 912f77b2fe
			
		
	
	
		912f77b2fe
		
			
		
	
	
	
	
		
			
			# Objective Unifies the naming convention between `StateTransitionEvent<S>` and transition schedules. ## Migration Guide - `StateTransitionEvent<S>` and `OnTransition<S>` schedule had their fields renamed to `exited` and `entered` to match schedules.
		
			
				
	
	
		
			694 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			694 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates the use of [`ComputedStates`] for more complex state handling patterns.
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| //!
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| //! In this case, we'll be implementing the following pattern:
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| //! - The game will start in a `Menu` state, which we can return to with `Esc`
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| //! - From there, we can enter the game - where our bevy symbol moves around and changes color
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| //! - While in game, we can pause and unpause the game using `Space`
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| //! - We can also toggle "Turbo Mode" with the `T` key - where the movement and color changes are all faster. This
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| //!   is retained between pauses, but not if we exit to the main menu.
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| //!
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| //! In addition, we want to enable a "tutorial" mode, which will involve it's own state that is toggled in the main menu.
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| //! This will display instructions about movement and turbo mode when in game and unpaused, and instructions on how to unpause when paused.
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| //!
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| //! To implement this, we will create 2 root-level states: [`AppState`] and [`TutorialState`].
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| //! We will then create some computed states that derive from [`AppState`]: [`InGame`] and [`TurboMode`] are marker states implemented
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| //! as Zero-Sized Structs (ZSTs), while [`IsPaused`] is an enum with 2 distinct states.
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| //! And lastly, we'll add [`Tutorial`], a computed state deriving from [`TutorialState`], [`InGame`] and [`IsPaused`], with 2 distinct
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| //! states to display the 2 tutorial texts.
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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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| // To begin, we want to define our state objects.
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| #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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| enum AppState {
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|     #[default]
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|     Menu,
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|     // Unlike in the `states` example, we're adding more data in this
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|     // version of our AppState. In this case, we actually have
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|     // 4 distinct "InGame" states - unpaused and no turbo, paused and no
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|     // turbo, unpaused and turbo and paused and turbo.
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|     InGame {
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|         paused: bool,
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|         turbo: bool,
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|     },
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| }
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| 
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| // The tutorial state object, on the other hand, is a fairly simple enum.
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| #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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| enum TutorialState {
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|     #[default]
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|     Active,
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|     Inactive,
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| }
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| 
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| // Because we have 4 distinct values of `AppState` that mean we're "InGame", we're going to define
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| // a separate "InGame" type and implement `ComputedStates` for it.
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| // This allows us to only need to check against one type
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| // when otherwise we'd need to check against multiple.
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| #[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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| struct InGame;
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| 
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| impl ComputedStates for InGame {
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|     // Our computed state depends on `AppState`, so we need to specify it as the SourceStates type.
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|     type SourceStates = AppState;
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| 
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|     // The compute function takes in the `SourceStates`
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|     fn compute(sources: AppState) -> Option<Self> {
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|         // You might notice that InGame has no values - instead, in this case, the `State<InGame>` resource only exists
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|         // if the `compute` function would return `Some` - so only when we are in game.
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|         match sources {
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|             // No matter what the value of `paused` or `turbo` is, we're still in the game rather than a menu
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|             AppState::InGame { .. } => Some(Self),
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|             _ => None,
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|         }
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|     }
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| }
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| 
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| // Similarly, we want to have the TurboMode state - so we'll define that now.
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| //
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| // Having it separate from [`InGame`] and [`AppState`] like this allows us to check each of them separately, rather than
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| // needing to compare against every version of the AppState that could involve them.
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| //
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| // In addition, it allows us to still maintain a strict type representation - you can't Turbo
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| // if you aren't in game, for example - while still having the
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| // flexibility to check for the states as if they were completely unrelated.
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| 
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| #[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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| struct TurboMode;
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| 
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| impl ComputedStates for TurboMode {
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|     type SourceStates = AppState;
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| 
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|     fn compute(sources: AppState) -> Option<Self> {
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|         match sources {
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|             AppState::InGame { turbo: true, .. } => Some(Self),
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|             _ => None,
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|         }
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|     }
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| }
