fix: remove orphaned duplicate code in cleanup_game_entities

This commit is contained in:
Harald Hoyer 2026-05-04 22:14:58 +02:00
parent 28e4e53da9
commit 704a4476f0

View file

@ -1,5 +1,6 @@
use crate::components::{Bullet, Enemy, GameOverUI, RestartMessage, StartButton, StartMenuUI};
use crate::resources::RestartPressed;
use bevy::prelude::*;
use crate::components::{Bullet, Enemy, GameOverUI, StartMenuUI, StartButton}; // Import necessary components
// --- Game States ---
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
@ -27,19 +28,43 @@ pub fn setup_game_over_ui(mut commands: Commands) {
position_type: PositionType::Absolute,
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
top: Val::Percent(40.0), // Center vertically roughly
top: Val::Percent(40.0),
..default()
}),
GameOverUI, // Tag the UI element
GameOverUI,
));
commands.spawn((
TextBundle::from_section(
"Press R to Restart",
TextStyle {
font_size: 32.0,
color: Color::WHITE,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
top: Val::Percent(55.0),
..default()
}),
RestartMessage,
));
// TODO: Add "Press R to Restart" text later
}
pub fn cleanup_game_over_ui(mut commands: Commands, query: Query<Entity, With<GameOverUI>>) {
pub fn cleanup_game_over_ui(
mut commands: Commands,
query: Query<Entity, With<GameOverUI>>,
restart_query: Query<Entity, With<RestartMessage>>,
) {
println!("Exiting GameOver state. Cleaning up UI.");
for entity in query.iter() {
commands.entity(entity).despawn_recursive();
}
for entity in restart_query.iter() {
commands.entity(entity).despawn_recursive();
}
}
// --- Cleanup ---
@ -48,8 +73,9 @@ pub fn cleanup_game_over_ui(mut commands: Commands, query: Query<Entity, With<Ga
pub fn cleanup_game_entities(
mut commands: Commands,
bullet_query: Query<Entity, With<Bullet>>,
enemy_bullet_query: Query<Entity, With<crate::components::EnemyBullet>>, // Need to specify crate::components
enemy_bullet_query: Query<Entity, With<crate::components::EnemyBullet>>,
enemy_query: Query<Entity, With<Enemy>>,
restart_message_query: Query<Entity, With<crate::components::RestartMessage>>,
// Optionally despawn player too, or handle separately if needed for restart
// player_query: Query<Entity, With<Player>>,
) {
@ -57,12 +83,15 @@ pub fn cleanup_game_entities(
for entity in bullet_query.iter() {
commands.entity(entity).despawn();
}
for entity in enemy_bullet_query.iter() { // Also despawn enemy bullets
for entity in enemy_bullet_query.iter() {
commands.entity(entity).despawn();
}
for entity in enemy_query.iter() {
commands.entity(entity).despawn();
}
for entity in restart_message_query.iter() {
commands.entity(entity).despawn();
}
// for entity in player_query.iter() {
// commands.entity(entity).despawn();
// }
@ -72,7 +101,7 @@ pub fn cleanup_game_entities(
pub fn setup_start_menu_ui(mut commands: Commands) {
println!("Entering StartMenu state. Setting up UI.");
// Root UI container
commands
.spawn((
@ -91,18 +120,21 @@ pub fn setup_start_menu_ui(mut commands: Commands) {
))
.with_children(|parent| {
// Title
parent.spawn(TextBundle::from_section(
"BGLGA",
TextStyle {
font_size: 120.0,
color: Color::WHITE,
parent.spawn(
TextBundle::from_section(
"BGLGA",
TextStyle {
font_size: 120.0,
color: Color::WHITE,
..default()
},
)
.with_style(Style {
margin: UiRect::bottom(Val::Px(50.0)),
..default()
},
).with_style(Style {
margin: UiRect::bottom(Val::Px(50.0)),
..default()
}));
}),
);
// Start Game Button
parent
.spawn((
@ -162,4 +194,25 @@ pub fn start_menu_button_system(
}
}
}
}
}
pub fn handle_restart_input(
mut keyboard_input: ResMut<Input<KeyCode>>,
mut restart_resource: ResMut<RestartPressed>,
mut app_state: ResMut<NextState<AppState>>,
) {
if keyboard_input.just_pressed(KeyCode::R) {
restart_resource.pressed = true;
}
}
pub fn restart_game_system(
mut app_state: ResMut<NextState<AppState>>,
mut restart_resource: ResMut<RestartPressed>,
) {
if restart_resource.pressed {
println!("Restart requested. Transitioning to Playing state.");
restart_resource.pressed = false;
app_state.set(AppState::Playing);
}
}