bevy/examples/ecs/state.rs
Carter Anderson 509b138e8f
Schedule v2 (#1021)
Schedule V2
2020-12-12 18:04:42 -08:00

170 lines
5 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::build()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.add_state(AppState::Menu)
.on_state_enter(AppState::Menu, setup_menu)
.on_state_update(AppState::Menu, menu)
.on_state_exit(AppState::Menu, cleanup_menu)
.on_state_enter(AppState::InGame, setup_game)
.on_state_update(
AppState::InGame,
SystemStage::parallel()
.with_system(movement)
.with_system(change_color),
)
.run();
}
#[derive(Clone)]
enum AppState {
Menu,
InGame,
}
struct MenuData {
button_entity: Entity,
}
fn setup_menu(
commands: &mut Commands,
asset_server: Res<AssetServer>,
button_materials: Res<ButtonMaterials>,
) {
commands
// ui camera
.spawn(CameraUiBundle::default())
.spawn(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(TextBundle {
text: Text {
value: "Play".to_string(),
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
style: TextStyle {
font_size: 40.0,
color: Color::rgb(0.9, 0.9, 0.9),
..Default::default()
},
},
..Default::default()
});
});
commands.insert_resource(MenuData {
button_entity: commands.current_entity().unwrap(),
});
}
fn menu(
mut state: ResMut<State<AppState>>,
button_materials: Res<ButtonMaterials>,
mut interaction_query: Query<
(&Interaction, &mut Handle<ColorMaterial>),
(Mutated<Interaction>, With<Button>),
>,
) {
for (interaction, mut material) in interaction_query.iter_mut() {
match *interaction {
Interaction::Clicked => {
*material = button_materials.pressed.clone();
state.set_next(AppState::InGame).unwrap();
}
Interaction::Hovered => {
*material = button_materials.hovered.clone();
}
Interaction::None => {
*material = button_materials.normal.clone();
}
}
}
}
fn cleanup_menu(commands: &mut Commands, menu_data: Res<MenuData>) {
commands.despawn_recursive(menu_data.button_entity);
}
fn setup_game(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture_handle = asset_server.load("branding/icon.png");
commands
.spawn(Camera2dBundle::default())
.spawn(SpriteBundle {
material: materials.add(texture_handle.into()),
..Default::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::default();
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::default() {
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
}
}
}
fn change_color(
time: Res<Time>,
mut assets: ResMut<Assets<ColorMaterial>>,
query: Query<&Handle<ColorMaterial>, With<Sprite>>,
) {
for handle in query.iter() {
let material = assets.get_mut(handle).unwrap();
material
.color
.set_b((time.seconds_since_startup() * 5.0).sin() as f32 + 2.0);
}
}
struct ButtonMaterials {
normal: Handle<ColorMaterial>,
hovered: Handle<ColorMaterial>,
pressed: Handle<ColorMaterial>,
}
impl FromResources for ButtonMaterials {
fn from_resources(resources: &Resources) -> Self {
let mut materials = resources.get_mut::<Assets<ColorMaterial>>().unwrap();
ButtonMaterials {
normal: materials.add(Color::rgb(0.15, 0.15, 0.15).into()),
hovered: materials.add(Color::rgb(0.25, 0.25, 0.25).into()),
pressed: materials.add(Color::rgb(0.35, 0.75, 0.35).into()),
}
}
}