Pause menu functionality (#89)

* make menu use actual soundsettings values
* allow changing volume in pause menu
* persist saving settings
This commit is contained in:
extrawurst
2025-12-19 19:49:41 +01:00
committed by GitHub
parent 7b233f2220
commit 8132203653
7 changed files with 257 additions and 7 deletions

View File

@@ -31,6 +31,7 @@ bevy_asset_loader = { workspace = true }
bevy_ballistic = { workspace = true }
bevy_common_assets = { workspace = true }
bevy_debug_log = { workspace = true }
bevy_pkv = { workspace = true }
bevy_replicon = { workspace = true }
bevy_replicon_renet = { workspace = true }
bevy_sprite3d = { workspace = true }

View File

@@ -2,8 +2,9 @@ mod music;
mod sounds;
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Resource, Reflect, Clone, Copy, Debug)]
#[derive(Resource, Reflect, Clone, Copy, Debug, Deserialize, Serialize)]
#[reflect(Resource)]
pub struct SoundSettings {
pub sound_volume: f32,

View File

@@ -33,6 +33,7 @@ pub mod debug;
pub mod enemy;
pub mod heal_effect;
pub mod player;
mod settings;
pub mod setup;
pub mod steam;
pub mod ui;
@@ -49,6 +50,7 @@ pub fn plugin(app: &mut App) {
audio::plugin,
steam::plugin,
ui::plugin,
settings::plugin,
));
app.add_systems(

View File

@@ -0,0 +1,42 @@
use bevy::prelude::*;
use bevy_pkv::prelude::*;
use crate::client::audio::SoundSettings;
#[derive(Resource)]
struct SaveTimer(Timer);
pub fn plugin(app: &mut App) {
app.insert_resource(PkvStore::new("Rustunit", "HEDZ"));
app.insert_resource(SaveTimer(Timer::from_seconds(1.0, TimerMode::Once)));
app.add_systems(Update, persist_settings);
app.add_systems(Startup, load_settings);
}
fn persist_settings(
settings: Res<SoundSettings>,
mut pkv: ResMut<PkvStore>,
mut timer: ResMut<SaveTimer>,
time: Res<Time>,
) -> Result {
if settings.is_changed() {
timer.0.reset();
}
timer.0.tick(time.delta());
if timer.0.just_finished() {
pkv.set("audio", &*settings)?;
}
Ok(())
}
fn load_settings(mut settings: ResMut<SoundSettings>, pkv: Res<PkvStore>) -> Result {
if let Ok(loaded) = pkv.get::<SoundSettings>("audio") {
*settings = loaded;
}
Ok(())
}

View File

@@ -1,5 +1,6 @@
use crate::{
GameState, HEDZ_GREEN, HEDZ_PURPLE, client::control::CharacterInputEnabled,
GameState, HEDZ_GREEN, HEDZ_PURPLE,
client::{audio::SoundSettings, control::CharacterInputEnabled},
loading_assets::UIAssets,
};
use bevy::{color::palettes::css::BLACK, prelude::*};
@@ -18,16 +19,29 @@ enum ProgressBar {
Sound,
}
#[derive(Component)]
struct VolumeValue(ProgressBar);
#[derive(Resource)]
struct PauseMenuSelection(ProgressBar);
#[derive(Resource)]
struct VolumeChangeCooldown(Timer);
pub fn plugin(app: &mut App) {
app.init_state::<PauseMenuState>();
app.add_systems(Update, open_pause_menu.run_if(in_state(GameState::Playing)));
app.add_systems(
Update,
(selection_input, selection_changed).run_if(in_state(PauseMenuState::Open)),
(
selection_input,
selection_changed,
update_volume_display,
change_volume_keyboard,
change_volume_gamepad,
)
.run_if(in_state(PauseMenuState::Open)),
);
app.add_systems(OnEnter(PauseMenuState::Open), setup);
}
@@ -58,7 +72,10 @@ fn open_pause_menu(
}
}
fn setup(mut commands: Commands, assets: Res<UIAssets>) {
fn setup(mut commands: Commands, assets: Res<UIAssets>, settings: Res<SoundSettings>) {
let sound_volume = (settings.sound_volume * 100.) as u8;
let music_volume = (settings.music_volume * 100.) as u8;
commands.spawn((
Name::new("pause-menu"),
Node {
@@ -73,12 +90,16 @@ fn setup(mut commands: Commands, assets: Res<UIAssets>) {
BackgroundColor(Color::linear_rgba(0., 0., 0., 0.6)),
DespawnOnExit(PauseMenuState::Open),
children![
spawn_progress(ProgressBar::Music, 100, assets.font.clone()),
spawn_progress(ProgressBar::Sound, 80, assets.font.clone())
spawn_progress(ProgressBar::Music, music_volume, assets.font.clone()),
spawn_progress(ProgressBar::Sound, sound_volume, assets.font.clone())
],
));
commands.insert_resource(PauseMenuSelection(ProgressBar::Music));
commands.insert_resource(VolumeChangeCooldown(Timer::from_seconds(
0.09,
TimerMode::Repeating,
)));
}
fn spawn_progress(bar: ProgressBar, value: u8, font: Handle<Font>) -> impl Bundle {
@@ -144,6 +165,7 @@ fn spawn_progress(bar: ProgressBar, value: u8, font: Handle<Font>) -> impl Bundl
},
TextColor(HEDZ_GREEN.into()),
TextLayout::new_with_justify(Justify::Left).with_no_wrap(),
VolumeValue(bar),
),
(
Node {
@@ -186,3 +208,92 @@ fn selection_changed(
}
}
}
fn update_volume_display(
settings: Res<SoundSettings>,
mut query: Query<(&mut Text, &VolumeValue)>,
) {
if settings.is_changed() {
for (mut text, volume_value) in query.iter_mut() {
let new_value = match volume_value.0 {
ProgressBar::Music => (settings.music_volume * 100.) as u8,
ProgressBar::Sound => (settings.sound_volume * 100.) as u8,
};
text.0 = format!("{new_value}");
}
}
}
fn change_volume_keyboard(
selection: Res<PauseMenuSelection>,
keyboard: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<SoundSettings>,
mut cooldown: ResMut<VolumeChangeCooldown>,
time: Res<Time>,
) {
let change = if keyboard.pressed(KeyCode::ArrowLeft) {
-0.01
} else if keyboard.pressed(KeyCode::ArrowRight) {
0.01
} else {
return;
};
// On first press, apply immediately and reset timer
if keyboard.just_pressed(KeyCode::ArrowLeft) || keyboard.just_pressed(KeyCode::ArrowRight) {
cooldown.0.reset();
} else {
cooldown.0.tick(time.delta());
if !cooldown.0.just_finished() {
return;
}
}
match selection.0 {
ProgressBar::Music => {
settings.music_volume = (settings.music_volume + change).clamp(0.0, 1.0);
}
ProgressBar::Sound => {
settings.sound_volume = (settings.sound_volume + change).clamp(0.0, 1.0);
}
}
}
fn change_volume_gamepad(
selection: Res<PauseMenuSelection>,
gamepads: Query<&Gamepad>,
mut settings: ResMut<SoundSettings>,
mut cooldown: ResMut<VolumeChangeCooldown>,
time: Res<Time>,
) {
let Some((change, just_pressed)) = gamepads.iter().find_map(|gamepad| {
if gamepad.pressed(GamepadButton::DPadLeft) {
Some((-0.01, gamepad.just_pressed(GamepadButton::DPadLeft)))
} else if gamepad.pressed(GamepadButton::DPadRight) {
Some((0.01, gamepad.just_pressed(GamepadButton::DPadRight)))
} else {
None
}
}) else {
return;
};
// On first press, apply immediately and reset timer
if just_pressed {
cooldown.0.reset();
} else {
cooldown.0.tick(time.delta());
if !cooldown.0.just_finished() {
return;
}
}
match selection.0 {
ProgressBar::Music => {
settings.music_volume = (settings.music_volume + change).clamp(0.0, 1.0);
}
ProgressBar::Sound => {
settings.sound_volume = (settings.sound_volume + change).clamp(0.0, 1.0);
}
}
}