//! This example illustrates how to use [`States`] to control transitioning from a `Menu` state to //! an `InGame` state. use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_state(AppState::Menu) .add_startup_system(setup) .add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu)) .add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu)) .add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu)) .add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game)) .add_system_set( SystemSet::on_update(AppState::InGame) .with_system(movement) .with_system(change_color), ) .run(); } #[derive(Debug, Clone, Eq, PartialEq, Hash)] enum AppState { Menu, InGame, } struct MenuData { button_entity: Entity, } const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15); const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25); const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35); fn setup(mut commands: Commands) { commands.spawn_bundle(Camera2dBundle::default()); } fn setup_menu(mut commands: Commands, asset_server: Res) { let button_entity = commands .spawn_bundle(ButtonBundle { style: Style { size: Size::new(Val::Px(150.0), Val::Px(65.0)), // center button margin: UiRect::all(Val::Auto), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, ..default() }, color: NORMAL_BUTTON.into(), ..default() }) .with_children(|parent| { parent.spawn_bundle(TextBundle { text: Text::with_section( "Play", TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 40.0, color: Color::rgb(0.9, 0.9, 0.9), }, Default::default(), ), ..default() }); }) .id(); commands.insert_resource(MenuData { button_entity }); } fn menu( mut state: ResMut>, mut interaction_query: Query< (&Interaction, &mut UiColor), (Changed, With