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314c3299ef
...
f4c4339204
11 changed files with 230 additions and 241 deletions
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@ -1,28 +1,58 @@
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use bevy::{ecs::relationship::RelationshipSourceCollection, prelude::*};
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use bevy::prelude::*;
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use crate::{
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game::{player::Player /* wall::WallTiles */},
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game::{player::Player, wall::WallTiles},
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tiles::Tile,
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};
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#[derive(Component)]
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pub struct Hand;
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// #[derive(Component, Default)]
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// enum SortHand {
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// #[default]
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// Unsorted,
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// Sort,
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// Manual,
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// }
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#[derive(Component)]
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#[relationship(relationship_target = HandTiles)]
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pub struct InHand(pub Entity);
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pub(crate) fn sort_hands(
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tiles: Populated<&Tile>,
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mut hands: Populated<&mut Children, (Changed<Hand>, Without<Player>)>,
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#[derive(Component)]
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#[relationship_target(relationship = InHand, linked_spawn)]
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pub struct HandTiles(Vec<Entity>);
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pub(crate) fn deal_hands(
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mut commands: Commands,
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walltiles: Single<&WallTiles>,
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walltiles_entity: Single<Entity, With<WallTiles>>,
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players: Populated<Entity, With<Player>>,
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) -> Result {
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for mut hand in hands {
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hand.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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debug!("sorted: {hand:?}");
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let mut wall = walltiles.iter().collect::<Vec<_>>();
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for player_entity in players {
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let hand = wall.split_off(13);
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commands
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.get_entity(*walltiles_entity)?
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.remove_children(&hand);
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let handtiles = commands.spawn((Hand, HandTiles(hand))).id();
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commands
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.get_entity(player_entity)?
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.add_children(&[handtiles]);
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}
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trace!("dealt hands");
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Ok(())
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}
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#[allow(clippy::type_complexity)]
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pub(crate) fn sort_hands(
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mut commands: Commands,
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tiles: Populated<&Tile>,
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mut hands: Populated<&mut Children, Changed<HandTiles>>,
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) -> Result {
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for (mut children) in hands {
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children.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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trace!("sorted a hand")
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}
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trace!("sort_hands");
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Ok(())
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}
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146
src/game/mod.rs
146
src/game/mod.rs
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@ -1,17 +1,12 @@
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use bevy::prelude::*;
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use crate::{
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game::{
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hand::Hand,
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player::{MainPlayer, Player},
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wall::Wall,
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},
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game::player::MainPlayer,
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tiles::{self, *},
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};
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pub mod hand;
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pub mod player;
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pub mod round;
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pub mod wall;
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#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)]
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@ -19,85 +14,98 @@ pub enum GameState {
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#[default]
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None,
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Setup,
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Deal,
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// Deal,
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Play,
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Score,
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}
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pub struct Riichi;
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impl Plugin for Riichi {
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fn build(&self, app: &mut App) {
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app
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// start stopper
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.init_state::<GameState>()
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.init_resource::<round::MatchSettings>()
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.init_resource::<round::Compass>()
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app.init_resource::<Compass>()
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.add_systems(Startup, init_match)
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.add_systems(Startup, tiles::init_tiles)
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.add_systems(OnEnter(GameState::Setup), setup)
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.add_systems(OnEnter(GameState::Deal), shuffle_deal)
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.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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.init_state::<GameState>()
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.add_systems(OnEnter(GameState::Setup), (wall::build_wall, hand::deal_hands, setup_done).chain())
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.add_systems(Update, (hand::sort_hands).run_if(in_state(GameState::Play)))
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// semicolon stopper
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;
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}
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}
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fn shuffle_deal(
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mut commands: Commands,
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tiles: Populated<Entity, With<Tile>>,
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players: Populated<Entity, With<Player>>,
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wall_ent: Single<Entity, With<Wall>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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) -> Result {
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use rand::seq::SliceRandom;
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let mut rng = rand::rng();
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let mut walltiles: Vec<_> = tiles.iter().collect();
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walltiles.shuffle(&mut rng);
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// commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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for player_ent in players {
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let handtiles = walltiles.split_off(walltiles.len() - 13);
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// commands.get_entity(*wall_ent)?.remove_children(&handtiles);
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let hand_ent = commands.spawn(Hand).add_children(&handtiles).id();
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debug!("hand_ent: {hand_ent:?}");
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commands
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.get_entity(player_ent)?
