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https://github.com/bevyengine/bevy
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42ba9dfaea
# Objective Extracts the state mechanisms into a new crate called "bevy_state". This comes with a few goals: - state wasn't really an inherent machinery of the ecs system, and so keeping it within bevy_ecs felt forced - by mixing it in with bevy_ecs, the maintainability of our more robust state system was significantly compromised moving state into a new crate makes it easier to encapsulate as it's own feature, and easier to read and understand since it's no longer a single, massive file. ## Solution move the state-related elements from bevy_ecs to a new crate ## Testing - Did you test these changes? If so, how? all the automated tests migrated and passed, ran the pre-existing examples without changes to validate. --- ## Migration Guide Since bevy_state is now gated behind the `bevy_state` feature, projects that use state but don't use the `default-features` will need to add that feature flag. Since it is no longer part of bevy_ecs, projects that use bevy_ecs directly will need to manually pull in `bevy_state`, trigger the StateTransition schedule, and handle any of the elements that bevy_app currently sets up. --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
281 lines
9.3 KiB
Rust
281 lines
9.3 KiB
Rust
//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
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//!
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//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
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//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
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//! elements of complex state objects.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
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//! a substate called `IsPaused` to track whether the game is paused or not.
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use bevy::prelude::*;
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use ui::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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Menu,
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InGame,
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}
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// In this case, instead of deriving `States`, we derive `SubStates`
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
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// And we need to add an attribute to let us know what the source state is
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// and what value it needs to have. This will ensure that unless we're
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// in [`AppState::InGame`], the [`IsPaused`] state resource
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// will not exist.
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#[source(AppState = AppState::InGame)]
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enum IsPaused {
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#[default]
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Running,
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Paused,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<AppState>()
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.add_sub_state::<IsPaused>() // We set the substate up here.
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// Most of these remain the same
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.add_systems(Startup, setup)
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.add_systems(OnEnter(AppState::Menu), setup_menu)
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.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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.add_systems(OnEnter(AppState::InGame), setup_game)
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.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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.add_systems(
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OnExit(IsPaused::Paused),
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clear_state_bound_entities(IsPaused::Paused),
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)
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.add_systems(
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Update,
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(
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// Instead of relying on [`AppState::InGame`] here, we're relying on
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// [`IsPaused::Running`], since we don't want movement or color changes
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// if we're paused
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(movement, change_color).run_if(in_state(IsPaused::Running)),
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// The pause toggle, on the other hand, needs to work whether we're
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// paused or not, so it uses [`AppState::InGame`] instead.
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toggle_pause.run_if(in_state(AppState::InGame)),
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),
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)
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.add_systems(Update, log_transitions)
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.run();
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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mut interaction_query: Query<
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(&Interaction, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut image) in &mut interaction_query {
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let color = &mut image.color;
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match *interaction {
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Interaction::Pressed => {
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*color = PRESSED_BUTTON;
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next_state.set(AppState::InGame);
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}
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Interaction::Hovered => {
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*color = HOVERED_BUTTON;
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}
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Interaction::None => {
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*color = NORMAL_BUTTON;
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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}
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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let new_color = LinearRgba {
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blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
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..LinearRgba::from(sprite.color)
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};
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sprite.color = new_color.into();
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}
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}
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fn toggle_pause(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<IsPaused>>,
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mut next_state: ResMut<NextState<IsPaused>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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next_state.set(match current_state.get() {
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IsPaused::Running => IsPaused::Paused,
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IsPaused::Paused => IsPaused::Running,
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});
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}
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}
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#[derive(Component)]
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struct StateBound<S: States>(S);
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fn clear_state_bound_entities<S: States>(
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state: S,
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) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
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move |mut commands, query| {
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for (entity, bound) in &query {
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if bound.0 == state {
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commands.entity(entity).despawn_recursive();
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}
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}
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}
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}
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/// print when an `AppState` transition happens
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fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
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for transition in transitions.read() {
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info!(
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"transition: {:?} => {:?}",
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transition.before, transition.after
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);
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}
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}
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mod ui {
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use crate::*;
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#[derive(Resource)]
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pub struct MenuData {
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pub button_entity: Entity,
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}
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pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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pub fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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pub fn setup_menu(mut commands: Commands) {
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let button_entity = commands
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.spawn(NodeBundle {
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style: Style {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(ButtonBundle {
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style: Style {
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width: Val::Px(150.),
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height: Val::Px(65.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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image: UiImage::default().with_color(NORMAL_BUTTON),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Play",
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TextStyle {
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font_size: 40.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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..default()
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},
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));
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});
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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pub fn setup_paused_screen(mut commands: Commands) {
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commands
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.spawn((
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StateBound(IsPaused::Paused),
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NodeBundle {
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style: Style {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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flex_direction: FlexDirection::Column,
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row_gap: Val::Px(10.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent
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.spawn(NodeBundle {
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style: Style {
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width: Val::Px(400.),
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height: Val::Px(400.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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background_color: NORMAL_BUTTON.into(),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Paused",
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TextStyle {
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font_size: 40.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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..default()
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},
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));
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});
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});
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}
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}
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