282 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			282 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
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| //!
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| //! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
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| //! be used to create more complex patterns while relying on simple enums, or to de-couple certain
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| //! elements of complex state objects.
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| //!
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| //! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
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| //! a substate called `IsPaused` to track whether the game is paused or not.
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| 
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| use bevy::prelude::*;
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| 
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| use ui::*;
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| 
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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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|     Menu,
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|     InGame,
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| }
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| 
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| // In this case, instead of deriving `States`, we derive `SubStates`
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| #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
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| // And we need to add an attribute to let us know what the source state is
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| // and what value it needs to have. This will ensure that unless we're
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| // in [`AppState::InGame`], the [`IsPaused`] state resource
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| // will not exist.
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| #[source(AppState = AppState::InGame)]
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| enum IsPaused {
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|     #[default]
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|     Running,
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|     Paused,
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .init_state::<AppState>()
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|         .add_sub_state::<IsPaused>() // We set the substate up here.
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|         // Most of these remain the same
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|         .add_systems(Startup, setup)
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|         .add_systems(OnEnter(AppState::Menu), setup_menu)
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|         .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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|         .add_systems(OnExit(AppState::Menu), cleanup_menu)
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|         .add_systems(OnEnter(AppState::InGame), setup_game)
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|         .add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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|         .add_systems(
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|             OnExit(IsPaused::Paused),
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|             clear_state_bound_entities(IsPaused::Paused),
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|         )
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|         .add_systems(
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|             Update,
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|             (
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|                 // Instead of relying on [`AppState::InGame`] here, we're relying on
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|                 // [`IsPaused::Running`], since we don't want movement or color changes
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|                 // if we're paused
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|                 (movement, change_color).run_if(in_state(IsPaused::Running)),
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|                 // The pause toggle, on the other hand, needs to work whether we're
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|                 // paused or not, so it uses [`AppState::InGame`] instead.
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|                 toggle_pause.run_if(in_state(AppState::InGame)),
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|             ),
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|         )
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|         .add_systems(Update, log_transitions)
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|         .run();
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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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|     mut interaction_query: Query<
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|         (&Interaction, &mut UiImage),
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|         (Changed<Interaction>, With<Button>),
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|     >,
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| ) {
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|     for (interaction, mut image) 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 = PRESSED_BUTTON;
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|                 next_state.set(AppState::InGame);
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|             }
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|             Interaction::Hovered => {
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|                 *color = HOVERED_BUTTON;
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|             }
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|             Interaction::None => {
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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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|     commands.entity(menu_data.button_entity).despawn_recursive();
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| }
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| 
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| const SPEED: f32 = 100.0;
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| fn movement(
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut query: Query<&mut Transform, With<Sprite>>,
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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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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowRight) {
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|             direction.x += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowUp) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowDown) {
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|             direction.y -= 1.0;
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|         }
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| 
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|         if direction != Vec3::ZERO {
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|             transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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|         }
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|     }
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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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|     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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|             ..LinearRgba::from(sprite.color)
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|         };
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| 
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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 toggle_pause(
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|     input: Res<ButtonInput<KeyCode>>,
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|     current_state: Res<State<IsPaused>>,
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|     mut next_state: ResMut<NextState<IsPaused>>,
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| ) {
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|     if input.just_pressed(KeyCode::Space) {
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|         next_state.set(match current_state.get() {
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|             IsPaused::Running => IsPaused::Paused,
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|             IsPaused::Paused => IsPaused::Running,
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|         });
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|     }
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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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| 
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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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|     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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| 
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| /// print when an `AppState` transition happens
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| fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
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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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| }
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| 
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| mod ui {
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|     use crate::*;
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| 
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|     #[derive(Resource)]
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|     pub struct MenuData {
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|         pub button_entity: Entity,
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|     }
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| 
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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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| 
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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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|     pub 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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| 
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|     pub 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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| 
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|     pub fn setup_paused_screen(mut commands: Commands) {
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|         commands
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|             .spawn((
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|                 StateBound(IsPaused::Paused),
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|                 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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|                         flex_direction: FlexDirection::Column,
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|                         row_gap: Val::Px(10.),
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|                         ..default()
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|                     },
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|                     ..default()
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|                 },
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|             ))
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|             .with_children(|parent| {
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|                 parent
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|                     .spawn(NodeBundle {
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|                         style: Style {
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|                             width: Val::Px(400.),
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|                             height: Val::Px(400.),
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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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|                         background_color: NORMAL_BUTTON.into(),
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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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|                             "Paused",
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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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|     }
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| }
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