# Objective - See fewer warnings when running `cargo clippy` locally. ## Solution - allow `clippy::type_complexity` in more places, which also signals to users they should do the same.
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use [`States`] for high-level app control flow.
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//! States are a powerful but intuitive tool for controlling which logic runs when.
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//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
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//! can be used to great effect to ensure that you handle setup and teardown appropriately.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
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// This lint usually gives bad advice in the context of Bevy -- hiding complex queries behind
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// type aliases tends to obfuscate code while offering no improvement in code cleanliness.
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#![allow(clippy::type_complexity)]
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_state::<AppState>()
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        .add_systems(Startup, setup)
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        // This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
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        // All systems from the exit schedule of the state we're leaving are run first,
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        // and then all systems from the enter schedule of the state we're entering are run second.
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        .add_systems(OnEnter(AppState::Menu), setup_menu)
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        // By contrast, update systems are stored in the `Update` schedule. They simply
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        // check the value of the `State<T>` resource to see if they should run each frame.
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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(
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            Update,
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            (movement, change_color).run_if(in_state(AppState::InGame)),
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        )
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        .run();
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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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#[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::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(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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                    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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                        "Play",
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                        TextStyle {
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                            font_size: 40.0,
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                            color: Color::rgb(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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        (&Interaction, &mut BackgroundColor),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut color) in &mut interaction_query {
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        match *interaction {
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            Interaction::Pressed => {
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                *color = PRESSED_BUTTON.into();
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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.into();
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            }
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            Interaction::None => {
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                *color = NORMAL_BUTTON.into();
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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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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;
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fn movement(
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    time: Res<Time>,
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    input: Res<Input<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::Left) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::Right) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::Up) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::Down) {
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            direction.y -= 1.0;
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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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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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        sprite
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            .color
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            .set_b((time.elapsed_seconds() * 0.5).sin() + 2.0);
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    }
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}
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