bevy/examples/ecs/state.rs
Carter Anderson b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00

139 lines
4.2 KiB
Rust

use bevy::prelude::*;
/// This example illustrates how to use [`States`] to control transitioning from a `Menu` state to
/// an `InGame` state.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_state(AppState::Menu)
.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_menu(mut commands: Commands, asset_server: Res<AssetServer>) {
// 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()
},
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<State<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut UiColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in interaction_query.iter_mut() {
match *interaction {
Interaction::Clicked => {
*color = PRESSED_BUTTON.into();
state.set(AppState::InGame).unwrap();
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn_recursive();
}
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
});
}
const SPEED: f32 = 100.0;
fn movement(
time: Res<Time>,
input: Res<Input<KeyCode>>,
mut query: Query<&mut Transform, With<Sprite>>,
) {
for mut transform in query.iter_mut() {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
if input.pressed(KeyCode::Up) {
direction.y += 1.0;
}
if input.pressed(KeyCode::Down) {
direction.y -= 1.0;
}
if direction != Vec3::ZERO {
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
}
}
}
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
for mut sprite in query.iter_mut() {
sprite
.color
.set_b((time.seconds_since_startup() * 0.5).sin() as f32 + 2.0);
}
}