821 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			821 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
 | |
| 
 | |
| // This example will display a simple menu using Bevy UI where you can start a new game,
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| // change some settings or quit. There is no actual game, it will just display the current
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| // settings for 5 seconds before going back to the menu.
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| 
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| const TEXT_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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| 
 | |
| // Enum that will be used as a global state for the game
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| #[derive(Clone, Eq, PartialEq, Debug, Hash)]
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| enum GameState {
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|     Splash,
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|     Menu,
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|     Game,
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| }
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| 
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| // One of the two settings that can be set through the menu. It will be a resource in the app
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| #[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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| enum DisplayQuality {
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|     Low,
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|     Medium,
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|     High,
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| }
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| 
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| // One of the two settings that can be set through the menu. It will be a resource in the app
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| #[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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| struct Volume(u32);
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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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|         // Insert as resource the initial value for the settings resources
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|         .insert_resource(DisplayQuality::Medium)
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|         .insert_resource(Volume(7))
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|         .add_startup_system(setup)
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|         // Declare the game state, and set its startup value
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|         .add_state(GameState::Splash)
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|         // Adds the plugins for each state
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|         .add_plugin(splash::SplashPlugin)
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|         .add_plugin(menu::MenuPlugin)
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|         .add_plugin(game::GamePlugin)
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|         .run();
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| }
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| 
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| // As there isn't an actual game, setup is just adding a `UiCameraBundle`
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| fn setup(mut commands: Commands) {
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|     commands.spawn_bundle(UiCameraBundle::default());
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| }
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| 
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| mod splash {
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|     use bevy::prelude::*;
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| 
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|     use super::{despawn_screen, GameState};
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| 
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|     // This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
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|     pub struct SplashPlugin;
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| 
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|     impl Plugin for SplashPlugin {
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|         fn build(&self, app: &mut App) {
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|             // As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
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|             app
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|                 // When entering the state, spawn everything needed for this screen
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|                 .add_system_set(SystemSet::on_enter(GameState::Splash).with_system(splash_setup))
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|                 // While in this state, run the `countdown` system
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|                 .add_system_set(SystemSet::on_update(GameState::Splash).with_system(countdown))
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|                 // When exiting the state, despawn everything that was spawned for this screen
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|                 .add_system_set(
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|                     SystemSet::on_exit(GameState::Splash)
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|                         .with_system(despawn_screen::<OnSplashScreen>),
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|                 );
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|         }
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|     }
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| 
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|     // Tag component used to tag entities added on the splash screen
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|     #[derive(Component)]
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|     struct OnSplashScreen;
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| 
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|     // Newtype to use a `Timer` for this screen as a resource
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|     struct SplashTimer(Timer);
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| 
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|     fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|         let icon = asset_server.load("branding/icon.png");
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|         // Display the logo
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|         commands
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|             .spawn_bundle(ImageBundle {
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|                 style: Style {
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|                     // This will center the logo
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|                     margin: Rect::all(Val::Auto),
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|                     // This will set the logo to be 200px wide, and auto adjust its height
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|                     size: Size::new(Val::Px(200.0), Val::Auto),
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|                     ..Default::default()
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|                 },
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|                 image: UiImage(icon),
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|                 ..Default::default()
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|             })
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|             .insert(OnSplashScreen);
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|         // Insert the timer as a resource
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|         commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, false)));
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|     }
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| 
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|     // Tick the timer, and change state when finished
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|     fn countdown(
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|         mut game_state: ResMut<State<GameState>>,
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|         time: Res<Time>,
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|         mut timer: ResMut<SplashTimer>,
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|     ) {
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|         if timer.0.tick(time.delta()).finished() {
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|             game_state.set(GameState::Menu).unwrap();
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|         }
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|     }
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| }
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| 
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| mod game {
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|     use bevy::prelude::*;
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| 
 | |
|     use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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| 
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|     // This plugin will contain the game. In this case, it's just be a screen that will
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|     // display the current settings for 5 seconds before returning to the menu
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|     pub struct GamePlugin;
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| 
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|     impl Plugin for GamePlugin {
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|         fn build(&self, app: &mut App) {
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|             app.add_system_set(SystemSet::on_enter(GameState::Game).with_system(game_setup))
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|                 .add_system_set(SystemSet::on_update(GameState::Game).with_system(game))
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|                 .add_system_set(
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|                     SystemSet::on_exit(GameState::Game).with_system(despawn_screen::<OnGameScreen>),
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|                 );
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|         }
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|     }
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| 
