mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
b6a647cc01
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.
139 lines
4.2 KiB
Rust
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);
|
|
}
|
|
}
|