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.replace_children(&[hand_ent]);
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debug!("dealt to player_ent {player_ent:?}");
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}
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commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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next_gamestate.set(GameState::Play);
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Ok(())
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fn setup_done(mut next: ResMut<NextState<GameState>>) {
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next.set(GameState::Play);
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trace!("setup_done");
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}
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pub(crate) fn setup(
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mut commands: Commands,
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matchsettings: Res<round::MatchSettings>,
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// mut compass: ResMut<Compass>
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tiles: Query<Entity, With<Tile>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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) {
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for i in 1..=matchsettings.player_count {
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let player = player::Player {
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name: format!("Player {}", i),
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};
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let points = player::Points(matchsettings.starting_points);
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#[derive(Component)]
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pub(crate) struct Dice(u8, u8);
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let bundle = (player, points, Hand);
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#[derive(Resource)]
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pub(crate) struct Compass {
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pub(crate) prevalent_wind: Wind,
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pub(crate) round: u8,
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pub(crate) dealer_wind: Wind,
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pub(crate) riichi: usize,
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pub(crate) honba: usize,
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}
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if i == 1 {
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commands.spawn((bundle, MainPlayer));
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} else {
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commands.spawn(bundle);
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impl Default for Compass {
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fn default() -> Self {
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Self {
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prevalent_wind: Wind::Ton,
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round: 1,
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dealer_wind: Wind::Ton,
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riichi: 0,
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honba: 0,
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}
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}
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commands.spawn(Wall);
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next_gamestate.set(GameState::Deal);
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}
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#[derive(Resource)]
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pub(crate) struct MatchSettings {
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pub(crate) starting_points: isize,
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pub(crate) player_count: u8,
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}
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pub(crate) fn next_round(_compass: Res<Compass>) {}
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pub(crate) fn init_match(
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mut commands: Commands,
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// mut compass: ResMut<Compass>
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) {
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let starting = 25000;
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let player_count = 4;
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commands.insert_resource(MatchSettings {
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starting_points: starting,
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player_count,
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});
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let players = (2..=player_count)
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.map(|i| {
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(
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player::Player {
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name: format!("Player {i}"),
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},
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player::Points(starting),
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(players);
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let main_player = (
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player::Player {
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name: format!("Player {}", 1),
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},
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player::Points(starting),
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);
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commands.spawn((main_player, MainPlayer));
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// *compass = Compass {
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// prevalent_wind: Wind::Ton,
