mirror of
https://github.com/bevyengine/bevy
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add an example using UI & states to create a game menu (#2960)
adds an example using UI for something more related to a game than the current UI examples. Example with a game menu: * new game - will display settings for 5 seconds before returning to menu * preferences - can modify the settings, with two sub menus * quit - will quit the game I wanted a more complex UI example before starting the UI rewrite to have ground for comparison Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This commit is contained in:
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8 changed files with 829 additions and 5 deletions
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@ -16,3 +16,7 @@
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* Generic RPG Pack (CC0 license) by [Bakudas](https://twitter.com/bakudas) and [Gabe Fern](https://twitter.com/_Gabrielfer)
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* Environment maps (`.hdr` files) from [HDRIHaven](https://hdrihaven.com) (CC0 license)
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* Alien from [Kenney's Space Kit](https://www.kenney.nl/assets/space-kit) (CC0 1.0 Universal)
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* Cake from [Kenney's Food Kit](https://www.kenney.nl/assets/food-kit) (CC0 1.0 Universal)
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* Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
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* Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
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@ -359,6 +359,10 @@ path = "examples/game/alien_cake_addict.rs"
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name = "breakout"
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path = "examples/game/breakout.rs"
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[[example]]
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name = "game_menu"
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path = "examples/game/game_menu.rs"
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# Input
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[[example]]
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name = "char_input_events"
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@ -1,5 +0,0 @@
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# Assets are from [Kenney](https://www.kenney.nl)
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- alien from [Space Kit](https://www.kenney.nl/assets/space-kit)
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- cake from [Food Kit](https://www.kenney.nl/assets/food-kit)
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- ground tile from [Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit)
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BIN
assets/textures/Game Icons/exitRight.png
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assets/textures/Game Icons/exitRight.png
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After Width: | Height: | Size: 384 B |
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assets/textures/Game Icons/right.png
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assets/textures/Game Icons/right.png
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After Width: | Height: | Size: 368 B |
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assets/textures/Game Icons/wrench.png
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assets/textures/Game Icons/wrench.png
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After Width: | Height: | Size: 637 B |
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@ -182,6 +182,7 @@ Example | File | Description
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--- | --- | ---
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`alien_cake_addict` | [`game/alien_cake_addict.rs`](./game/alien_cake_addict.rs) | Eat the cakes. Eat them all. An example 3D game
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`breakout` | [`game/breakout.rs`](./game/breakout.rs) | An implementation of the classic game "Breakout"
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`game_menu` | [`game/game_menu.rs`](./game/game_menu.rs) | A simple game menu
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## Input
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820
examples/game/game_menu.rs
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820
examples/game/game_menu.rs
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@ -0,0 +1,820 @@
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use bevy::prelude::*;
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// This example will display a simple menu using Bevy UI where you can start a new game,
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// change some settings or quit. There is no actual game, it will just display the current
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// settings for 5 seconds before going back to the menu.
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const TEXT_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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// Enum that will be used as a global state for the game
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum GameState {
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Splash,
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Menu,
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Game,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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enum DisplayQuality {
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Low,
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Medium,
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High,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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struct Volume(u32);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Insert as resource the initial value for the settings resources
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.insert_resource(DisplayQuality::Medium)
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.insert_resource(Volume(7))
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.add_startup_system(setup)
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// Declare the game state, and set its startup value
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.add_state(GameState::Splash)
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// Adds the plugins for each state
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.add_plugin(splash::SplashPlugin)
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.add_plugin(menu::MenuPlugin)
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.add_plugin(game::GamePlugin)
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.run();
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}
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// As there isn't an actual game, setup is just adding a `UiCameraBundle`
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fn setup(mut commands: Commands) {
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commands.spawn_bundle(UiCameraBundle::default());
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}
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mod splash {
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use bevy::prelude::*;
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use super::{despawn_screen, GameState};
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// This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
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pub struct SplashPlugin;
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impl Plugin for SplashPlugin {
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fn build(&self, app: &mut bevy::prelude::App) {
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// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
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app
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// When entering the state, spawn everything needed for this screen
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.add_system_set(SystemSet::on_enter(GameState::Splash).with_system(splash_setup))
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// While in this state, run the `countdown` system
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.add_system_set(SystemSet::on_update(GameState::Splash).with_system(countdown))
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// When exiting the state, despawn everything that was spawned for this screen
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.add_system_set(
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SystemSet::on_exit(GameState::Splash)
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.with_system(despawn_screen::<OnSplashScreen>),
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);
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}
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}
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// Tag component used to tag entities added on the splash screen
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#[derive(Component)]
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struct OnSplashScreen;
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// Newtype to use a `Timer` for this screen as a resource
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struct SplashTimer(Timer);
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fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let icon = asset_server.load("branding/icon.png");
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// Display the logo
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commands
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.spawn_bundle(ImageBundle {
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style: Style {
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// This will center the logo
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margin: Rect::all(Val::Auto),
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// This will set the logo to be 200px wide, and auto adjust its height
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size: Size::new(Val::Px(200.0), Val::Auto),
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..Default::default()
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},
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image: UiImage(icon),
