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Implement a player select screen #7
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The safe & easy path here would be to reuse the player select screen from jumpy/punchy, made in egui. I highly recommend that for MVP, unless you have a strong itch to try out kayak. We will definitely revisit kayak and other options later, since egui is more geared towards tooling-UI. @zicklag could you lay out the basics of the player select screen in egui? |
Unfortunately the UI setup isn't a simple as I'd like, but it does function quite well. The foundation for all the UI stuff can be found in the ui.rs module. There are some things that would be good to know about how it works. Starting at the top of the module:
Again, I'm sorry this is all so complicated! I'd love for this to be much simpler, or at least packed away in a Bevy plugin or something so you don't have to deal with all the nasty details, but it is what it is for now. If Kayak was easy to use and compatible out of the box with a font loader and support for gamepad inputs, then it may actually be worth considering for the MVP, but you'd have to try it out to find out whether it would do what you need. The biggest advantage the egui setup has is that I know I can make it do almost anything, and that it works great for editor UIs, but it isn't necessarily the simplest thing to use in the context of Bevy. |
The player select screen should have the following functionality:
All UI must be controller friendly.
Extra scope
Eventually, players should be able to choose their fishy avatar in this screen, but this may not be necessary for the first iteration (MVP version) of the feature.
Notes
Investigate kayak_ui
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