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// round: 1,
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// dealer_wind: todo!(),
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// riichi: 0,
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// honba: 0,
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// }
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}
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@ -1,6 +1,11 @@
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use bevy::prelude::*;
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#[derive(Component, Debug, PartialEq)]
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use crate::{
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game::wall::{InWall, Wall},
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tiles::Tile,
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};
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#[derive(Component)]
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pub struct Player {
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pub name: String,
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}
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@ -1,42 +0,0 @@
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use bevy::prelude::*;
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use crate::tiles::*;
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#[derive(Component)]
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pub(crate) struct Dice(u8, u8);
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#[derive(Resource)]
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pub(crate) struct Compass {
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pub(crate) prevalent_wind: Wind,
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pub(crate) round: u8,
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pub(crate) dealer_wind: Wind,
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pub(crate) riichi: usize,
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pub(crate) honba: usize,
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}
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impl Default for Compass {
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fn default() -> Self {
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Self {
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prevalent_wind: Wind::Ton,
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round: 1,
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dealer_wind: Wind::Ton,
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riichi: 0,
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honba: 0,
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}
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}
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}
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#[derive(Resource)]
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pub(crate) struct MatchSettings {
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pub(crate) starting_points: isize,
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pub(crate) player_count: u8,
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}
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impl Default for MatchSettings {
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fn default() -> Self {
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Self {
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starting_points: 25000,
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player_count: 4,
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}
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}
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}
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@ -5,3 +5,22 @@ use crate::tiles::Tile;
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#[derive(Component)]
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pub struct Wall;
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#[derive(Component)]
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#[relationship_target(relationship = InWall, linked_spawn)]
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pub struct WallTiles(Vec<Entity>);
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#[derive(Component)]
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#[relationship(relationship_target = WallTiles)]
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pub struct InWall(pub Entity);
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pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>>) {
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let mut rng = rand::rng();
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let mut shuffled = tiles.iter().collect::<Vec<_>>();
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shuffled.shuffle(&mut rng);
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commands.spawn((Wall, WallTiles(shuffled)));
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trace!("build_wall");
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}
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12
src/tiles.rs
12
src/tiles.rs
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@ -37,29 +37,27 @@ pub enum Dragon {
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pub struct Dora;
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pub fn init_tiles(mut commands: Commands) {
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let mut tiles = vec![];
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for _ in 0..4 {
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for i in 1..=9 {
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tiles.push(Tile {
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commands.spawn(Tile {
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suit: Suit::Pin(Rank(i)),
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});
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tiles.push(Tile {
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commands.spawn(Tile {
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suit: Suit::Sou(Rank(i)),