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..Default::default()
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})
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.insert(OnSplashScreen);
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// Insert the timer as a resource
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commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, false)));
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}
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// Tick the timer, and change state when finished
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fn countdown(
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mut game_state: ResMut<State<GameState>>,
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time: Res<Time>,
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mut timer: ResMut<SplashTimer>,
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) {
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if timer.0.tick(time.delta()).finished() {
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game_state.set(GameState::Menu).unwrap();
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}
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}
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}
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mod game {
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use bevy::prelude::*;
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use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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// This plugin will contain the game. In this case, it's just be a screen that will
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// display the current settings for 5 seconds before returning to the menu
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_system_set(SystemSet::on_enter(GameState::Game).with_system(game_setup))
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.add_system_set(SystemSet::on_update(GameState::Game).with_system(game))
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.add_system_set(
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SystemSet::on_exit(GameState::Game).with_system(despawn_screen::<OnGameScreen>),
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);
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}
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}
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// Tag component used to tag entities added on the game screen
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#[derive(Component)]
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struct OnGameScreen;
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struct GameTimer(Timer);
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fn game_setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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display_quality: Res<DisplayQuality>,
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volume: Res<Volume>,
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) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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commands
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// First create a `NodeBundle` for centering what we want to display
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.spawn_bundle(NodeBundle {
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style: Style {
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// This will center the current node
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margin: Rect::all(Val::Auto),
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// This will display its children in a column, from top to bottom. Unlike
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// in Flexbox, Bevy origin is on bottom left, so the vertical axis is reversed
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flex_direction: FlexDirection::ColumnReverse,
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// `align_items` will align children on the cross axis. Here the main axis is
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// vertical (column), so the cross axis is horizontal. This will center the
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// children
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align_items: AlignItems::Center,
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..Default::default()
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},
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color: Color::BLACK.into(),
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..Default::default()
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})
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.insert(OnGameScreen)
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.with_children(|parent| {
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// Display two lines of text, the second one with the current settings
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parent.spawn_bundle(TextBundle {
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style: Style {
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margin: Rect::all(Val::Px(50.0)),
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..Default::default()
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},
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text: Text::with_section(
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"Will be back to the menu shortly...",
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TextStyle {
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font: font.clone(),
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font_size: 80.0,
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color: TEXT_COLOR,
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},
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Default::default(),
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),
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..Default::default()
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});
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parent.spawn_bundle(TextBundle {
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style: Style {
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margin: Rect::all(Val::Px(50.0)),
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..Default::default()
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},
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text: Text {
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sections: vec![
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TextSection {
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value: format!("quality: {:?}", *display_quality),
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style: TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::BLUE,
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},
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},
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TextSection {
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value: " - ".to_string(),
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style: TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: TEXT_COLOR,
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},
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},
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TextSection {
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value: format!("volume: {:?}", *volume),
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style: TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::GREEN,
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},
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},
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],
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..Default::default()
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},
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..Default::default()
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});
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});
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// Spawn a 5 seconds timer to trigger going back to the menu
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commands.insert_resource(GameTimer(Timer::from_seconds(5.0, false)));
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}
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// Tick the timer, and change state when finished
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fn game(
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time: Res<Time>,
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mut game_state: ResMut<State<GameState>>,
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mut timer: ResMut<GameTimer>,
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) {
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if timer.0.tick(time.delta()).finished() {
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game_state.set(GameState::Menu).unwrap();
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}
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}
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}
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mod menu {
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use bevy::{app::AppExit, prelude::*};
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use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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// This plugin manages the menu, with 5 different screens:
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// - a main menu with "New Game", "Settings", "Quit"
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// - a settings menu with two submenus and a back button
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// - two settings screen with a setting that can be set and a back button
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pub struct MenuPlugin;
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impl Plugin for MenuPlugin {
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fn build(&self, app: &mut bevy::prelude::App) {
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app
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// At start, the menu is not enabled. This will be changed in `menu_setup` when
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// entering the `GameState::Menu` state.
