mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 04:23:08 +00:00
f754cecb49
# Objective Align `UiImage` with the new `XNode` naming convention. ## Solution - Rename `UiImage` to `ImageNode` - Rename `UiImageSize` to `ImageNodeSize` --- ## Migration Guide Before: ```rust commands.spawn(UiImage::new(image)); ```` After: ```rust commands.spawn(ImageNode::new(image)); ```
765 lines
30 KiB
Rust
765 lines
30 KiB
Rust
//! This example will display a simple menu using Bevy UI where you can start a new game,
|
|
//! change some settings or quit. There is no actual game, it will just display the current
|
|
//! settings for 5 seconds before going back to the menu.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
|
|
|
|
// Enum that will be used as a global state for the game
|
|
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
|
|
enum GameState {
|
|
#[default]
|
|
Splash,
|
|
Menu,
|
|
Game,
|
|
}
|
|
|
|
// One of the two settings that can be set through the menu. It will be a resource in the app
|
|
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
|
|
enum DisplayQuality {
|
|
Low,
|
|
Medium,
|
|
High,
|
|
}
|
|
|
|
// One of the two settings that can be set through the menu. It will be a resource in the app
|
|
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
|
|
struct Volume(u32);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
// Insert as resource the initial value for the settings resources
|
|
.insert_resource(DisplayQuality::Medium)
|
|
.insert_resource(Volume(7))
|
|
// Declare the game state, whose starting value is determined by the `Default` trait
|
|
.init_state::<GameState>()
|
|
.add_systems(Startup, setup)
|
|
// Adds the plugins for each state
|
|
.add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands) {
|
|
commands.spawn(Camera2d);
|
|
}
|
|
|
|
mod splash {
|
|
use bevy::prelude::*;
|
|
|
|
use super::{despawn_screen, GameState};
|
|
|
|
// This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
|
|
pub fn splash_plugin(app: &mut App) {
|
|
// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
|
|
app
|
|
// When entering the state, spawn everything needed for this screen
|
|
.add_systems(OnEnter(GameState::Splash), splash_setup)
|
|
// While in this state, run the `countdown` system
|
|
.add_systems(Update, countdown.run_if(in_state(GameState::Splash)))
|
|
// When exiting the state, despawn everything that was spawned for this screen
|
|
.add_systems(OnExit(GameState::Splash), despawn_screen::<OnSplashScreen>);
|
|
}
|
|
|
|
// Tag component used to tag entities added on the splash screen
|
|
#[derive(Component)]
|
|
struct OnSplashScreen;
|
|
|
|
// Newtype to use a `Timer` for this screen as a resource
|
|
#[derive(Resource, Deref, DerefMut)]
|
|
struct SplashTimer(Timer);
|
|
|
|
fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let icon = asset_server.load("branding/icon.png");
|
|
// Display the logo
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
..default()
|
|
},
|
|
OnSplashScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
ImageNode::new(icon),
|
|
Node {
|
|
// This will set the logo to be 200px wide, and auto adjust its height
|
|
width: Val::Px(200.0),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
// Insert the timer as a resource
|
|
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
|
|
}
|
|
|
|
// Tick the timer, and change state when finished
|
|
fn countdown(
|
|
mut game_state: ResMut<NextState<GameState>>,
|
|
time: Res<Time>,
|
|
mut timer: ResMut<SplashTimer>,
|
|
) {
|
|
if timer.tick(time.delta()).finished() {
|
|
game_state.set(GameState::Menu);
|
|
}
|
|
}
|
|
}
|
|
|
|
mod game {
|
|
use bevy::{
|
|
color::palettes::basic::{BLUE, LIME},
|
|
prelude::*,
|
|
};
|
|
|
|
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
|
|
|
|
// This plugin will contain the game. In this case, it's just be a screen that will
|
|
// display the current settings for 5 seconds before returning to the menu
|
|
pub fn game_plugin(app: &mut App) {
|
|
app.add_systems(OnEnter(GameState::Game), game_setup)
|
|
.add_systems(Update, game.run_if(in_state(GameState::Game)))
|
|
.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
|
|
}
|
|
|
|
// Tag component used to tag entities added on the game screen
|
|
#[derive(Component)]
|
|
struct OnGameScreen;
|
|
|
|
#[derive(Resource, Deref, DerefMut)]
|
|
struct GameTimer(Timer);
|
|
|
|
fn game_setup(
|
|
mut commands: Commands,
|
|
display_quality: Res<DisplayQuality>,
|
|
volume: Res<Volume>,
|
|
) {
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
// center children
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnGameScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
// First create a `Node` for centering what we want to display
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
// This will display its children in a column, from top to bottom
|
|
flex_direction: FlexDirection::Column,
|
|
// `align_items` will align children on the cross axis. Here the main axis is
|
|
// vertical (column), so the cross axis is horizontal. This will center the
|
|
// children
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(Color::BLACK),
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn((
|
|
Text::new("Will be back to the menu shortly..."),
|
|
TextFont {
|
|
font_size: 67.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
Node {
|
|
margin: UiRect::all(Val::Px(50.0)),
|
|
..default()
|
|
},
|
|
));
|
|
p.spawn((
|
|
Text::default(),
|
|
Node {
|
|
margin: UiRect::all(Val::Px(50.0)),
|
|
..default()
|
|
},
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn((
|
|
TextSpan(format!("quality: {:?}", *display_quality)),
|
|
TextFont {
|
|
font_size: 50.0,
|
|
..default()
|
|
},
|
|
TextColor(BLUE.into()),
|
|
));
|
|
p.spawn((
|
|
TextSpan::new(" - "),
|
|
TextFont {
|
|
font_size: 50.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
));
|
|
p.spawn((
|
|
TextSpan(format!("volume: {:?}", *volume)),
|
|
TextFont {
|
|
font_size: 50.0,
|
|
..default()
|
|
},
|
|
TextColor(LIME.into()),
|
|
));
|
|
});
|
|
});
|
|
});
|
|
// Spawn a 5 seconds timer to trigger going back to the menu
|
|
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
|
|
}
|
|
|
|
// Tick the timer, and change state when finished
|
|
fn game(
|
|
time: Res<Time>,
|
|
mut game_state: ResMut<NextState<GameState>>,
|
|
mut timer: ResMut<GameTimer>,
|
|
) {
|
|
if timer.tick(time.delta()).finished() {
|
|
game_state.set(GameState::Menu);
|
|
}
|
|
}
|
|
}
|
|
|
|
mod menu {
|
|
use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};
|
|
|
|
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
|
|
|
|
// This plugin manages the menu, with 5 different screens:
|
|
// - a main menu with "New Game", "Settings", "Quit"
|
|
// - a settings menu with two submenus and a back button
|
|
// - two settings screen with a setting that can be set and a back button
|
|
pub fn menu_plugin(app: &mut App) {
|
|
app
|
|
// At start, the menu is not enabled. This will be changed in `menu_setup` when
|
|
// entering the `GameState::Menu` state.
|
|
// Current screen in the menu is handled by an independent state from `GameState`
|
|
.init_state::<MenuState>()
|
|
.add_systems(OnEnter(GameState::Menu), menu_setup)
|
|
// Systems to handle the main menu screen
|
|
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
|
|
.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
|
|
// Systems to handle the settings menu screen
|
|
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
|
|
.add_systems(
|
|
OnExit(MenuState::Settings),
|
|
despawn_screen::<OnSettingsMenuScreen>,
|
|
)
|
|
// Systems to handle the display settings screen
|
|
.add_systems(
|
|
OnEnter(MenuState::SettingsDisplay),
|
|
display_settings_menu_setup,
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
|
|
)
|
|
.add_systems(
|
|
OnExit(MenuState::SettingsDisplay),
|
|
despawn_screen::<OnDisplaySettingsMenuScreen>,
|
|
)
|
|
// Systems to handle the sound settings screen
|
|
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
|
|
.add_systems(
|
|
Update,
|
|
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
|
|
)
|
|
.add_systems(
|
|
OnExit(MenuState::SettingsSound),
|
|
despawn_screen::<OnSoundSettingsMenuScreen>,
|
|
)
|
|
// Common systems to all screens that handles buttons behavior
|
|
.add_systems(
|
|
Update,
|
|
(menu_action, button_system).run_if(in_state(GameState::Menu)),
|
|
);
|
|
}
|
|
|
|
// State used for the current menu screen
|
|
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
|
|
enum MenuState {
|
|
Main,
|
|
Settings,
|
|
SettingsDisplay,
|
|
SettingsSound,
|
|
#[default]
|
|
Disabled,
|
|
}
|
|
|
|
// Tag component used to tag entities added on the main menu screen
|
|
#[derive(Component)]
|
|
struct OnMainMenuScreen;
|
|
|
|
// Tag component used to tag entities added on the settings menu screen
|
|
#[derive(Component)]
|
|
struct OnSettingsMenuScreen;
|
|
|
|
// Tag component used to tag entities added on the display settings menu screen
|
|
#[derive(Component)]
|
|
struct OnDisplaySettingsMenuScreen;
|
|
|
|
// Tag component used to tag entities added on the sound settings menu screen
|
|
#[derive(Component)]
|
|
struct OnSoundSettingsMenuScreen;
|
|
|
|
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
|
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
|
const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
|
|
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
|
|
|
// Tag component used to mark which setting is currently selected
|
|
#[derive(Component)]
|
|
struct SelectedOption;
|
|
|
|
// All actions that can be triggered from a button click
|
|
#[derive(Component)]
|
|
enum MenuButtonAction {
|
|
Play,
|
|
Settings,
|
|
SettingsDisplay,
|
|
SettingsSound,
|
|
BackToMainMenu,
|
|
BackToSettings,
|
|
Quit,
|
|
}
|
|
|
|
// This system handles changing all buttons color based on mouse interaction
|
|
fn button_system(
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut background_color, selected) in &mut interaction_query {
|
|
*background_color = match (*interaction, selected) {
|
|
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
|
|
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
|
|
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
|
|
(Interaction::None, None) => NORMAL_BUTTON.into(),
|
|
}
|
|
}
|
|
}
|
|
|
|
// This system updates the settings when a new value for a setting is selected, and marks
|
|
// the button as the one currently selected
|
|
fn setting_button<T: Resource + Component + PartialEq + Copy>(
|
|
interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
|
|
selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
|
|
mut commands: Commands,
|
|
mut setting: ResMut<T>,
|
|
) {
|
|
let (previous_button, mut previous_button_color) = selected_query.into_inner();
|
|
for (interaction, button_setting, entity) in &interaction_query {
|
|
if *interaction == Interaction::Pressed && *setting != *button_setting {
|
|
*previous_button_color = NORMAL_BUTTON.into();
|
|
commands.entity(previous_button).remove::<SelectedOption>();
|
|
commands.entity(entity).insert(SelectedOption);
|
|
*setting = *button_setting;
|
|
}
|
|
}
|
|
}
|
|
|
|
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
|
|
menu_state.set(MenuState::Main);
|
|
}
|
|
|
|
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Common style for all buttons on the screen
|
|
let button_node = Node {
|
|
width: Val::Px(300.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_icon_node = Node {
|
|
width: Val::Px(30.0),
|
|
// This takes the icons out of the flexbox flow, to be positioned exactly
|
|
position_type: PositionType::Absolute,
|
|
// The icon will be close to the left border of the button
|
|
left: Val::Px(10.0),
|
|
..default()
|
|
};
|
|
let button_text_font = TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
};
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnMainMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
// Display the game name
|
|
parent.spawn((
|
|
Text::new("Bevy Game Menu UI"),
|
|
TextFont {
|
|
font_size: 67.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
Node {
|
|
margin: UiRect::all(Val::Px(50.0)),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// Display three buttons for each action available from the main menu:
|
|
// - new game
|
|
// - settings
|
|
// - quit
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node.clone(),
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::Play,
|
|
))
|
|
.with_children(|parent| {
|
|
let icon = asset_server.load("textures/Game Icons/right.png");
|
|
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
|
|
parent.spawn((
|
|
Text::new("New Game"),
|
|
button_text_font.clone(),
|
|
TextColor(TEXT_COLOR),
|
|
));
|
|
});
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node.clone(),
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::Settings,
|
|
))
|
|
.with_children(|parent| {
|
|
let icon = asset_server.load("textures/Game Icons/wrench.png");
|
|
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
|
|
parent.spawn((
|
|
Text::new("Settings"),
|
|
button_text_font.clone(),
|
|
TextColor(TEXT_COLOR),
|
|
));
|
|
});
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node,
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::Quit,
|
|
))
|
|
.with_children(|parent| {
|
|
let icon = asset_server.load("textures/Game Icons/exitRight.png");
|
|
parent.spawn((ImageNode::new(icon), button_icon_node));
|
|
parent.spawn((
|
|
Text::new("Quit"),
|
|
button_text_font,
|
|
TextColor(TEXT_COLOR),
|
|
));
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
fn settings_menu_setup(mut commands: Commands) {
|
|
let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnSettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
for (action, text) in [
|
|
(MenuButtonAction::SettingsDisplay, "Display"),
|
|
(MenuButtonAction::SettingsSound, "Sound"),
|
|
(MenuButtonAction::BackToMainMenu, "Back"),
|
|
] {
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node.clone(),
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
action,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new(text), button_text_style.clone()));
|
|
});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
|
|
let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnDisplaySettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
// Create a new `Node`, this time not setting its `flex_direction`. It will
|
|
// use the default value, `FlexDirection::Row`, from left to right.