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});
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tiles.push(Tile {
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commands.spawn(Tile {
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suit: Suit::Man(Rank(i)),
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});
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}
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for i in 0..4 {
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tiles.push(Tile {
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commands.spawn(Tile {
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suit: Suit::Wind(Wind::from_repr(i).unwrap()),
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});
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}
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for i in 0..3 {
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tiles.push(Tile {
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commands.spawn(Tile {
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suit: Suit::Dragon(Dragon::from_repr(i).unwrap()),
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});
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}
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}
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commands.spawn_batch(tiles);
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}
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|
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@ -1,79 +0,0 @@
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use bevy::prelude::*;
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use bevy_ratatui::event::{KeyMessage, MouseMessage};
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use jong::game::GameState;
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use crate::tui::{TuiState, console::ConsoleState};
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn kb_input_system(
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mut kb_messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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curr_gamestate: Res<State<GameState>>,
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mut next_tuistate: ResMut<NextState<TuiState>>,
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mut next_consolestate: ResMut<NextState<ConsoleState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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|
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mut exit: MessageWriter<AppExit>,
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) {
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use bevy_ratatui::crossterm::event::KeyCode;
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let (ts, cs, gs) = (
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curr_tuistate.get(),
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curr_consolestate.get(),
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curr_gamestate.get(),
|
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);
|
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|
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for message in kb_messages.read() {
|
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue;
|
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}
|
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|
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if *cs == ConsoleState::Open {
|
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let mut passthrough = false;
|
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match message.code {
|
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KeyCode::Up => todo!(),
|
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KeyCode::Down => todo!(),
|
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KeyCode::Home => todo!(),
|
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KeyCode::End => todo!(),
|
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KeyCode::PageUp => todo!(),
|
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KeyCode::PageDown => todo!(),
|
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KeyCode::Esc => next_consolestate.set(ConsoleState::Closed),
|
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_ => passthrough = true,
|
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}
|
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if !passthrough {
|
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continue;
|
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}
|
||||
}
|
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|
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match ts {
|
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TuiState::MainMenu => match message.code {
|
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KeyCode::Char('p') => {
|
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next_tuistate.set(TuiState::InGame);
|
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next_gamestate.set(GameState::Setup);
|
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}
|
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KeyCode::Char('q') => {
|
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exit.write_default();
|
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}
|
||||
_ => {}
|
||||
},
|
||||
TuiState::InGame => match gs {
|
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GameState::Setup => match message.code {
|
||||
_ => {}
|
||||
},
|
||||
GameState::Play => match message.code {
|
||||
KeyCode::Char('q') => {
|
||||
exit.write_default();
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
_ => todo!(),
|
||||
_ => unreachable!("TuiState::InGame but GameState invalid"),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -10,8 +10,13 @@ use jong::game::GameState;
|
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use crate::tui::TuiState;
|
||||
|
||||
const MAINMENU_OPTIONS: [&str; 2] = ["(p)lay", "(q)uit"];
|
||||
// const MAINMENU_INPUTS: [char;2] = ['p', 'q'];
|
||||
|
||||
pub(crate) fn draw_mainmenu(mut tui_ctx: ResMut<RatatuiContext>) {
|
||||
pub(crate) fn draw_mainmenu(
|
||||
mut tui_ctx: ResMut<RatatuiContext>,
|
||||
