use bevy::prelude::*; /// This example illustrates how to use States to control transitioning from a Menu state to an /// InGame state. fn main() { App::build() .add_plugins(DefaultPlugins) .init_resource::() .add_state(AppState::Menu) .add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu.system())) .add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu.system())) .add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu.system())) .add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game.system())) .add_system_set( SystemSet::on_update(AppState::InGame) .with_system(movement.system()) .with_system(change_color.system()), ) .run(); } #[derive(Debug, Clone, Eq, PartialEq, Hash)] enum AppState { Menu, InGame, } struct MenuData { button_entity: Entity, } fn setup_menu( mut commands: Commands, asset_server: Res, button_materials: Res, ) { // ui camera commands.spawn_bundle(UiCameraBundle::default()); let button_entity = commands .spawn_bundle(ButtonBundle { style: Style { size: Size::new(Val::Px(150.0), Val::Px(65.0)), // center button margin: Rect::all(Val::Auto), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, ..Default::default() }, material: button_materials.normal.clone(), ..Default::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::default() }); }) .id(); commands.insert_resource(MenuData { button_entity }); } fn menu( mut state: ResMut>, button_materials: Res, mut interaction_query: Query< (&Interaction, &mut Handle), (Changed, With