//! A simple minesweeper-style game in Bevy UI. use bevy::color::palettes::css::{DARK_GREEN, LIME, ORANGE, ORANGE_RED, RED, SEA_GREEN, YELLOW}; use bevy::prelude::*; use bevy::text::LineHeight; use rand::seq::SliceRandom; use std::ops::Range; const TILE_SIZE: f32 = 30.0; const TILE_GAP: f32 = 6.0; const BOARD_PADDING: f32 = 15.0; const BACKGROUND_COLOR: Color = Color::Srgba(DARK_GREEN); const TILE_BORDER_COLOR: Color = Color::Srgba(SEA_GREEN); const HOVERED_TILE_BORDER_COLOR: Color = Color::Srgba(LIME); const MILD_DANGER_COLOR: Color = Color::Srgba(YELLOW); const SOME_DANGER_COLOR: Color = Color::Srgba(ORANGE); const VERY_DANGER_COLOR: Color = Color::Srgba(ORANGE_RED); const MOST_DANGER_COLOR: Color = Color::Srgba(RED); #[derive(Default, Clone, Copy)] struct Tile { mined: bool, revealed: bool, flagged: bool, } struct MineField { width: i32, height: i32, tiles: Vec, } impl MineField { fn xs(&self) -> Range { 0..self.width } fn ys(&self) -> Range { 0..self.height } fn get(&self, p: IVec2) -> Option { if self.xs().contains(&p.x) && self.ys().contains(&p.y) { Some((p.y * self.width + p.x) as usize) } else { None } } fn new(width: i32, height: i32, mines: usize) -> Self { let mut tiles = vec![Tile::default(); (width * height) as usize]; tiles .iter_mut() .take(mines) .for_each(|tile| tile.mined = true); tiles.shuffle(&mut rand::rng()); Self { width, height, tiles, } } fn get_adjacent(&self, target: IVec2) -> impl Iterator + '_ { [ (1, 1), (1, 0), (1, -1), (0, 1), (0, -1), (-1, 1), (-1, 0), (-1, -1), ] .map(|d| target + IVec2::from(d)) .into_iter() .filter(|adjacent| self.get(*adjacent).is_some()) } fn count_adjacent_mines(&self, target: IVec2) -> usize { self.get_adjacent(target) .filter(|&adjacent| self[adjacent].mined) .count() } fn reveal(&mut self, target: IVec2) { let mut open = vec![target]; while let Some(current) = open.pop() { if !self[current].revealed { self[current].revealed = true; if self.count_adjacent_mines(current) == 0 { open.extend(self.get_adjacent(current)); } } } } fn iter(&self) -> impl Iterator + '_ { self.ys() .flat_map(|y| self.xs().map(move |x| IVec2::new(x, y))) .map(|tile| (tile, self[tile])) } fn flag_count(&self) -> usize { self.tiles.iter().filter(|tile| tile.flagged).count() } fn mine_count(&self) -> usize { self.tiles.iter().filter(|tile| tile.mined).count() } fn is_cleared(&self) -> bool { self.tiles .iter() .all(|tile| tile.revealed && !tile.mined || tile.mined && tile.flagged) } } impl std::ops::Index for MineField { type Output = Tile; fn index(&self, tile: IVec2) -> &Self::Output { let index = self.get(tile).unwrap(); &self.tiles[index] } } impl std::ops::IndexMut for MineField { fn index_mut(&mut self, tile: IVec2) -> &mut Self::Output { let index = self.get(tile).unwrap(); &mut self.tiles[index] } } #[derive(Clone, Copy, PartialEq, Eq)] enum Difficulty { Easy, Normal, Hard, } impl Difficulty { fn field(self) -> MineField { match self { Difficulty::Easy => MineField::new(15, 10, 15), Difficulty::Normal => MineField::new(20, 15, 50), Difficulty::Hard => MineField::new(25, 15, 75), } } } #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] enum GameState { #[default] Menu, Playing, } #[derive(Resource)] struct Game { field: MineField, game_over: bool, } impl Default for Game { fn default() -> Self { Self { field: Difficulty::Normal.field(), game_over: false, } } } #[derive(Component)] struct GameRoot; #[derive(Component)] struct