// mut tui_state: ResMut<NextState<TuiState>>,
|
||||
// mut game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
let options = MAINMENU_OPTIONS;
|
||||
let layout = Layout::vertical(vec![Constraint::Min(1); options.len()]);
|
||||
|
||||
|
|
|
|||
|
|
@ -2,17 +2,17 @@ use std::time::Duration;
|
|||
|
||||
use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
|
||||
use bevy_ratatui::RatatuiPlugins;
|
||||
use bevy_ratatui::event::KeyMessage;
|
||||
use ratatui::{text::ToSpan, widgets::Paragraph};
|
||||
|
||||
use jong::game::GameState;
|
||||
// use jong::game::wall::InWall;
|
||||
use jong::game::wall::InWall;
|
||||
|
||||
use crate::tui::{console::ConsoleState, menu::draw_mainmenu, render::ingame::draw_ingame};
|
||||
use crate::tui::console::ConsoleState;
|
||||
|
||||
mod console;
|
||||
mod menu;
|
||||
mod render;
|
||||
mod input;
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
|
||||
pub(crate) enum TuiState {
|
||||
|
|
@ -54,12 +54,12 @@ impl Plugin for RiichiTui {
|
|||
|
||||
// console
|
||||
.init_state::<console::ConsoleState>()
|
||||
.add_systems(Update, console::draw_console.after_ignore_deferred(draw_mainmenu).after_ignore_deferred(draw_ingame).run_if(in_state(console::ConsoleState::Open)))
|
||||
.add_systems(Update, console::draw_console.run_if(in_state(console::ConsoleState::Open)))
|
||||
|
||||
// general setup
|
||||
.init_state::<TuiState>()
|
||||
.add_computed_state::<InGame>()
|
||||
.add_systems(Update, input::kb_input_system)
|
||||
.add_systems(Update, input_system)
|
||||
|
||||
// main menu
|
||||
.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
|
||||
|
|
@ -67,11 +67,62 @@ impl Plugin for RiichiTui {
|
|||
// gaming
|
||||
.init_resource::<render::hand::RenderedHand>()
|
||||
.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
|
||||
.add_systems(Update, render::hand::render_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
|
||||
.add_systems(Update, render::hand::render_changed_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
|
||||
|
||||
// semicolon stopper
|
||||
;
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub(crate) fn input_system(
|
||||
mut messages: MessageReader<KeyMessage>,
|
||||
|
||||
curr_tuistate: Res<State<TuiState>>,
|
||||
curr_consolestate: Res<State<ConsoleState>>,
|
||||
curr_gamestate: Res<State<GameState>>,
|
||||
|
||||
mut next_tuistate: ResMut<NextState<TuiState>>,
|
||||
mut next_consolestate: ResMut<NextState<ConsoleState>>,
|
||||
mut next_gamestate: ResMut<NextState<GameState>>,
|
||||
|
||||
mut exit: MessageWriter<AppExit>,
|
||||
) {
|
||||
use bevy_ratatui::crossterm::event::KeyCode;
|
||||
|
||||
let (ts, cs, gs) = (curr_tuistate.get(), curr_consolestate.get(), curr_gamestate.get());
|
||||
|
||||
for message in messages.read() {
|
||||
if let KeyCode::Char('`') = message.code {
|
||||
next_consolestate.set(!*curr_consolestate.get());
|
||||
continue
|
||||
}
|
||||
|
||||
match ts {
|
||||
TuiState::MainMenu => match message.code {
|
||||
KeyCode::Char('p') => {
|
||||
next_tuistate.set(TuiState::InGame);
|
||||
next_gamestate.set(GameState::Setup);
|
||||
}
|
||||
KeyCode::Char('q') => {
|
||||
exit.write_default();
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
TuiState::InGame => match gs {
|
||||
GameState::Setup => match message.code {
|
||||
_ => {}
|
||||
},
|
||||
GameState::Play => match message.code {
|
||||
KeyCode::Char('q') => {
|
||||
exit.write_default();
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
GameState::Score => todo!(),
|
||||
_ => unreachable!("TuiState::InGame but GameState invalid")
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,35 +1,32 @@
|
|||
use bevy::{platform::collections::HashMap, prelude::*};
|
||||
use bevy::prelude::*;
|
||||
use ratatui::widgets::Paragraph;
|
||||
|
||||
use jong::{
|
||||
game::{hand::Hand, player::Player},
|
||||
tiles::Tile,
|
||||
};
|
||||
use jong::game::hand::HandTiles;
|
||||
use jong::tiles::Tile;
|
||||
|
||||
use crate::tui::render::tiles;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub(crate) struct RenderedHand(pub(crate) HashMap<Entity, Vec<Paragraph<'static>>>);
|
||||
pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>);
|
||||
|
||||
pub(crate) fn render_hand(
|
||||
pub(crate) fn render_changed_hand(
|
||||
hands: Populated<&Children, Changed<HandTiles>>,
|
||||
tiles: Populated<&Tile>,
|
||||
player_hands: Populated<(Entity, &Children), (With<Player>, Changed<Hand>)>,
|
||||
hands: Populated<&Children, (Changed<Hand>, Without<Player>)>,
|
||||
mut target: ResMut<RenderedHand>,
|
||||
) -> Result {
|
||||
let mut rendered = HashMap::new();
|
||||
let mut rendered = vec![];
|
||||
|
||||
for (player_ent, hand) in player_hands {
|
||||
let hand = hand.iter().next().unwrap();
|
||||
let tiles = hands
|
||||
.get(hand)?
|
||||
for hand in hands {
|
||||
let tiles = hand
|
||||
.iter()
|
||||
.map(|it| tiles.get(it).map(tiles::draw_tile).unwrap())
|
||||
.map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap())
|
||||
.collect();
|
||||
rendered.insert(player_ent, tiles);
|
||||
|
||||
rendered.push(tiles);
|
||||
}
|
||||
|
||||
target.0 = rendered;
|
||||
|
||||
trace!("render_changed_hand");
|
||||
Ok(())
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,12 +1,10 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_ratatui::RatatuiContext;
|
||||
use jong::game::player::{MainPlayer, Player};
|
||||
|
||||
use crate::tui::render::hand;
|
||||
|
||||
pub(crate) fn draw_ingame(
|
||||
rendered_hand: Res<hand::RenderedHand>,
|
||||
main_player: Single<Entity, (With<Player>, With<MainPlayer>)>,
|
||||
mut tui_ctx: ResMut<RatatuiContext>,
|
||||
) -> Result {
|
||||
use ratatui::layout::Flex;
|
||||
|
|
@ -19,9 +17,8 @@ pub(crate) fn draw_ingame(
|
|||
let mut area = frame.area();
|
||||
area.height = 4;
|
||||
let areas = layout.areas::<13>(area);
|
||||
// if let Some(hand) = rendered_hand.0.get(&*main_player) {
|
||||
if let Some(hand) = rendered_hand.0.get(&*main_player) {
|
||||
for (tile, area) in hand.iter().zip(areas.iter()) {
|
||||
if let Some(tiles) = rendered_hand.0.first() {
|
||||
for (tile, area) in tiles.iter().zip(areas.iter()) {
|
||||
frame.render_widget(tile, *area);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue