detect hand change and render it

This commit is contained in:
Tao Tien 2026-01-11 20:10:30 -08:00
parent d506a25716
commit 3417384b86
9 changed files with 138 additions and 68 deletions

View file

@ -3,30 +3,32 @@ use tracing::instrument;
use crate::tiles::{self, *};
mod player;
pub mod player;
pub mod wall;
pub struct Riichi;
#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq)]
pub enum GameState {
#[default]
None,
Setup,
// Deal,
Play,
Score,
}
pub struct Riichi;
impl Plugin for Riichi {
fn build(&self, app: &mut App) {
app.init_resource::<Compass>()
.add_systems(Startup, init_match)
.add_systems(Startup, (tiles::init_tiles, wall::build_wall).chain())
.add_systems(Startup, tiles::init_tiles)
.init_state::<GameState>()
.add_systems(OnEnter(GameState::Setup), (wall::build_wall, player::deal_hands).chain())
// semicolon stopper
;
}
}
#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq)]
enum GameState {
#[default]
Setup,
Deal,
Play,
Score,
}
#[derive(Component)]
pub(crate) struct Dice(u8, u8);

View file

@ -1,9 +1,44 @@
use bevy::prelude::*;
use crate::{
game::wall::{Wall, WallTiles},
tiles::Tile,
};
#[derive(Component)]
pub(crate) struct Player {
pub(crate) name: String,
}
fn spawn_players(mut commands: Commands) {}
#[derive(Component)]
pub(crate) struct Points(pub isize);
#[derive(Component)]
pub struct Hand;
#[derive(Component)]
#[relationship_target(relationship = InHand, linked_spawn)]
pub struct HandTiles(Vec<Entity>);
#[derive(Component)]
#[relationship(relationship_target = HandTiles)]
pub struct InHand(pub Entity);
pub(crate) fn deal_hands(
mut commands: Commands,
wall: Single<Entity, With<Wall>>,
wall_tiles: Query<Entity, With<WallTiles>>,
tiles: Query<Entity, With<Tile>>,
) -> Result {
let hand = wall_tiles.iter().collect::<Vec<_>>();
commands
.get_entity(*wall)?
.remove_children(hand.last_chunk::<13>().unwrap());
commands.spawn((Hand, HandTiles(hand)));
Ok(())
}

View file

@ -2,17 +2,20 @@ use bevy::log::tracing::instrument;
use bevy::prelude::*;
use rand::seq::SliceRandom;
use crate::game::InWall;
use crate::tiles::Tile;
#[derive(Component)]
pub struct Wall;
#[derive(Component)]
#[relationship_target(relationship = InWall, linked_spawn)]
pub struct WallTiles(Vec<Entity>);
#[derive(Component)]
pub struct Wall;
#[relationship(relationship_target = WallTiles)]
pub struct InWall(pub Entity);
pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>>) -> Result {
pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>>) {
let mut rng = rand::rng();
let mut shuffled = tiles
@ -21,7 +24,5 @@ pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>
.collect::<Vec<_>>();
shuffled.shuffle(&mut rng);
let mut wall = commands.spawn((Wall, WallTiles(shuffled)));
Ok(())
commands.spawn((Wall, WallTiles(shuffled)));
}