TileCell(IVec2); #[derive(Component, Clone, Copy)] enum ButtonAction { NewGame(Difficulty), Menu, } fn text_button(label: &'static str, action: ButtonAction) -> impl Bundle { ( action, Node { min_width: px(144), border: px(3).all(), border_radius: px(8).into(), box_sizing: BoxSizing::ContentBox, ..default() }, BorderColor::all(TILE_BORDER_COLOR), BackgroundColor(BACKGROUND_COLOR), Text::new(label), TextFont::from_font_size(24.0), TextLayout::justify(Justify::Center), LineHeight::Px(40.), ) } fn setup(mut commands: Commands) { commands.spawn(Camera2d); } fn setup_menu(mut commands: Commands) { commands.spawn(( DespawnOnExit(GameState::Menu), Node { width: percent(100), height: percent(100), flex_direction: FlexDirection::Column, justify_content: JustifyContent::Center, align_items: AlignItems::Center, row_gap: px(20), ..default() }, children![ (Text::new("Bevy Mines"), TextFont::from_font_size(35.0)), ( Node { flex_direction: FlexDirection::Column, row_gap: px(10), ..default() }, children![ text_button("easy", ButtonAction::NewGame(Difficulty::Easy)), text_button("normal", ButtonAction::NewGame(Difficulty::Normal)), text_button("hard", ButtonAction::NewGame(Difficulty::Hard)), ], ), ], )); } fn setup_game(mut commands: Commands, game: Res, assets: Res) { let root = commands .spawn(( GameRoot, DespawnOnExit(GameState::Playing), Node { margin: auto().all(), ..default() }, )) .id(); rebuild_game_ui(&mut commands, root, &game, &assets); } fn rebuild_game_ui(commands: &mut Commands, root: Entity, game: &Game, assets: &AssetServer) { commands.entity(root).despawn_related::(); commands.entity(root).with_children(|parent| { parent .spawn(Node { flex_direction: FlexDirection::Column, row_gap: px(20), ..default() }) .with_children(|parent| { parent .spawn(( Node { display: Display::Grid, padding: UiRect::all(px(BOARD_PADDING)), border_radius: BorderRadius::all(px(25)), row_gap: px(TILE_GAP), column_gap: px(TILE_GAP), grid_template_columns: RepeatedGridTrack::px( game.field.width, TILE_SIZE, ), grid_template_rows: RepeatedGridTrack::px(game.field.height, TILE_SIZE), ..default() }, BackgroundColor(BACKGROUND_COLOR), )) .with_children(|parent| { for (position, tile) in game.field.iter() { let tile_node = Node { grid_column: GridPlacement::start((position.x + 1) as i16), grid_row: GridPlacement::start((position.y + 1) as i16), border: px(4).all(), border_radius: px(8).into(), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }; if game.game_over && tile.mined { parent.spawn(( tile_node, BackgroundColor(BACKGROUND_COLOR), BorderColor::all(Color::NONE), Pickable::IGNORE, children![( Text::new("*"), TextFont::from_font_size(24.0), TextColor(MOST_DANGER_COLOR), )], )); } else if game.game_over || tile.revealed { let mine_count = game.field.count_adjacent_mines(position); let color = match mine_count { 0 => continue, 1 => MILD_DANGER_COLOR, 2 => SOME_DANGER_COLOR, 3 => VERY_DANGER_COLOR, _ => MOST_DANGER_COLOR, }; parent.spawn(( tile_node, BackgroundColor(BACKGROUND_COLOR), BorderColor::all(color), Pickable::IGNORE, children![( Text::new(mine_count.to_string()), TextFont::from_font_size(20.0), TextColor(color), )], )); } else { parent .spawn(( tile_node, TileCell(position), BackgroundColor(BACKGROUND_COLOR), BorderColor::all(TILE_BORDER_COLOR), )) .with_children(|parent| { if tile.flagged { parent.spawn(( ImageNode::new(assets.load("textures/flag.png")), Node { width: px(20), height: px(20), ..default() }, Pickable::IGNORE, )); } }); } } }); parent .spawn(Node { width: percent(100), height: px(50), margin: px(15).vertical(), justify_content: JustifyContent::SpaceBetween, align_items: AlignItems::Center, ..default() }) .with_children(|parent| { parent.spawn(( Node { align_items: AlignItems::Center, column_gap: px(3), ..default() }, children![ ( ImageNode::new(assets.load("textures/flag.png")), Node { width: px(28), height: px(28), ..default() }, Pickable::IGNORE, ), ( Text::new( (game.field.mine_count() - game.field.flag_count()) .to_string() ), TextFont::from_font_size(24.0), ) ], )); if game.field.is_cleared() || game.game_over { parent.spawn(( Node { width: percent(100), height: percent(100), position_type: PositionType::Absolute, justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, Pickable::IGNORE, children![( Text::new(if game.field.is_cleared() { "mines cleared!" } else { "boom!" }), TextFont::from_font_size(24.0), )], )); parent.spawn(text_button("new game", ButtonAction::Menu)); } }); }); }); } fn on_button_click( click: On, buttons: Query<&ButtonAction>, mut game: ResMut, mut next_state: ResMut>, ) { if click.button != PointerButton::Primary { return; } let Ok(action) = buttons.get(click.event_target()) else { return; }; match *action { ButtonAction::NewGame(difficulty) => { game.field = difficulty.field(); game.game_over = false; next_state.set(GameState::Playing); } ButtonAction::Menu => { next_state.set(GameState::Menu); } } } fn on_button_over( over: On, mut buttons: Query<(&mut BorderColor, &mut BackgroundColor), With>, ) { if let Ok((mut border, mut background)) = buttons.get_mut(over.event_target()) { border.set_all(HOVERED_TILE_BORDER_COLOR); background.0 = BACKGROUND_COLOR; } } fn on_button_out( out: On, mut buttons: Query<(&mut BorderColor, &mut BackgroundColor), With>, ) { if let Ok((mut border, mut background)) = buttons.get_mut(out.event_target()) { border.set_all(TILE_BORDER_COLOR); background.0 = BACKGROUND_COLOR; } } fn on_tile_over(over: On, mut tiles: Query<&mut BorderColor, With>) { if let Ok(mut border) = tiles.get_mut(over.event_target()) { border.set_all(HOVERED_TILE_BORDER_COLOR); } } fn on_tile_out(out: On, mut tiles: Query<&mut BorderColor, With>) { if let Ok(mut border) = tiles.get_mut(out.event_target()) { border.set_all(TILE_BORDER_COLOR); } } fn on_tile_click( click: On, tiles: Query<&TileCell>, mut game: ResMut, mut commands: Commands, game_root: Single>, assets: Res, ) { if game.game_over || game.field.is_cleared() { return; } let Ok(&TileCell(position)) = tiles.get(click.event_target()) else { return; }; match click.button { PointerButton::Primary => { if game.field[position].mined { game.game_over = true; } else { game.field.reveal(position); } } PointerButton::Secondary => { if game.field[position].flagged { game.field[position].flagged = false; } else if game.field.flag_count() < game.field.mine_count() { game.field[position].flagged = true; } } _ => { return; } } rebuild_game_ui(&mut commands, *game_root, &game, &assets); } fn main() { App::new() .add_plugins(DefaultPlugins) .init_resource::() .init_state::() .add_systems(Startup, setup) .add_systems(OnEnter(GameState::Menu), setup_menu) .add_systems(OnEnter(GameState::Playing), setup_game) .add_observer(on_button_click) .add_observer(on_button_over) .add_observer(on_button_out) .add_observer(on_tile_click) .add_observer(on_tile_over) .add_observer(on_tile_out) .run(); }