection && !self.nodes.contains_key(&(x - 1, y)) {
} else if node.west != Side::Connection && !self.nodes.contains_key(&(x - 1, y)) {
node.west = Side::Connection
}
}
@@ -351,7 +493,7 @@ impl GameMap {
}
let (x, y) = current_idx;
let mut new_node = MapNode::new();
let mut new_node = LevelNode::new();
if x >= self.end_node.0 && y >= self.end_node.1 {
self.end_node = (x, y);
@@ -389,9 +531,10 @@ impl GameMap {
let end_node = self.nodes.get_mut(&self.end_node).unwrap();
if self.end_node.1 >= self.end_node.0 {
end_node.north = Side::Connection;
}
else if self.end_node.0 >= self.end_node.1 {
end_node.south = Side::Connection;
} else {
end_node.east = Side::Connection;
end_node.west = Side::Connection;
}
}
@@ -419,3 +562,128 @@ impl GameMap {
}
}
}
fn spawn_objects(
mut commands: Commands,
levels: Res<GameLevels>,
models: Res<Assets<Gltf>>,
gltf_assets: Res<GltfAssets>,
image_assets: Res<ImageAssets>,
) {
// id card
let card = models.get(&gltf_assets.card).unwrap();
let asset = card.default_scene.as_ref().unwrap();
for (i, level) in levels.levels.iter().enumerate() {
let begin_node = level.initial_point;
let end_node = level.end_node;
// take a random position that is not the beginning or end_node
let (x, z) = loop {
let positions = level.nodes.keys();
let random_pos = positions.choose(&mut rand::rng()).unwrap().clone();
if random_pos != begin_node && random_pos != end_node {
break random_pos;
}
};
let transform = if x <= z {
Transform::from_xyz(2.0 * x as f32, 0.5, -2.0 * z as f32)
.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))
} else {
Transform::from_xyz(2.0 * x as f32, 0.5, -2.0 * z as f32)
};
commands
.spawn((
transform,
Interact,
RigidBody::Dynamic,
Name::new(format!("Id Card {i}")),
Visibility::Visible,
ItemIcon::new(image_assets.id_card.clone()),
SceneRoot(asset.clone()),
))
.with_children(|parent| {
parent.spawn((
ColliderMassProperties::Mass(10.0),
Collider::cuboid(0.05, 0.05, 0.01),
Transform::from_rotation(Quat::from_euler(
EulerRot::XYZ,
-10.0f32.to_radians(), // X-axis rotation (tilt)
-5.0f32.to_radians(), // Y-axis rotation
10.0f32.to_radians(), // Z-axis rotation
)),
));
parent.spawn((
ActiveEvents::COLLISION_EVENTS,
Transform::default(),
Collider::ball(0.5), // Interaction radius
Sensor,
));
});
}
}
#[derive(Component)]
pub struct Door {
pub is_open: bool,
pub open_direction: (i32, i32),
pub position: (i32, i32)
}
fn spawn_doors(
mut commands: Commands,
levels: Res<GameLevels>,
models: Res<Assets<Gltf>>,
gltf_assets: Res<GltfAssets>,
) {
let collider: Vec<(Collider, Transform)> = vec![(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
)];
let path = format!("meshes/library/space_round_door.glb",);
let handle = gltf_assets.library.get(&path).unwrap();
let gltf = models.get(handle).unwrap();
let asset = gltf.default_scene.as_ref().unwrap();
let scene_root = SceneRoot(asset.clone());
for level in levels.levels.iter() {
let (x, z) = level.end_node;
let (direction, transform) = if x >= z {
(
(0, 1),
Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32)
.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians()))
)
} else {
(
(1, 0),
Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32)
)
};
commands.spawn((
RigidBody::Fixed,
Door {
is_open: false,
open_direction: direction,
position: (x, z)
},
transform,
scene_root.clone(),
)).with_children(|parent| {
for (collider, transform) in collider.clone() {
parent.spawn((collider, transform));
}
});
}
}
fn handle_door_pos(mut query: Query<(&Door, &mut Transform)>) {
for (door, mut transform) in query.iter_mut() {
if door.is_open {
transform.translation.y = 2.0
}
else {
transform.translation.y = 0.0;
}
}
}

View File

@@ -4,6 +4,7 @@ use bevy_rapier3d::prelude::*;
mod asset_loading;
mod bevy_plugin;
mod debugging;
mod interaction;
mod level_instantiation;
mod main_menu;
@@ -51,7 +52,7 @@ fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
image: Res<ImageAssets>
image: Res<ImageAssets>,
) {
// circular base
commands.spawn((

View File

@@ -1,4 +1,3 @@
use bevy::{
input::mouse::AccumulatedMouseMotion, pbr::VolumetricFog, prelude::*, render::view::RenderLayers, window::{PrimaryWindow, WindowResized}
};
@@ -7,7 +6,10 @@ use bevy_rapier3d::prelude::*;
pub mod toolbar;
use crate::{asset_loading::{AudioAssets, FlashlightAssets}, GameState};
use crate::{
GameState,
asset_loading::{AudioAssets, FlashlightAssets},
};
#[derive(Debug, Component, Default)]
pub struct Player {
@@ -53,7 +55,15 @@ impl Default for HeadBob {
pub struct BaseTransform(pub Transform);
#[derive(Debug, Component)]
pub struct Flashlight;
pub struct Flashlight {
// 0 - 4
pub charge: f32,
pub is_on: bool,
}
#[derive(Debug, Component)]
pub struct SpotlightFlashlight {
}
#[derive(Component)]
pub struct FlashlightButtonAnimation {
@@ -70,7 +80,6 @@ impl Default for FlashlightButtonAnimation {
}
}
pub fn plugin(app: &mut App) {
app.add_plugins(toolbar::plugin)
.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
@@ -82,8 +91,9 @@ pub fn plugin(app: &mut App) {
apply_head_bob,
on_resize_system,
handle_flashlight,
update_flashlight_button_animation,
).run_if(in_state(GameState::Playing)),
(update_flashlight_button_animation, update_flashlight_charge, update_flashlight_sprite).chain(),
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(
FixedUpdate,
@@ -149,6 +159,7 @@ pub fn init_player(
let window = window.single();
let transform = flashlight_base_transform(window.width(), window.height());
parent.spawn((
Flashlight { charge: 4.0, is_on: false },
Sprite::from_image(flashlights.flash_hold_4.clone()),
transform.0.clone(),
transform,
@@ -158,7 +169,7 @@ pub fn init_player(
// feitelijke pitslamp
parent.spawn((
Flashlight,
SpotlightFlashlight{},
SpotLight {
intensity: 0.0,
color: Color::srgba(0.9, 0.628, 0.392, 1.0),
@@ -196,9 +207,11 @@ fn flashlight_base_transform(window_width: f32, window_height: f32) -> BaseTrans
let xoffset = window_size.x / 4.0 - 40.0;
let yoffset = 15.0;
let mut transform = Transform::from_translation(
Vec3::new(window_size.x / 2.0 - world_size.x / 2.0 - xoffset, -window_size.y / 2.0 + world_size.y / 2.0 - yoffset, 0.0)
);
let mut transform = Transform::from_translation(Vec3::new(
window_size.x / 2.0 - world_size.x / 2.0 - xoffset,
-window_size.y / 2.0 + world_size.y / 2.0 - yoffset,
0.0,
));
transform.scale = Vec3::new(scale, scale, 1.0);
return BaseTransform(transform);
}
@@ -237,8 +250,11 @@ pub(crate) enum PlayerAction {
Move,
Sprint,
Jump,
Interact,
ToggleFlashlight
ToggleFlashlight,
OpenDoor,
// Objects and stuff
PickUp,
Drop,
}
pub fn handle_input(
@@ -276,17 +292,25 @@ pub fn handle_input(
player.speed_factor = 1.0;
}
if keyboard_input.just_pressed(KeyCode::KeyE) {
*action = PlayerAction::Interact
*action = PlayerAction::PickUp;
}
if keyboard_input.just_pressed(KeyCode::KeyQ) {
*action = PlayerAction::Drop;
}
if keyboard_input.just_pressed(KeyCode::KeyF) {
*action = PlayerAction::ToggleFlashlight;
}
if keyboard_input.just_pressed(KeyCode::KeyK) {
*action = PlayerAction::OpenDoor;
}
input.movement_direction = movement_direction.normalize_or_zero();
}
}
pub fn apply_player_movement(mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>) {
pub fn apply_player_movement(
mut player_query: Query<(&PlayerInput, &mut Velocity, &Player), With<Player>>,
) {
const SPEED: f32 = 2.6;
const JUMP_FORCE: f32 = 4.0;
@@ -311,14 +335,18 @@ pub fn apply_head_bob(
time: Res<Time>,
mut query: Query<(&PlayerInput, &mut HeadBob, &Player), With<Player>>,
mut camera_query: Query<&mut Transform, (With<WorldModelCamera>, Without<Player>)>,
mut sprite_query: Query<(&mut Transform, &Sprite, &BaseTransform), (With<Sprite>, Without<WorldModelCamera>, Without<Player>)>,
mut sprite_query: Query<
(&mut Transform, &Sprite, &BaseTransform),
(With<Sprite>, Without<WorldModelCamera>, Without<Player>),
>,
) {
let Ok((input, mut head_bob, player)) = query.get_single_mut() else {
return;
};
// bob when moving horizontally
let horizontal_movement = Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
let horizontal_movement =
Vec3::new(input.movement_direction.x, 0.0, input.movement_direction.z);
let is_moving = horizontal_movement.length_squared() > 0.01;
let bobbing_speed = head_bob.speed * player.speed_factor;
@@ -359,17 +387,17 @@ pub fn apply_head_bob(
let scale_factor = 40.0 * player.speed_factor;
if is_moving {
transform.translation.x = base_transform.0.translation.x + horizontal_offset * scale_factor;
transform.translation.y = base_transform.0.translation.y + vertical_offset * scale_factor;
transform.translation.x =
base_transform.0.translation.x + horizontal_offset * scale_factor;
transform.translation.y =
base_transform.0.translation.y + vertical_offset * scale_factor;
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
0.0,
0.0,
horizontal_offset * 0.1,
);
transform.rotation =
Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, horizontal_offset * 0.1);
} else {
transform.translation = transform.translation.lerp(base_transform.0.translation, 0.1);
transform.translation = transform
.translation
.lerp(base_transform.0.translation, 0.1);
transform.rotation = transform.rotation.slerp(Quat::IDENTITY, 0.1);
}
}
@@ -377,7 +405,7 @@ pub fn apply_head_bob(
}
pub fn handle_flashlight(
player_query: Query<&PlayerAction, With<Player>>,
mut flashlight_query: Query<&mut SpotLight, With<Flashlight>>,
mut flashlight_query: Query<&mut SpotLight, With<SpotlightFlashlight>>,
mut flashlight_sprite_query: Query<&mut FlashlightButtonAnimation>,
audio_assets: Res<AudioAssets>,
audio: Res<Audio>,
@@ -403,20 +431,59 @@ pub fn handle_flashlight(
}
}
pub fn update_flashlight_charge(
time: Res<Time>,
mut flashlight_query: Query<&mut Flashlight>,
) {
for mut flashlight in flashlight_query.iter_mut() {
if flashlight.is_on {
flashlight.charge = flashlight.charge - time.delta_secs() * 0.1;
} else {
flashlight.charge = flashlight.charge + time.delta_secs() * 0.1;
}
flashlight.charge = flashlight.charge.clamp(0.0, 4.0);
if flashlight.charge <= 0.0 {
flashlight.is_on = false;
}
}
}
pub fn update_flashlight_button_animation(
time: Res<Time>,
mut query: Query<(&mut FlashlightButtonAnimation, &mut Sprite)>,
flashlights: Res<FlashlightAssets>,
mut query: Query<&mut FlashlightButtonAnimation>,
) {
for (mut animation, mut image) in query.iter_mut() {
for mut animation in query.iter_mut() {
if animation.is_pressed {
animation.timer.tick(time.delta());
if animation.timer.finished() {
*image = Sprite::from_image(flashlights.flash_hold_4.clone());
animation.is_pressed = false;
} else {
*image = Sprite::from_image(flashlights.flash_hold_4_pressed.clone());
}
}
}
}
pub fn update_flashlight_sprite(
mut query: Query<(&FlashlightButtonAnimation, &mut Sprite, &Flashlight)>,
flashlights: Res<FlashlightAssets>,
){
for (animation, mut image, flashlight) in query.iter_mut() {
println!("charge: {}", flashlight.charge);
let charge = flashlight.charge.ceil() as i32;
println!("charge: {}", charge);
let sprite_image = match (charge, animation.is_pressed) {
(4, true) => flashlights.flash_hold_4_pressed.clone(),
(4, false) => flashlights.flash_hold_4.clone(),
(3, true) => flashlights.flash_hold_3_pressed.clone(),
(3, false) => flashlights.flash_hold_3.clone(),
(2, true) => flashlights.flash_hold_2_pressed.clone(),
(2, false) => flashlights.flash_hold_2.clone(),
(1, true) => flashlights.flash_hold_1_pressed.clone(),
(1, false) => flashlights.flash_hold_1.clone(),
(0, true) => flashlights.flash_hold_0_pressed.clone(),
(0, false) => flashlights.flash_hold_0.clone(),
_ => flashlights.flash_hold_0.clone()
};
*image = Sprite::from_image(sprite_image);
}
}

View File

@@ -1,21 +1,108 @@
use bevy::prelude::*;
use bevy_egui::{EguiContexts, egui};
use std::default::Default;
use crate::GameState;
use crate::{GameState, interaction::Interact, util::single};
use super::Player;
#[derive(Component, Default, Debug)]
pub struct Item(Option<Entity>);
impl Item {
pub fn take(&mut self) -> Option<Entity> {
self.0.take()
}
}
#[derive(Component, Default, Debug)]
pub struct ItemIcon(Handle<Image>);
impl ItemIcon {
pub fn new(h: Handle<Image>) -> Self {
Self(h)
}
}
impl Item {
pub fn none() -> Self {
Default::default()
}
// set item and return the current item
pub fn set_item(&mut self, item: Entity) -> Option<Entity> {
self.0.replace(item)
}
}
pub fn plugin(app: &mut App) {
app.add_systems(Update, show_toolbar.run_if(in_state(GameState::Playing)));
app.add_systems(Update, bottom_panel.run_if(in_state(GameState::Playing)));
}
fn show_toolbar(player_tool_query: Query<&Item, With<Player>>) {}
fn bottom_panel(
mut egui_ctx: EguiContexts,
player_item_query: Query<&Item, With<Player>>,
item_query: Query<(&Name, &ItemIcon), With<Interact>>,
) {
let item = single!(player_item_query);
let item = item.0.and_then(|id| item_query.get(id).ok());
let (name, icon) = item.map_or((Name::new(""), None), |(name, handle)| {
(
name.clone(),
Some(egui_ctx.add_image(handle.0.clone_weak())),
)
});
egui::TopBottomPanel::bottom("inventory_toolbar")
.frame(egui::Frame {
fill: egui::Color32::from_rgba_premultiplied(0, 0, 0, 0),
// Removed the stroke/border by setting it to none
stroke: egui::Stroke::NONE,
outer_margin: egui::epaint::Margin::same(0),
inner_margin: egui::epaint::Margin::same(0),
..Default::default()
})
.show(egui_ctx.ctx_mut(), |ui| {
ui.vertical_centered(|ui| {
// Create a single centered slot
ui.horizontal(|ui| {
// Add flexible space before the slot to center it
ui.add_space(ui.available_width() / 2.0 - 25.0);
// Create a frame for the slot
let slot_frame = egui::Frame {
fill: egui::Color32::from_rgba_premultiplied(75, 75, 75, 100),
stroke: egui::Stroke::new(2.0, egui::Color32::WHITE),
..Default::default()
};
slot_frame.show(ui, |ui| {
ui.add_sized([50.0, 50.0], |ui: &mut egui::Ui| {
// Display the item
ui.vertical_centered(|ui| {
ui.horizontal_centered(|ui| {
match icon {
Some(image) => {
ui.add(egui::widgets::Image::new(
egui::load::SizedTexture::new(image, [50.0, 30.0]),
));
}
None => {
ui.label(egui::RichText::new("Empty").size(12.0));
return;
}
}
ui.label(
egui::RichText::new(name)
.color(egui::Color32::WHITE)
.size(12.0),
);
});
});
ui.allocate_response(ui.available_size(), egui::Sense::click())
});
});
});
});
});
}