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
// Display a label for the current setting
|
|
parent.spawn((
|
|
Text::new("Display Quality"),
|
|
button_text_style.clone(),
|
|
));
|
|
// Display a button for each possible value
|
|
for quality_setting in [
|
|
DisplayQuality::Low,
|
|
DisplayQuality::Medium,
|
|
DisplayQuality::High,
|
|
] {
|
|
let mut entity = parent.spawn((
|
|
Button,
|
|
Node {
|
|
width: Val::Px(150.0),
|
|
height: Val::Px(65.0),
|
|
..button_node.clone()
|
|
},
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
quality_setting,
|
|
));
|
|
entity.with_children(|parent| {
|
|
parent.spawn((
|
|
Text::new(format!("{quality_setting:?}")),
|
|
button_text_style.clone(),
|
|
));
|
|
});
|
|
if *display_quality == quality_setting {
|
|
entity.insert(SelectedOption);
|
|
}
|
|
}
|
|
});
|
|
// Display the back button to return to the settings screen
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node,
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::BackToSettings,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new("Back"), button_text_style));
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
|
|
let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnSoundSettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new("Volume"), button_text_style.clone()));
|
|
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
|
|
let mut entity = parent.spawn((
|
|
Button,
|
|
Node {
|
|
width: Val::Px(30.0),
|
|
height: Val::Px(65.0),
|
|
..button_node.clone()
|
|
},
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
Volume(volume_setting),
|
|
));
|
|
if *volume == Volume(volume_setting) {
|
|
entity.insert(SelectedOption);
|
|
}
|
|
}
|
|
});
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node,
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::BackToSettings,
|
|
))
|
|
.with_child((Text::new("Back"), button_text_style));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn menu_action(
|
|
interaction_query: Query<
|
|
(&Interaction, &MenuButtonAction),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
mut app_exit_events: EventWriter<AppExit>,
|
|
mut menu_state: ResMut<NextState<MenuState>>,
|
|
mut game_state: ResMut<NextState<GameState>>,
|
|
) {
|
|
for (interaction, menu_button_action) in &interaction_query {
|
|
if *interaction == Interaction::Pressed {
|
|
match menu_button_action {
|
|
MenuButtonAction::Quit => {
|
|
app_exit_events.send(AppExit::Success);
|
|
}
|
|
MenuButtonAction::Play => {
|
|
game_state.set(GameState::Game);
|
|
menu_state.set(MenuState::Disabled);
|
|
}
|
|
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
|
|
MenuButtonAction::SettingsDisplay => {
|
|
menu_state.set(MenuState::SettingsDisplay);
|
|
}
|
|
MenuButtonAction::SettingsSound => {
|
|
menu_state.set(MenuState::SettingsSound);
|
|
}
|
|
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
|
|
MenuButtonAction::BackToSettings => {
|
|
menu_state.set(MenuState::Settings);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 {
|
|
commands.entity(entity).despawn_recursive();
|
|
}
|
|
}
|