feat: add start menu with interactive button
- Add StartMenu as the default game state - Create StartMenuUI and StartButton components - Implement menu UI with BGLGA title and Start Game button - Add button interaction system with hover effects - Set up proper state transitions from menu to game - Update TODO.md to mark task as completed 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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4 changed files with 110 additions and 2 deletions
2
TODO.md
2
TODO.md
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@ -64,5 +64,5 @@
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* [x] Display Score, Lives, and Stage in the window title.
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* [ ] Display Score, Lives, and Stage on the screen using `bevy_ui`.
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* [ ] Implement a High Score system (saving/loading).
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* [ ] Create a Start Menu state with a "Start Game" button.
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* [x] Create a Start Menu state with a "Start Game" button.
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* [ ] Add a "Press R to Restart" message to the `GameOver` screen and implement restart logic.
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@ -80,3 +80,10 @@ pub struct EnemyBullet;
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// Game Over UI Component (might move to ui.rs later if more UI exists)
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#[derive(Component)]
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pub struct GameOverUI;
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// Start Menu UI Components
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#[derive(Component)]
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pub struct StartMenuUI;
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#[derive(Component)]
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pub struct StartButton;
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@ -1,10 +1,11 @@
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use bevy::prelude::*;
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use crate::components::{Bullet, Enemy, GameOverUI}; // Import necessary components
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use crate::components::{Bullet, Enemy, GameOverUI, StartMenuUI, StartButton}; // Import necessary components
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// --- Game States ---
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#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
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pub enum AppState {
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#[default]
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StartMenu,
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Playing,
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GameOver,
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}
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@ -65,4 +66,100 @@ pub fn cleanup_game_entities(
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// for entity in player_query.iter() {
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// commands.entity(entity).despawn();
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// }
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}
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// --- Start Menu UI ---
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pub fn setup_start_menu_ui(mut commands: Commands) {
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println!("Entering StartMenu state. Setting up UI.");
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// Root UI container
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commands
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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},
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StartMenuUI,
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))
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.with_children(|parent| {
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// Title
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parent.spawn(TextBundle::from_section(
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"BGLGA",
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TextStyle {
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font_size: 120.0,
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color: Color::WHITE,
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..default()
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},
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).with_style(Style {
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margin: UiRect::bottom(Val::Px(50.0)),
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..default()
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}));
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// Start Game Button
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parent
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.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(250.0),
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height: Val::Px(80.0),
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border: UiRect::all(Val::Px(2.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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border_color: BorderColor(Color::WHITE),
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background_color: BackgroundColor(Color::rgb(0.1, 0.1, 0.5)),
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..default()
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},
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StartButton,
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Start Game",
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TextStyle {
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font_size: 40.0,
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color: Color::WHITE,
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..default()
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},
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));
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});
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});
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}
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pub fn cleanup_start_menu_ui(mut commands: Commands, query: Query<Entity, With<StartMenuUI>>) {
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println!("Exiting StartMenu state. Cleaning up UI.");
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for entity in query.iter() {
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commands.entity(entity).despawn_recursive();
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}
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}
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pub fn start_menu_button_system(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<StartButton>),
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>,
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mut app_state: ResMut<NextState<AppState>>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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println!("Start button pressed! Transitioning to Playing state.");
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app_state.set(AppState::Playing);
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}
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Interaction::Hovered => {
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color.0 = Color::rgb(0.2, 0.2, 0.7);
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}
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Interaction::None => {
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color.0 = Color::rgb(0.1, 0.1, 0.5);
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}
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}
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}
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}
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@ -18,6 +18,7 @@ use resources::{ // Added StageConfigurations
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};
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use game_state::{
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cleanup_game_entities, cleanup_game_over_ui, setup_game_over_ui, AppState,
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setup_start_menu_ui, cleanup_start_menu_ui, start_menu_button_system,
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};
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use player::{
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check_player_enemy_collisions, manage_invincibility, move_player, player_shoot,
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@ -112,6 +113,9 @@ fn main() {
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.run_if(in_state(AppState::Playing)),
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)
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// UI and state management systems
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.add_systems(OnEnter(AppState::StartMenu), setup_start_menu_ui)
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.add_systems(OnExit(AppState::StartMenu), cleanup_start_menu_ui)
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.add_systems(Update, start_menu_button_system.run_if(in_state(AppState::StartMenu)))
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.add_systems(OnEnter(AppState::GameOver), setup_game_over_ui)
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.add_systems(OnExit(AppState::Playing), cleanup_game_entities)
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.add_systems(OnExit(AppState::GameOver), cleanup_game_over_ui)
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