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.
This commit is contained in:
parent
6ca1b0728a
commit
777bb8cfef
@ -18,6 +18,8 @@
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use bevy::prelude::*;
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use ui::*;
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// To begin, we want to define our state objects.
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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@ -221,30 +223,158 @@ fn main() {
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.run();
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}
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#[derive(Resource)]
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struct MenuData {
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root_entity: Entity,
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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tutorial_state: Res<State<TutorialState>>,
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mut next_tutorial: ResMut<NextState<TutorialState>>,
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mut interaction_query: Query<
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(&Interaction, &mut UiImage, &MenuButton),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut image, menu_button) in &mut interaction_query {
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let color = &mut image.color;
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match *interaction {
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Interaction::Pressed => {
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*color = if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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PRESSED_ACTIVE_BUTTON
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} else {
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PRESSED_BUTTON
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};
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match menu_button {
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MenuButton::Play => next_state.set(AppState::InGame {
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paused: false,
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turbo: false,
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}),
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MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
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TutorialState::Active => TutorialState::Inactive,
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TutorialState::Inactive => TutorialState::Active,
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}),
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};
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}
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Interaction::Hovered => {
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if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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*color = HOVERED_ACTIVE_BUTTON;
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} else {
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*color = HOVERED_BUTTON;
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}
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}
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Interaction::None => {
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if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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*color = ACTIVE_BUTTON;
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} else {
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*color = NORMAL_BUTTON;
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}
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}
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}
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}
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}
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#[derive(Component, PartialEq, Eq)]
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enum MenuButton {
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#[derive(Component)]
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struct StateBound<S: States>(S);
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fn clear_state_bound_entities<S: States>(
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state: S,
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) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
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info!("Clearing entities for {state:?}");
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move |mut commands, query| {
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for (entity, bound) in &query {
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if bound.0 == state {
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commands.entity(entity).despawn_recursive();
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}
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}
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}
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}
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fn toggle_pause(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<AppState>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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if let AppState::InGame { paused, turbo } = current_state.get() {
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next_state.set(AppState::InGame {
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paused: !*paused,
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turbo: *turbo,
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});
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}
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}
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}
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fn toggle_turbo(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<AppState>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if input.just_pressed(KeyCode::KeyT) {
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if let AppState::InGame { paused, turbo } = current_state.get() {
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next_state.set(AppState::InGame {
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paused: *paused,
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turbo: !*turbo,
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});
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}
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}
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}
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fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
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if input.just_pressed(KeyCode::Escape) {
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next_state.set(AppState::Menu);
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}
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}
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/// print when either an `AppState` transition or a `TutorialState` transition happens
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fn log_transitions(
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mut transitions: EventReader<StateTransitionEvent<AppState>>,
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mut tutorial_transitions: EventReader<StateTransitionEvent<TutorialState>>,
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) {
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for transition in transitions.read() {
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info!(
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"transition: {:?} => {:?}",
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transition.before, transition.after
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);
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}
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for transition in tutorial_transitions.read() {
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info!(
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"tutorial transition: {:?} => {:?}",
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transition.before, transition.after
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);
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}
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}
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mod ui {
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use crate::*;
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#[derive(Resource)]
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pub struct MenuData {
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pub root_entity: Entity,
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}
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#[derive(Component, PartialEq, Eq)]
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pub enum MenuButton {
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Play,
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Tutorial,
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}
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15);
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const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25);
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const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35);
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pub const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15);
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pub const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25);
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pub const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35);
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fn setup(mut commands: Commands) {
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pub fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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}
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fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>) {
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pub fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>) {
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let button_entity = commands
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.spawn(NodeBundle {
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style: Style {
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@ -323,70 +453,13 @@ fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>)
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commands.insert_resource(MenuData {
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root_entity: button_entity,
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});
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}
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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tutorial_state: Res<State<TutorialState>>,
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mut next_tutorial: ResMut<NextState<TutorialState>>,
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mut interaction_query: Query<
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(&Interaction, &mut UiImage, &MenuButton),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut image, menu_button) in &mut interaction_query {
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let color = &mut image.color;
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match *interaction {
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Interaction::Pressed => {
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*color = if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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PRESSED_ACTIVE_BUTTON
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} else {
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PRESSED_BUTTON
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};
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match menu_button {
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MenuButton::Play => next_state.set(AppState::InGame {
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paused: false,
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turbo: false,
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}),
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MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
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TutorialState::Active => TutorialState::Inactive,
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TutorialState::Inactive => TutorialState::Active,
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}),
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};
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}
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Interaction::Hovered => {
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if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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*color = HOVERED_ACTIVE_BUTTON;
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} else {
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*color = HOVERED_BUTTON;
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}
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}
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Interaction::None => {
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if menu_button == &MenuButton::Tutorial
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&& tutorial_state.get() == &TutorialState::Active
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{
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*color = ACTIVE_BUTTON;
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} else {
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*color = NORMAL_BUTTON;
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}
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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pub fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.root_entity).despawn_recursive();
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}
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}
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#[derive(Component)]
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struct StateBound<S: States>(S);
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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StateBound(InGame),
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SpriteBundle {
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@ -394,29 +467,17 @@ fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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..default()
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},
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));
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}
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}
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fn clear_state_bound_entities<S: States>(
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state: S,
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) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
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info!("Clearing entities for {state:?}");
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move |mut commands, query| {
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for (entity, bound) in &query {
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if bound.0 == state {
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commands.entity(entity).despawn_recursive();
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}
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}
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}
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}
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const SPEED: f32 = 100.0;
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const TURBO_SPEED: f32 = 300.0;
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const SPEED: f32 = 100.0;
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const TURBO_SPEED: f32 = 300.0;
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fn movement(
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pub fn movement(
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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turbo: Option<Res<State<TurboMode>>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowLeft) {
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@ -438,24 +499,9 @@ fn movement(
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* time.delta_seconds();
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}
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}
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}
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fn toggle_pause(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<AppState>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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if let AppState::InGame { paused, turbo } = current_state.get() {
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next_state.set(AppState::InGame {
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paused: !*paused,
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turbo: *turbo,
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});
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}
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}
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}
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fn setup_paused_screen(mut commands: Commands) {
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pub fn setup_paused_screen(mut commands: Commands) {
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info!("Printing Pause");
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commands
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.spawn((
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@ -504,24 +550,9 @@ fn setup_paused_screen(mut commands: Commands) {
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));
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});
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});
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}
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fn toggle_turbo(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<AppState>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if input.just_pressed(KeyCode::KeyT) {
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if let AppState::InGame { paused, turbo } = current_state.get() {
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next_state.set(AppState::InGame {
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paused: *paused,
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turbo: !*turbo,
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});
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}
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}
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}
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fn setup_turbo_text(mut commands: Commands) {
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pub fn setup_turbo_text(mut commands: Commands) {
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commands
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.spawn((
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StateBound(TurboMode),
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@ -550,15 +581,9 @@ fn setup_turbo_text(mut commands: Commands) {
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},
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));
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});
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}
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fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
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if input.just_pressed(KeyCode::Escape) {
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next_state.set(AppState::Menu);
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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pub fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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let new_color = LinearRgba {
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blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
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@ -567,9 +592,9 @@ fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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sprite.color = new_color.into();
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}
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}
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}
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fn movement_instructions(mut commands: Commands) {
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pub fn movement_instructions(mut commands: Commands) {
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commands
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.spawn((
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StateBound(Tutorial::MovementInstructions),
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@ -624,9 +649,9 @@ fn movement_instructions(mut commands: Commands) {
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},
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));
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});
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}
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}
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fn pause_instructions(mut commands: Commands) {
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pub fn pause_instructions(mut commands: Commands) {
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commands
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.spawn((
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StateBound(Tutorial::PauseInstructions),
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@ -664,23 +689,5 @@ fn pause_instructions(mut commands: Commands) {
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},
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));
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});
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}
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/// print when either an `AppState` transition or a `TutorialState` transition happens
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fn log_transitions(
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mut transitions: EventReader<StateTransitionEvent<AppState>>,
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mut tutorial_transitions: EventReader<StateTransitionEvent<TutorialState>>,
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) {
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for transition in transitions.read() {
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info!(
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"transition: {:?} => {:?}",
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transition.before, transition.after
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);
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}
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for transition in tutorial_transitions.read() {
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info!(
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"tutorial transition: {:?} => {:?}",
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transition.before, transition.after
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);
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}
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}
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@ -9,6 +9,8 @@
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use bevy::prelude::*;
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use ui::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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@ -61,62 +63,6 @@ fn main() {
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.run();
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}
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#[derive(Resource)]
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struct MenuData {
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button_entity: Entity,
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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fn setup_menu(mut commands: Commands) {
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let button_entity = commands
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.spawn(NodeBundle {
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style: Style {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(ButtonBundle {
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style: Style {
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width: Val::Px(150.),
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height: Val::Px(65.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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image: UiImage::default().with_color(NORMAL_BUTTON),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Play",
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TextStyle {
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font_size: 40.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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..default()
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},
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));
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});
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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mut interaction_query: Query<
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@ -145,13 +91,6 @@ fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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||||
const SPEED: f32 = 100.0;
|
||||
fn movement(
|
||||
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
|
||||
.spawn((
|
||||
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
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user