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// Current screen in the menu is handled by an independent state from `GameState`
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.add_state(MenuState::Disabled)
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.add_system_set(SystemSet::on_enter(GameState::Menu).with_system(menu_setup))
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// Systems to handle the main menu screen
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.add_system_set(SystemSet::on_enter(MenuState::Main).with_system(main_menu_setup))
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.add_system_set(
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SystemSet::on_exit(MenuState::Main)
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.with_system(despawn_screen::<OnMainMenuScreen>),
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)
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// Systems to handle the settings menu screen
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.add_system_set(
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SystemSet::on_enter(MenuState::Settings).with_system(settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::Settings)
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.with_system(despawn_screen::<OnSettingsMenuScreen>),
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)
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// Systems to handle the display settings screen
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.add_system_set(
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SystemSet::on_enter(MenuState::SettingsDisplay)
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.with_system(display_settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_update(MenuState::SettingsDisplay)
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.with_system(setting_button::<DisplayQuality>),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::SettingsDisplay)
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.with_system(despawn_screen::<OnDisplaySettingsMenuScreen>),
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)
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// Systems to handle the sound settings screen
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.add_system_set(
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SystemSet::on_enter(MenuState::SettingsSound)
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.with_system(sound_settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_update(MenuState::SettingsSound)
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.with_system(setting_button::<Volume>),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::SettingsSound)
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.with_system(despawn_screen::<OnSoundSettingsMenuScreen>),
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)
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// Common systems to all screens that handles buttons behaviour
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.add_system_set(
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SystemSet::on_update(GameState::Menu)
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.with_system(menu_action)
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.with_system(button_system),
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);
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}
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}
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// State used for the current menu screen
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum MenuState {
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Main,
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Settings,
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SettingsDisplay,
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SettingsSound,
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Disabled,
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}
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// Tag component used to tag entities added on the main menu screen
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#[derive(Component)]
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struct OnMainMenuScreen;
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// Tag component used to tag entities added on the settings menu screen
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#[derive(Component)]
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struct OnSettingsMenuScreen;
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// Tag component used to tag entities added on the display settings menu screen
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#[derive(Component)]
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struct OnDisplaySettingsMenuScreen;
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// Tag component used to tag entities added on the sound settings menu screen
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#[derive(Component)]
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struct OnSoundSettingsMenuScreen;
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const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
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// Tag component used to mark wich setting is currently selected
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#[derive(Component)]
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struct SelectedOption;
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// All actions that can be triggered from a button click
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#[derive(Component)]
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enum MenuButtonAction {
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Play,
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Settings,
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SettingsDisplay,
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SettingsSound,
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BackToMainMenu,
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BackToSettings,
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Quit,
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}
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// This system handles changing all buttons color based on mouse interaction
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut UiColor, Option<&SelectedOption>),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color, selected) in interaction_query.iter_mut() {
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*color = match (*interaction, selected) {
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(Interaction::Clicked, _) => PRESSED_BUTTON.into(),
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(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
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(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
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(Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
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(Interaction::None, None) => NORMAL_BUTTON.into(),
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}
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}
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}