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|     // Tag component used to tag entities added on the game screen
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|     #[derive(Component)]
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|     struct OnGameScreen;
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| 
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|     struct GameTimer(Timer);
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| 
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|     fn game_setup(
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|         mut commands: Commands,
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|         asset_server: Res<AssetServer>,
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|         display_quality: Res<DisplayQuality>,
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|         volume: Res<Volume>,
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|     ) {
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|         let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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| 
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|         commands
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|             // First create a `NodeBundle` for centering what we want to display
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|             .spawn_bundle(NodeBundle {
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|                 style: Style {
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|                     // This will center the current node
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|                     margin: Rect::all(Val::Auto),
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|                     // This will display its children in a column, from top to bottom. Unlike
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|                     // in Flexbox, Bevy origin is on bottom left, so the vertical axis is reversed
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|                     flex_direction: FlexDirection::ColumnReverse,
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|                     // `align_items` will align children on the cross axis. Here the main axis is
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|                     // vertical (column), so the cross axis is horizontal. This will center the
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|                     // children
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|                     align_items: AlignItems::Center,
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|                     ..Default::default()
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|                 },
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|                 color: Color::BLACK.into(),
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|                 ..Default::default()
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|             })
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|             .insert(OnGameScreen)
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|             .with_children(|parent| {
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|                 // Display two lines of text, the second one with the current settings
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|                 parent.spawn_bundle(TextBundle {
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|                     style: Style {
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|                         margin: Rect::all(Val::Px(50.0)),
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|                         ..Default::default()
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|                     },
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|                     text: Text::with_section(
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|                         "Will be back to the menu shortly...",
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|                         TextStyle {
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|                             font: font.clone(),
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|                             font_size: 80.0,
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|                             color: TEXT_COLOR,
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|                         },
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|                         Default::default(),
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|                     ),
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|                     ..Default::default()
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|                 });
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|                 parent.spawn_bundle(TextBundle {
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|                     style: Style {
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|                         margin: Rect::all(Val::Px(50.0)),
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|                         ..Default::default()
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|                     },
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|                     text: Text {
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|                         sections: vec![
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|                             TextSection {
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|                                 value: format!("quality: {:?}", *display_quality),
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|                                 style: TextStyle {
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|                                     font: font.clone(),
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|                                     font_size: 60.0,
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|                                     color: Color::BLUE,
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|                                 },
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|                             },
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|                             TextSection {
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|                                 value: " - ".to_string(),
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|                                 style: TextStyle {
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|                                     font: font.clone(),
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|                                     font_size: 60.0,
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|                                     color: TEXT_COLOR,
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|                                 },
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|                             },
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|                             TextSection {
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|                                 value: format!("volume: {:?}", *volume),
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|                                 style: TextStyle {
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|                                     font: font.clone(),
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|                                     font_size: 60.0,
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|                                     color: Color::GREEN,
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|                                 },
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|                             },
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|                         ],
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|                         ..Default::default()
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|                     },
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|                     ..Default::default()
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|                 });
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|             });
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|         // Spawn a 5 seconds timer to trigger going back to the menu
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|         commands.insert_resource(GameTimer(Timer::from_seconds(5.0, false)));
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|     }
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| 
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|     // Tick the timer, and change state when finished
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|     fn game(
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|         time: Res<Time>,
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|         mut game_state: ResMut<State<GameState>>,
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|         mut timer: ResMut<GameTimer>,
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|     ) {
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|         if timer.0.tick(time.delta()).finished() {
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|             game_state.set(GameState::Menu).unwrap();
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|         }
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|     }
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| }
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| 
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| mod menu {
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|     use bevy::{app::AppExit, prelude::*};
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| 
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|     use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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| 
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|     // This plugin manages the menu, with 5 different screens:
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|     // - a main menu with "New Game", "Settings", "Quit"
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|     // - a settings menu with two submenus and a back button
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|     // - two settings screen with a setting that can be set and a back button
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|     pub struct MenuPlugin;
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| 
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|     impl Plugin for MenuPlugin {
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|         fn build(&self, app: &mut App) {
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|             app
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|                 // At start, the menu is not enabled. This will be changed in `menu_setup` when
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|                 // entering the `GameState::Menu` state.
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|                 // Current screen in the menu is handled by an independent state from `GameState`
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|                 .add_state(MenuState::Disabled)
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|                 .add_system_set(SystemSet::on_enter(GameState::Menu).with_system(menu_setup))
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|                 // Systems to handle the main menu screen
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|                 .add_system_set(SystemSet::on_enter(MenuState::Main).with_system(main_menu_setup))
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|                 .add_system_set(
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|                     SystemSet::on_exit(MenuState::Main)
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|                         .with_system(despawn_screen::<OnMainMenuScreen>),
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|                 )
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|                 // Systems to handle the settings menu screen
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|                 .add_system_set(
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|                     SystemSet::on_enter(MenuState::Settings).with_system(settings_menu_setup),
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|                 )
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|                 .add_system_set(
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|                     SystemSet::on_exit(MenuState::Settings)
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|                         .with_system(despawn_screen::<OnSettingsMenuScreen>),
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|                 )
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|                 // Systems to handle the display settings screen
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|                 .add_system_set(
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|                     SystemSet::on_enter(MenuState::SettingsDisplay)
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|                         .with_system(display_settings_menu_setup),
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|                 )
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|                 .add_system_set(
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|                     SystemSet::on_update(MenuState::SettingsDisplay)
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|                         .with_system(setting_button::<DisplayQuality>),
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|                 )
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|                 .add_system_set(
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|                     SystemSet::on_exit(MenuState::SettingsDisplay)
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|                         .with_system(despawn_screen::<OnDisplaySettingsMenuScreen>),
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|                 )
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|                 // Systems to handle the sound settings screen
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|                 .add_system_set(
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|                     SystemSet::on_enter(MenuState::SettingsSound)
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|                         .with_system(sound_settings_menu_setup),
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|                 )
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|                 .add_system_set(
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|                     SystemSet::on_update(MenuState::SettingsSound)
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|                         .with_system(setting_button::<Volume>),
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|                 )
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|                 .add_system_set(
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|                     SystemSet::on_exit(MenuState::SettingsSound)
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|                         .with_system(despawn_screen::<OnSoundSettingsMenuScreen>),
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|                 )
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|                 // Common systems to all screens that handles buttons behaviour
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|                 .add_system_set(
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|                     SystemSet::on_update(GameState::Menu)
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|                         .with_system(menu_action)
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|                         .with_system(button_system),
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|                 );
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|         }
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|     }
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| 
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|     // State used for the current menu screen
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|     #[derive(Clone, Eq, PartialEq, Debug, Hash)]
 | |
|     enum MenuState {
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|         Main,
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|         Settings,
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|         SettingsDisplay,
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|         SettingsSound,
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|         Disabled,
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|     }
 | |
| 
 | |
|     // Tag component used to tag entities added on the main menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnMainMenuScreen;
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| 
 | |
|     // Tag component used to tag entities added on the settings menu screen
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|     #[derive(Component)]
 | |
|     struct OnSettingsMenuScreen;
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| 
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|     // Tag component used to tag entities added on the display settings menu screen
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|     #[derive(Component)]
 | |
|     struct OnDisplaySettingsMenuScreen;
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| 
 | |
|     // Tag component used to tag entities added on the sound settings menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnSoundSettingsMenuScreen;
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| 
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|     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 HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25);
 | |
|     const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
 | |
| 
 | |
|     // Tag component used to mark wich setting is currently selected
 | |
|     #[derive(Component)]
 | |
|     struct SelectedOption;
 | |
| 
 | |
|     // All actions that can be triggered from a button click
 | |
|     #[derive(Component)]
 | |
|     enum MenuButtonAction {
 | |
|         Play,
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|         Settings,
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|         SettingsDisplay,
 | |
|         SettingsSound,
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|         BackToMainMenu,
 | |
|         BackToSettings,
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|         Quit,
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|     }
 | |
| 
 | |
|     // This system handles changing all buttons color based on mouse interaction
 | |
|     fn button_system(
 | |
|         mut interaction_query: Query<
 | |
|             (&Interaction, &mut UiColor, Option<&SelectedOption>),
 | |
|             (Changed<Interaction>, With<Button>),
 | |
|         >,
 | |
|     ) {
 | |
|         for (interaction, mut color, selected) in interaction_query.iter_mut() {
 | |
|             *color = match (*interaction, selected) {
 | |
|                 (Interaction::Clicked, _) => PRESSED_BUTTON.into(),
 | |
|                 (Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
 | |
|                 (Interaction::Hovered, None) => HOVERED_BUTTON.into(),
 | |
|                 (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
 | |
|                 (Interaction::None, None) => NORMAL_BUTTON.into(),
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // This system updates the settings when a new value for a setting is selected, and marks
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|     // the button as the one currently selected
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|     fn setting_button<T: Component + PartialEq + Copy>(
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|         interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
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|         mut selected_query: Query<(Entity, &mut UiColor), With<SelectedOption>>,
 | |
|         mut commands: Commands,
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|         mut setting: ResMut<T>,
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|     ) {
 | |
|         for (interaction, button_setting, entity) in interaction_query.iter() {
 | |
|             if *interaction == Interaction::Clicked && *setting != *button_setting {
 | |
|                 let (previous_button, mut previous_color) = selected_query.single_mut();
 | |
|                 *previous_color = NORMAL_BUTTON.into();
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|                 commands.entity(previous_button).remove::<SelectedOption>();
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|                 commands.entity(entity).insert(SelectedOption);
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|                 *setting = *button_setting;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn menu_setup(mut menu_state: ResMut<State<MenuState>>) {
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|         let _ = menu_state.set(MenuState::Main);
 | |
|     }
 | |
| 
 | |
|     fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|         let font = asset_server.load("fonts/FiraSans-Bold.ttf");
 | |
|         // Common style for all buttons on the screen
 | |
|         let button_style = Style {
 | |
|             size: Size::new(Val::Px(250.0), Val::Px(65.0)),
 | |
|             margin: Rect::all(Val::Px(20.0)),
 | |
|             justify_content: JustifyContent::Center,
 | |
|             align_items: AlignItems::Center,
 | |
|             ..Default::default()
 | |
|         };
 | |
|         let button_icon_style = Style {
 | |
|             size: Size::new(Val::Px(30.0), Val::Auto),
 | |
|             // This takes the icons out of the flexbox flow, to be positionned exactly
 | |
|             position_type: PositionType::Absolute,
 | |
|             // The icon will be close to the left border of the button
 | |
|             position: Rect {
 | |
|                 left: Val::Px(10.0),
 | |
|                 right: Val::Auto,
 | |
|                 top: Val::Auto,
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|                 bottom: Val::Auto,
 | |
|             },
 | |
|             ..Default::default()
 | |
|         };
 | |
|         let button_text_style = TextStyle {
 | |
|             font: font.clone(),
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn_bundle(NodeBundle {
 | |
|                 style: Style {
 | |
|                     margin: Rect::all(Val::Auto),
 | |
|                     flex_direction: FlexDirection::ColumnReverse,
 | |
|                     align_items: AlignItems::Center,
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 color: Color::CRIMSON.into(),
 | |
|                 ..Default::default()
 | |
|             })
 | |
|             .insert(OnMainMenuScreen)
 | |
|             .with_children(|parent| {
 | |
|                 // Display the game name
 | |
|                 parent.spawn_bundle(TextBundle {
 | |
|                     style: Style {
 | |
|                         margin: Rect::all(Val::Px(50.0)),
 | |
|                         ..Default::default()
 | |
|                     },
 | |
|                     text: Text::with_section(
 | |
|                         "Bevy Game Menu UI",
 | |
|                         TextStyle {
 | |
|                             font: font.clone(),
 | |
|                             font_size: 80.0,
 | |
|                             color: TEXT_COLOR,
 | |
|                         },
 | |
|                         Default::default(),
 | |
|                     ),
 | |
|                     ..Default::default()
 | |
|                 });
 | |
| 
 | |
|                 // Display three buttons for each action available from the main menu:
 | |
|                 // - new game
 | |
|                 // - settings
 | |
|                 // - quit
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style.clone(),
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::Play)
 | |
|                     .with_children(|parent| {
 | |
|                         let icon = asset_server.load("textures/Game Icons/right.png");
 | |
|                         parent.spawn_bundle(ImageBundle {
 | |
|                             style: button_icon_style.clone(),
 | |
|                             image: UiImage(icon),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "New Game",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style.clone(),
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::Settings)
 | |
|                     .with_children(|parent| {
 | |
|                         let icon = asset_server.load("textures/Game Icons/wrench.png");
 | |
|                         parent.spawn_bundle(ImageBundle {
 | |
|                             style: button_icon_style.clone(),
 | |
|                             image: UiImage(icon),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "Settings",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style,
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::Quit)
 | |
|                     .with_children(|parent| {
 | |
|                         let icon = asset_server.load("textures/Game Icons/exitRight.png");
 | |
|                         parent.spawn_bundle(ImageBundle {
 | |
|                             style: button_icon_style,
 | |
|                             image: UiImage(icon),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section("Quit", button_text_style, Default::default()),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn settings_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|         let button_style = Style {
 | |
|             size: Size::new(Val::Px(200.0), Val::Px(65.0)),
 | |
|             margin: Rect::all(Val::Px(20.0)),
 | |
|             justify_content: JustifyContent::Center,
 | |
|             align_items: AlignItems::Center,
 | |
|             ..Default::default()
 | |
|         };
 | |
|         let button_text_style = TextStyle {
 | |
|             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn_bundle(NodeBundle {
 | |
|                 style: Style {
 | |
|                     margin: Rect::all(Val::Auto),
 | |
|                     flex_direction: FlexDirection::ColumnReverse,
 | |
|                     align_items: AlignItems::Center,
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 color: Color::CRIMSON.into(),
 | |
|                 ..Default::default()
 | |
|             })
 | |
|             .insert(OnSettingsMenuScreen)
 | |
|             .with_children(|parent| {
 | |
|                 // Display two buttons for the submenus
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style.clone(),
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::SettingsDisplay)
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "Display",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style.clone(),
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::SettingsSound)
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "Sound",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|                 // Display the back button to return to the main menu screen
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style,
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::BackToMainMenu)
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section("Back", button_text_style, Default::default()),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn display_settings_menu_setup(
 | |
|         mut commands: Commands,
 | |
|         asset_server: Res<AssetServer>,
 | |
|         display_quality: Res<DisplayQuality>,
 | |
|     ) {
 | |
|         let button_style = Style {
 | |
|             size: Size::new(Val::Px(200.0), Val::Px(65.0)),
 | |
|             margin: Rect::all(Val::Px(20.0)),
 | |
|             justify_content: JustifyContent::Center,
 | |
|             align_items: AlignItems::Center,
 | |
|             ..Default::default()
 | |
|         };
 | |
|         let button_text_style = TextStyle {
 | |
|             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn_bundle(NodeBundle {
 | |
|                 style: Style {
 | |
|                     margin: Rect::all(Val::Auto),
 | |
|                     flex_direction: FlexDirection::ColumnReverse,
 | |
|                     align_items: AlignItems::Center,
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 color: Color::CRIMSON.into(),
 | |
|                 ..Default::default()
 | |
|             })
 | |
|             .insert(OnDisplaySettingsMenuScreen)
 | |
|             .with_children(|parent| {
 | |
|                 // Create a new `NodeBundle`, this time not setting its `flex_direction`. It will
 | |
|                 // use the default value, `FlexDirection::Row`, from left to right.
 | |
|                 parent
 | |
|                     .spawn_bundle(NodeBundle {
 | |
|                         style: Style {
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..Default::default()
 | |
|                         },
 | |
|                         color: Color::CRIMSON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         // Display a label for the current setting
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "Display Quality",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                         // Display a button for each possible value
 | |
|                         for quality_setting in [
 | |
|                             DisplayQuality::Low,
 | |
|                             DisplayQuality::Medium,
 | |
|                             DisplayQuality::High,
 | |
|                         ] {
 | |
|                             let mut entity = parent.spawn_bundle(ButtonBundle {
 | |
|                                 style: Style {
 | |
|                                     size: Size::new(Val::Px(150.0), Val::Px(65.0)),
 | |
|                                     ..button_style.clone()
 | |
|                                 },
 | |
|                                 color: NORMAL_BUTTON.into(),
 | |
|                                 ..Default::default()
