bevy/examples/state/states.rs
MiniaczQ 49338245ea
Generalize StateTransitionEvent<S> to allow identity transitions (#13579)
# Objective

This PR addresses one of the issues from [discord state
discussion](https://discord.com/channels/691052431525675048/1237949214017716356).
Same-state transitions can be desirable, so there should exist a hook
for them.

Fixes https://github.com/bevyengine/bevy/issues/9130.

## Solution

- Allow `StateTransitionEvent<S>` to contain identity transitions.
- Ignore identity transitions at schedule running level (`OnExit`,
`OnTransition`, `OnEnter`).
- Propagate identity transitions through `SubStates` and
`ComputedStates`.
- Add example about registering custom transition schedules.

## Changelog

- `StateTransitionEvent<S>` can be emitted with same `exited` and
`entered` state.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 14:23:24 +00:00

165 lines
5.5 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::{dev_tools::states::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
.add_systems(Startup, setup)
// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
// 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_systems(OnEnter(AppState::Menu), setup_menu)
// By contrast, update systems are stored in the `Update` schedule. They simply
// check the value of the `State<T>` resource to see if they should run each frame.
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
.add_systems(OnExit(AppState::Menu), cleanup_menu)
.add_systems(OnEnter(AppState::InGame), setup_game)
.add_systems(
Update,
(movement, change_color).run_if(in_state(AppState::InGame)),
)
.add_systems(Update, log_transitions::<AppState>)
.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::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
}
fn setup_menu(mut commands: Commands) {
let button_entity = commands
.spawn(NodeBundle {
style: Style {
// center button
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.),
height: Val::Px(65.),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
image: UiImage::default().with_color(NORMAL_BUTTON),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Play",
TextStyle {
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
..default()
},
));
});
})
.id();
commands.insert_resource(MenuData { button_entity });
}
fn menu(
mut next_state: ResMut<NextState<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut image) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
image.color = PRESSED_BUTTON;
next_state.set(AppState::InGame);
}
Interaction::Hovered => {
image.color = HOVERED_BUTTON;
}
Interaction::None => {
image.color = NORMAL_BUTTON;
}
}
}
}
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<ButtonInput<KeyCode>>,
mut query: Query<&mut Transform, With<Sprite>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
if input.pressed(KeyCode::ArrowUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
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 {
let new_color = LinearRgba {
blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
..LinearRgba::from(sprite.color)
};
sprite.color = new_color.into();
}
}