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// This system updates the settings when a new value for a setting is selected, and marks
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// the button as the one currently selected
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fn setting_button<T: Component + PartialEq + Copy>(
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interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
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mut selected_query: Query<(Entity, &mut UiColor), With<SelectedOption>>,
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mut commands: Commands,
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mut setting: ResMut<T>,
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) {
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for (interaction, button_setting, entity) in interaction_query.iter() {
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if *interaction == Interaction::Clicked && *setting != *button_setting {
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let (previous_button, mut previous_color) = selected_query.single_mut();
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*previous_color = NORMAL_BUTTON.into();
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commands.entity(previous_button).remove::<SelectedOption>();
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commands.entity(entity).insert(SelectedOption);
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*setting = *button_setting;
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}
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}
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}
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fn menu_setup(mut menu_state: ResMut<State<MenuState>>) {
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let _ = menu_state.set(MenuState::Main);
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}
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fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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// Common style for all buttons on the screen
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let button_style = Style {
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size: Size::new(Val::Px(250.0), Val::Px(65.0)),
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margin: Rect::all(Val::Px(20.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..Default::default()
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};
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let button_icon_style = Style {
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size: Size::new(Val::Px(30.0), Val::Auto),
|
||||
// This takes the icons out of the flexbox flow, to be positionned exactly
|
||||
position_type: PositionType::Absolute,
|
||||
// The icon will be close to the left border of the button
|
||||
position: Rect {
|
||||
left: Val::Px(10.0),
|
||||
right: Val::Auto,
|
||||
top: Val::Auto,
|
||||
bottom: Val::Auto,
|
||||
},
|
||||
..Default::default()
|
||||
};
|
||||
let button_text_style = TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 40.0,
|
||||
color: TEXT_COLOR,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
margin: Rect::all(Val::Auto),
|
||||
flex_direction: FlexDirection::ColumnReverse,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(OnMainMenuScreen)
|
||||
.with_children(|parent| {
|
||||
// Display the game name
|
||||
parent.spawn_bundle(TextBundle {
|
||||
style: Style {
|
||||
margin: Rect::all(Val::Px(50.0)),
|
||||
..Default::default()
|
||||
},
|
||||
text: Text::with_section(
|
||||
"Bevy Game Menu UI",
|
||||
TextStyle {
|
||||
font: font.clone(),
|
||||
font_size: 80.0,
|
||||
color: TEXT_COLOR,
|
||||
},
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// Display three buttons for each action available from the main menu:
|
||||
// - new game
|
||||
// - settings
|
||||
// - quit
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::Play)
|
||||
.with_children(|parent| {
|
||||
let icon = asset_server.load("textures/Game Icons/right.png");
|
||||
parent.spawn_bundle(ImageBundle {
|
||||
style: button_icon_style.clone(),
|
||||
image: UiImage(icon),
|
||||
..Default::default()
|
||||
});
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"New Game",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::Settings)
|
||||
.with_children(|parent| {
|
||||
let icon = asset_server.load("textures/Game Icons/wrench.png");
|
||||
parent.spawn_bundle(ImageBundle {
|
||||
style: button_icon_style.clone(),
|
||||
image: UiImage(icon),
|
||||
..Default::default()
|
||||
});
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"Settings",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style,
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::Quit)
|
||||
.with_children(|parent| {
|
||||
let icon = asset_server.load("textures/Game Icons/exitRight.png");
|
||||
parent.spawn_bundle(ImageBundle {
|
||||
style: button_icon_style,
|
||||
image: UiImage(icon),
|
||||
..Default::default()
|
||||
});
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section("Quit", button_text_style, Default::default()),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn settings_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
let button_style = Style {
|
||||
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
||||
margin: Rect::all(Val::Px(20.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
};
|
||||
let button_text_style = TextStyle {
|
||||
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
||||
font_size: 40.0,
|
||||
color: TEXT_COLOR,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
margin: Rect::all(Val::Auto),
|
||||
flex_direction: FlexDirection::ColumnReverse,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(OnSettingsMenuScreen)
|
||||
.with_children(|parent| {
|
||||
// Display two buttons for the submenus
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::SettingsDisplay)
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"Display",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style.clone(),
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::SettingsSound)
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"Sound",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
// Display the back button to return to the main menu screen
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style,
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::BackToMainMenu)
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section("Back", button_text_style, Default::default()),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn display_settings_menu_setup(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
display_quality: Res<DisplayQuality>,
|
||||
) {
|
||||
let button_style = Style {
|
||||
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
||||
margin: Rect::all(Val::Px(20.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
};
|
||||
let button_text_style = TextStyle {
|
||||
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
||||
font_size: 40.0,
|
||||
color: TEXT_COLOR,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
margin: Rect::all(Val::Auto),
|
||||
flex_direction: FlexDirection::ColumnReverse,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(OnDisplaySettingsMenuScreen)
|
||||
.with_children(|parent| {
|
||||
// Create a new `NodeBundle`, this time not setting its `flex_direction`. It will
|
||||
// use the default value, `FlexDirection::Row`, from left to right.
|
||||
parent
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
// Display a label for the current setting
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"Display Quality",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
// Display a button for each possible value
|
||||
for quality_setting in [
|
||||
DisplayQuality::Low,
|
||||
DisplayQuality::Medium,
|
||||
DisplayQuality::High,
|
||||
] {
|
||||
let mut entity = parent.spawn_bundle(ButtonBundle {
|
||||
style: Style {
|
||||
size: Size::new(Val::Px(150.0), Val::Px(65.0)),
|
||||
..button_style.clone()
|
||||
},
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
});
|
||||
entity.insert(quality_setting).with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
format!("{:?}", quality_setting),
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
if *display_quality == quality_setting {
|
||||
entity.insert(SelectedOption);
|
||||
}
|
||||
}
|
||||
});
|
||||
// Display the back button to return to the settings screen
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style,
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::BackToSettings)
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section("Back", button_text_style, Default::default()),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn sound_settings_menu_setup(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
volume: Res<Volume>,
|
||||
) {
|
||||
let button_style = Style {
|
||||
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
||||
margin: Rect::all(Val::Px(20.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
};
|
||||
let button_text_style = TextStyle {
|
||||
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
||||
font_size: 40.0,
|
||||
color: TEXT_COLOR,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
margin: Rect::all(Val::Auto),
|
||||
flex_direction: FlexDirection::ColumnReverse,
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(OnSoundSettingsMenuScreen)
|
||||
.with_children(|parent| {
|
||||
parent
|
||||
.spawn_bundle(NodeBundle {
|
||||
style: Style {
|
||||
align_items: AlignItems::Center,
|
||||
..Default::default()
|
||||
},
|
||||
color: Color::CRIMSON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section(
|
||||
"Volume",
|
||||
button_text_style.clone(),
|
||||
Default::default(),
|
||||
),
|
||||
..Default::default()
|
||||
});
|
||||
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
|
||||
let mut entity = parent.spawn_bundle(ButtonBundle {
|
||||
style: Style {
|
||||
size: Size::new(Val::Px(30.0), Val::Px(65.0)),
|
||||
..button_style.clone()
|
||||
},
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
});
|
||||
entity.insert(Volume(volume_setting));
|
||||
if *volume == Volume(volume_setting) {
|
||||
entity.insert(SelectedOption);
|
||||
}
|
||||
}
|
||||
});
|
||||
parent
|
||||
.spawn_bundle(ButtonBundle {
|
||||
style: button_style,
|
||||
color: NORMAL_BUTTON.into(),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MenuButtonAction::BackToSettings)
|
||||
.with_children(|parent| {
|
||||
parent.spawn_bundle(TextBundle {
|
||||
text: Text::with_section("Back", button_text_style, Default::default()),
|
||||
..Default::default()
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn menu_action(
|
||||
interaction_query: Query<
|
||||
(&Interaction, &MenuButtonAction),
|
||||
(Changed<Interaction>, With<Button>),
|
||||
>,
|
||||
mut app_exit_events: EventWriter<AppExit>,
|
||||
mut menu_state: ResMut<State<MenuState>>,
|
||||
mut game_state: ResMut<State<GameState>>,
|
||||
) {
|
||||
for (interaction, menu_button_action) in interaction_query.iter() {
|
||||
if *interaction == Interaction::Clicked {
|
||||
match menu_button_action {
|
||||
MenuButtonAction::Quit => app_exit_events.send(AppExit),
|
||||
MenuButtonAction::Play => {
|
||||
game_state.set(GameState::Game).unwrap();
|
||||
menu_state.set(MenuState::Disabled).unwrap()
|
||||
}
|
||||
MenuButtonAction::Settings => menu_state.set(MenuState::Settings).unwrap(),
|
||||
MenuButtonAction::SettingsDisplay => {
|
||||
menu_state.set(MenuState::SettingsDisplay).unwrap()
|
||||
}
|
||||
MenuButtonAction::SettingsSound => {
|
||||
menu_state.set(MenuState::SettingsSound).unwrap()
|
||||
}
|
||||
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main).unwrap(),
|
||||
MenuButtonAction::BackToSettings => {
|
||||
menu_state.set(MenuState::Settings).unwrap()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Generic system that takes a component as a parameter, and will despawn all entities with that component
|
||||
fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
|
||||
for entity in to_despawn.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue