mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
9dadde06cb
# Objective Found and fixed a typo in an example ecs/state.rs
156 lines
5.2 KiB
Rust
156 lines
5.2 KiB
Rust
//! This example illustrates how to use [`States`] for high-level app control flow.
|
|
//! States are a powerful but intuitive tool for controlling which logic runs when.
|
|
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
|
|
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
|
|
//!
|
|
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_state::<AppState>()
|
|
.add_startup_system(setup)
|
|
// This system runs when we enter `AppState::Menu`, during `CoreSet::StateTransitions`.
|
|
// All systems from the exit schedule of the state we're leaving are run first,
|
|
// and then all systems from the enter schedule of the state we're entering are run second.
|
|
.add_system_to_schedule(OnEnter(AppState::Menu), setup_menu)
|
|
// By contrast, on_update systems are stored in the main schedule, during CoreSet::Update,
|
|
// and simply check the value of the `State<T>` resource to see if they should run each frame.
|
|
.add_system(menu.in_set(OnUpdate(AppState::Menu)))
|
|
.add_system_to_schedule(OnExit(AppState::Menu), cleanup_menu)
|
|
.add_system_to_schedule(OnEnter(AppState::InGame), setup_game)
|
|
.add_systems((movement, change_color).in_set(OnUpdate(AppState::InGame)))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
|
|
enum AppState {
|
|
#[default]
|
|
Menu,
|
|
InGame,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
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(Camera2dBundle::default());
|
|
}
|
|
|
|
fn setup_menu(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let button_entity = commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
// center button
|
|
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn(ButtonBundle {
|
|
style: Style {
|
|
size: Size::new(Val::Px(150.0), Val::Px(65.0)),
|
|
// horizontally center child text
|
|
justify_content: JustifyContent::Center,
|
|
// vertically center child text
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
background_color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
"Play",
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 40.0,
|
|
color: Color::rgb(0.9, 0.9, 0.9),
|
|
},
|
|
));
|
|
});
|
|
})
|
|
.id();
|
|
commands.insert_resource(MenuData { button_entity });
|
|
}
|
|
|
|
fn menu(
|
|
mut next_state: ResMut<NextState<AppState>>,
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut BackgroundColor),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut color) in &mut interaction_query {
|
|
match *interaction {
|
|
Interaction::Clicked => {
|
|
*color = PRESSED_BUTTON.into();
|
|
next_state.set(AppState::InGame);
|
|
}
|
|
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(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 &mut query {
|
|
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 &mut query {
|
|
sprite
|
|
.color
|
|
.set_b((time.elapsed_seconds() * 0.5).sin() + 2.0);
|
|
}
|
|
}
|