Separate unrelated code to submodules in compute/sub-state examples (#13188)

Large part of the code is UI spawning which contributes nothing to the
code example.
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MiniaczQ 2024-05-03 15:04:14 +02:00 committed by GitHub
parent 6ca1b0728a
commit 777bb8cfef
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2 changed files with 461 additions and 448 deletions

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@ -18,6 +18,8 @@
use bevy::prelude::*; use bevy::prelude::*;
use ui::*;
// To begin, we want to define our state objects. // To begin, we want to define our state objects.
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState { enum AppState {
@ -221,30 +223,158 @@ fn main() {
.run(); .run();
} }
#[derive(Resource)] fn menu(
struct MenuData { mut next_state: ResMut<NextState<AppState>>,
root_entity: Entity, tutorial_state: Res<State<TutorialState>>,
mut next_tutorial: ResMut<NextState<TutorialState>>,
mut interaction_query: Query<
(&Interaction, &mut UiImage, &MenuButton),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut image, menu_button) in &mut interaction_query {
let color = &mut image.color;
match *interaction {
Interaction::Pressed => {
*color = if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
PRESSED_ACTIVE_BUTTON
} else {
PRESSED_BUTTON
};
match menu_button {
MenuButton::Play => next_state.set(AppState::InGame {
paused: false,
turbo: false,
}),
MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
TutorialState::Active => TutorialState::Inactive,
TutorialState::Inactive => TutorialState::Active,
}),
};
}
Interaction::Hovered => {
if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
*color = HOVERED_ACTIVE_BUTTON;
} else {
*color = HOVERED_BUTTON;
}
}
Interaction::None => {
if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
*color = ACTIVE_BUTTON;
} else {
*color = NORMAL_BUTTON;
}
}
}
}
} }
#[derive(Component, PartialEq, Eq)] #[derive(Component)]
enum MenuButton { struct StateBound<S: States>(S);
fn clear_state_bound_entities<S: States>(
state: S,
) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
info!("Clearing entities for {state:?}");
move |mut commands, query| {
for (entity, bound) in &query {
if bound.0 == state {
commands.entity(entity).despawn_recursive();
}
}
}
}
fn toggle_pause(
input: Res<ButtonInput<KeyCode>>,
current_state: Res<State<AppState>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::Space) {
if let AppState::InGame { paused, turbo } = current_state.get() {
next_state.set(AppState::InGame {
paused: !*paused,
turbo: *turbo,
});
}
}
}
fn toggle_turbo(
input: Res<ButtonInput<KeyCode>>,
current_state: Res<State<AppState>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::KeyT) {
if let AppState::InGame { paused, turbo } = current_state.get() {
next_state.set(AppState::InGame {
paused: *paused,
turbo: !*turbo,
});
}
}
}
fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
if input.just_pressed(KeyCode::Escape) {
next_state.set(AppState::Menu);
}
}
/// print when either an `AppState` transition or a `TutorialState` transition happens
fn log_transitions(
mut transitions: EventReader<StateTransitionEvent<AppState>>,
mut tutorial_transitions: EventReader<StateTransitionEvent<TutorialState>>,
) {
for transition in transitions.read() {
info!(
"transition: {:?} => {:?}",
transition.before, transition.after
);
}
for transition in tutorial_transitions.read() {
info!(
"tutorial transition: {:?} => {:?}",
transition.before, transition.after
);
}
}
mod ui {
use crate::*;
#[derive(Resource)]
pub struct MenuData {
pub root_entity: Entity,
}
#[derive(Component, PartialEq, Eq)]
pub enum MenuButton {
Play, Play,
Tutorial, Tutorial,
} }
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25); pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35); pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15); pub const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15);
const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25); pub const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25);
const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35); pub const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35);
fn setup(mut commands: Commands) { pub fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2dBundle::default());
} }
fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>) { pub fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>) {
let button_entity = commands let button_entity = commands
.spawn(NodeBundle { .spawn(NodeBundle {
style: Style { style: Style {
@ -323,70 +453,13 @@ fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>)
commands.insert_resource(MenuData { commands.insert_resource(MenuData {
root_entity: button_entity, root_entity: button_entity,
}); });
} }
fn menu( pub fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
mut next_state: ResMut<NextState<AppState>>,
tutorial_state: Res<State<TutorialState>>,
mut next_tutorial: ResMut<NextState<TutorialState>>,
mut interaction_query: Query<
(&Interaction, &mut UiImage, &MenuButton),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut image, menu_button) in &mut interaction_query {
let color = &mut image.color;
match *interaction {
Interaction::Pressed => {
*color = if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
PRESSED_ACTIVE_BUTTON
} else {
PRESSED_BUTTON
};
match menu_button {
MenuButton::Play => next_state.set(AppState::InGame {
paused: false,
turbo: false,
}),
MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
TutorialState::Active => TutorialState::Inactive,
TutorialState::Inactive => TutorialState::Active,
}),
};
}
Interaction::Hovered => {
if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
*color = HOVERED_ACTIVE_BUTTON;
} else {
*color = HOVERED_BUTTON;
}
}
Interaction::None => {
if menu_button == &MenuButton::Tutorial
&& tutorial_state.get() == &TutorialState::Active
{
*color = ACTIVE_BUTTON;
} else {
*color = NORMAL_BUTTON;
}
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.root_entity).despawn_recursive(); commands.entity(menu_data.root_entity).despawn_recursive();
} }
#[derive(Component)] pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
struct StateBound<S: States>(S);
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(( commands.spawn((
StateBound(InGame), StateBound(InGame),
SpriteBundle { SpriteBundle {
@ -394,29 +467,17 @@ fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
..default() ..default()
}, },
)); ));
} }
fn clear_state_bound_entities<S: States>( const SPEED: f32 = 100.0;
state: S, const TURBO_SPEED: f32 = 300.0;
) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
info!("Clearing entities for {state:?}");
move |mut commands, query| {
for (entity, bound) in &query {
if bound.0 == state {
commands.entity(entity).despawn_recursive();
}
}
}
}
const SPEED: f32 = 100.0; pub fn movement(
const TURBO_SPEED: f32 = 300.0;
fn movement(
time: Res<Time>, time: Res<Time>,
input: Res<ButtonInput<KeyCode>>, input: Res<ButtonInput<KeyCode>>,
turbo: Option<Res<State<TurboMode>>>, turbo: Option<Res<State<TurboMode>>>,
mut query: Query<&mut Transform, With<Sprite>>, mut query: Query<&mut Transform, With<Sprite>>,
) { ) {
for mut transform in &mut query { for mut transform in &mut query {
let mut direction = Vec3::ZERO; let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowLeft) { if input.pressed(KeyCode::ArrowLeft) {
@ -438,24 +499,9 @@ fn movement(
* time.delta_seconds(); * time.delta_seconds();
} }
} }
}
fn toggle_pause(
input: Res<ButtonInput<KeyCode>>,
current_state: Res<State<AppState>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::Space) {
if let AppState::InGame { paused, turbo } = current_state.get() {
next_state.set(AppState::InGame {
paused: !*paused,
turbo: *turbo,
});
} }
}
}
fn setup_paused_screen(mut commands: Commands) { pub fn setup_paused_screen(mut commands: Commands) {
info!("Printing Pause"); info!("Printing Pause");
commands commands
.spawn(( .spawn((
@ -504,24 +550,9 @@ fn setup_paused_screen(mut commands: Commands) {
)); ));
}); });
}); });
}
fn toggle_turbo(
input: Res<ButtonInput<KeyCode>>,
current_state: Res<State<AppState>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::KeyT) {
if let AppState::InGame { paused, turbo } = current_state.get() {
next_state.set(AppState::InGame {
paused: *paused,
turbo: !*turbo,
});
} }
}
}
fn setup_turbo_text(mut commands: Commands) { pub fn setup_turbo_text(mut commands: Commands) {
commands commands
.spawn(( .spawn((
StateBound(TurboMode), StateBound(TurboMode),
@ -550,15 +581,9 @@ fn setup_turbo_text(mut commands: Commands) {
}, },
)); ));
}); });
}
fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
if input.just_pressed(KeyCode::Escape) {
next_state.set(AppState::Menu);
} }
}
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) { pub fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
for mut sprite in &mut query { for mut sprite in &mut query {
let new_color = LinearRgba { let new_color = LinearRgba {
blue: (time.elapsed_seconds() * 0.5).sin() + 2.0, blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
@ -567,9 +592,9 @@ fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
sprite.color = new_color.into(); sprite.color = new_color.into();
} }
} }
fn movement_instructions(mut commands: Commands) { pub fn movement_instructions(mut commands: Commands) {
commands commands
.spawn(( .spawn((
StateBound(Tutorial::MovementInstructions), StateBound(Tutorial::MovementInstructions),
@ -624,9 +649,9 @@ fn movement_instructions(mut commands: Commands) {
}, },
)); ));
}); });
} }
fn pause_instructions(mut commands: Commands) { pub fn pause_instructions(mut commands: Commands) {
commands commands
.spawn(( .spawn((
StateBound(Tutorial::PauseInstructions), StateBound(Tutorial::PauseInstructions),
@ -664,23 +689,5 @@ fn pause_instructions(mut commands: Commands) {
}, },
)); ));
}); });
}
/// print when either an `AppState` transition or a `TutorialState` transition happens
fn log_transitions(
mut transitions: EventReader<StateTransitionEvent<AppState>>,
mut tutorial_transitions: EventReader<StateTransitionEvent<TutorialState>>,
) {
for transition in transitions.read() {
info!(
"transition: {:?} => {:?}",
transition.before, transition.after
);
}
for transition in tutorial_transitions.read() {
info!(
"tutorial transition: {:?} => {:?}",
transition.before, transition.after
);
} }
} }

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@ -9,6 +9,8 @@
use bevy::prelude::*; use bevy::prelude::*;
use ui::*;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState { enum AppState {
#[default] #[default]
@ -61,62 +63,6 @@ fn main() {
.run(); .run();
} }
#[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( fn menu(
mut next_state: ResMut<NextState<AppState>>, mut next_state: ResMut<NextState<AppState>>,
mut interaction_query: Query< mut interaction_query: Query<
@ -145,13 +91,6 @@ fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn_recursive(); 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; const SPEED: f32 = 100.0;
fn movement( fn movement(
time: Res<Time>, time: Res<Time>,
@ -218,7 +157,83 @@ fn clear_state_bound_entities<S: States>(
} }
} }
fn setup_paused_screen(mut commands: Commands) { /// print when an `AppState` transition happens
fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
for transition in transitions.read() {
info!(
"transition: {:?} => {:?}",
transition.before, transition.after
);
}
}
mod ui {
use crate::*;
#[derive(Resource)]
pub struct MenuData {
pub button_entity: Entity,
}
pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
pub fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
}
pub 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 });
}
pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
});
}
pub fn setup_paused_screen(mut commands: Commands) {
commands commands
.spawn(( .spawn((
StateBound(IsPaused::Paused), StateBound(IsPaused::Paused),
@ -262,14 +277,5 @@ fn setup_paused_screen(mut commands: Commands) {
)); ));
}); });
}); });
}
/// print when an `AppState` transition happens
fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
for transition in transitions.read() {
info!(
"transition: {:?} => {:?}",
transition.before, transition.after
);
} }
} }