 | |
|                             });
 | |
|                             entity.insert(quality_setting).with_children(|parent| {
 | |
|                                 parent.spawn_bundle(TextBundle {
 | |
|                                     text: Text::with_section(
 | |
|                                         format!("{:?}", quality_setting),
 | |
|                                         button_text_style.clone(),
 | |
|                                         Default::default(),
 | |
|                                     ),
 | |
|                                     ..Default::default()
 | |
|                                 });
 | |
|                             });
 | |
|                             if *display_quality == quality_setting {
 | |
|                                 entity.insert(SelectedOption);
 | |
|                             }
 | |
|                         }
 | |
|                     });
 | |
|                 // Display the back button to return to the settings screen
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style,
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::BackToSettings)
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section("Back", button_text_style, Default::default()),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn sound_settings_menu_setup(
 | |
|         mut commands: Commands,
 | |
|         asset_server: Res<AssetServer>,
 | |
|         volume: Res<Volume>,
 | |
|     ) {
 | |
|         let button_style = Style {
 | |
|             size: Size::new(Val::Px(200.0), Val::Px(65.0)),
 | |
|             margin: Rect::all(Val::Px(20.0)),
 | |
|             justify_content: JustifyContent::Center,
 | |
|             align_items: AlignItems::Center,
 | |
|             ..Default::default()
 | |
|         };
 | |
|         let button_text_style = TextStyle {
 | |
|             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn_bundle(NodeBundle {
 | |
|                 style: Style {
 | |
|                     margin: Rect::all(Val::Auto),
 | |
|                     flex_direction: FlexDirection::ColumnReverse,
 | |
|                     align_items: AlignItems::Center,
 | |
|                     ..Default::default()
 | |
|                 },
 | |
|                 color: Color::CRIMSON.into(),
 | |
|                 ..Default::default()
 | |
|             })
 | |
|             .insert(OnSoundSettingsMenuScreen)
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn_bundle(NodeBundle {
 | |
|                         style: Style {
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..Default::default()
 | |
|                         },
 | |
|                         color: Color::CRIMSON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section(
 | |
|                                 "Volume",
 | |
|                                 button_text_style.clone(),
 | |
|                                 Default::default(),
 | |
|                             ),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                         for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
 | |
|                             let mut entity = parent.spawn_bundle(ButtonBundle {
 | |
|                                 style: Style {
 | |
|                                     size: Size::new(Val::Px(30.0), Val::Px(65.0)),
 | |
|                                     ..button_style.clone()
 | |
|                                 },
 | |
|                                 color: NORMAL_BUTTON.into(),
 | |
|                                 ..Default::default()
 | |
|                             });
 | |
|                             entity.insert(Volume(volume_setting));
 | |
|                             if *volume == Volume(volume_setting) {
 | |
|                                 entity.insert(SelectedOption);
 | |
|                             }
 | |
|                         }
 | |
|                     });
 | |
|                 parent
 | |
|                     .spawn_bundle(ButtonBundle {
 | |
|                         style: button_style,
 | |
|                         color: NORMAL_BUTTON.into(),
 | |
|                         ..Default::default()
 | |
|                     })
 | |
|                     .insert(MenuButtonAction::BackToSettings)
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn_bundle(TextBundle {
 | |
|                             text: Text::with_section("Back", button_text_style, Default::default()),
 | |
|                             ..Default::default()
 | |
|                         });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn menu_action(
 | |
|         interaction_query: Query<
 | |
|             (&Interaction, &MenuButtonAction),
 | |
|             (Changed<Interaction>, With<Button>),
 | |
|         >,
 | |
|         mut app_exit_events: EventWriter<AppExit>,
 | |
|         mut menu_state: ResMut<State<MenuState>>,
 | |
|         mut game_state: ResMut<State<GameState>>,
 | |
|     ) {
 | |
|         for (interaction, menu_button_action) in interaction_query.iter() {
 | |
|             if *interaction == Interaction::Clicked {
 | |
|                 match menu_button_action {
 | |
|                     MenuButtonAction::Quit => app_exit_events.send(AppExit),
 | |
|                     MenuButtonAction::Play => {
 | |
|                         game_state.set(GameState::Game).unwrap();
 | |
|                         menu_state.set(MenuState::Disabled).unwrap()
 | |
|                     }
 | |
|                     MenuButtonAction::Settings => menu_state.set(MenuState::Settings).unwrap(),
 | |
|                     MenuButtonAction::SettingsDisplay => {
 | |
|                         menu_state.set(MenuState::SettingsDisplay).unwrap()
 | |
|                     }
 | |
|                     MenuButtonAction::SettingsSound => {
 | |
|                         menu_state.set(MenuState::SettingsSound).unwrap()
 | |
|                     }
 | |
|                     MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main).unwrap(),
 | |
|                     MenuButtonAction::BackToSettings => {
 | |
|                         menu_state.set(MenuState::Settings).unwrap()
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Generic system that takes a component as a parameter, and will despawn all entities with that component
 | |
| fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
 | |
|     for entity in to_despawn.iter() {
 | |
|         commands.entity(entity).despawn_recursive();
 | |
|     }
 | |
| }
 | 