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| 
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| // For the [`IsPaused`] state, we'll actually use an `enum` - because the difference between `Paused` and `NotPaused`
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| // involve activating different systems.
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| //
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| // To clarify the difference, `InGame` and `TurboMode` both activate systems if they exist, and there is
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| // no variation within them. So we defined them as Zero-Sized Structs.
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| //
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| // In contrast, pausing actually involve 3 distinct potential situations:
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| // - it doesn't exist - this is when being paused is meaningless, like in the menu.
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| // - it is `NotPaused` - in which elements like the movement system are active.
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| // - it is `Paused` - in which those game systems are inactive, and a pause screen is shown.
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| #[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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| enum IsPaused {
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|     NotPaused,
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|     Paused,
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| }
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| 
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| impl ComputedStates for IsPaused {
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|     type SourceStates = AppState;
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| 
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|     fn compute(sources: AppState) -> Option<Self> {
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|         // Here we convert from our [`AppState`] to all potential [`IsPaused`] versions.
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|         match sources {
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|             AppState::InGame { paused: true, .. } => Some(Self::Paused),
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|             AppState::InGame { paused: false, .. } => Some(Self::NotPaused),
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|             // If `AppState` is not `InGame`, pausing is meaningless, and so we set it to `None`.
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|             _ => None,
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|         }
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|     }
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| }
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| 
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| // Lastly, we have our tutorial, which actually has a more complex derivation.
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| //
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| // Like `IsPaused`, the tutorial has a few fully distinct possible states, so we want to represent them
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| // as an Enum. However - in this case they are all dependant on multiple states: the root [`TutorialState`],
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| // and both [`InGame`] and [`IsPaused`] - which are in turn derived from [`AppState`].
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| #[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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| enum Tutorial {
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|     MovementInstructions,
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|     PauseInstructions,
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| }
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| 
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| impl ComputedStates for Tutorial {
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|     // We can also use tuples of types that implement [`States`] as our [`SourceStates`].
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|     // That includes other [`ComputedStates`] - though circular dependencies are not supported
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|     // and will produce a compile error.
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|     //
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|     // We could define this as relying on [`TutorialState`] and [`AppState`] instead, but
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|     // then we would need to duplicate the derivation logic for [`InGame`] and [`IsPaused`].
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|     // In this example that is not a significant undertaking, but as a rule it is likely more
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|     // effective to rely on the already derived states to avoid the logic drifting apart.
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|     //
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|     // Notice that you can wrap any of the [`States`] here in [`Option`]s. If you do so,
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|     // the the computation will get called even if the state does not exist.
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|     type SourceStates = (TutorialState, InGame, Option<IsPaused>);
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| 
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|     // Notice that we aren't using InGame - we're just using it as a source state to
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|     // prevent the computation from executing if we're not in game. Instead - this
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|     // ComputedState will just not exist in that situation.
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|     fn compute(
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|         (tutorial_state, _in_game, is_paused): (TutorialState, InGame, Option<IsPaused>),
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|     ) -> Option<Self> {
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|         // If the tutorial is inactive we don't need to worry about it.
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|         if !matches!(tutorial_state, TutorialState::Active) {
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|             return None;
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|         }
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| 
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|         // If we're paused, we're in the PauseInstructions tutorial
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|         // Otherwise, we're in the MovementInstructions tutorial
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|         match is_paused? {
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|             IsPaused::NotPaused => Some(Tutorial::MovementInstructions),
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|             IsPaused::Paused => Some(Tutorial::PauseInstructions),
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|         }
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|     }
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| }
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| 
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| fn main() {
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|     // We start the setup like we did in the states example.
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .init_state::<AppState>()
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|         .init_state::<TutorialState>()
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|         // After initializing the normal states, we'll use `.add_computed_state::<CS>()` to initialize our `ComputedStates`
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|         .add_computed_state::<InGame>()
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|         .add_computed_state::<IsPaused>()
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|         .add_computed_state::<TurboMode>()
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|         .add_computed_state::<Tutorial>()
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|         // we can then resume adding systems just like we would in any other case,
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|         // using our states as normal.
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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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|         // We only want to run the [`setup_game`] function when we enter the [`AppState::InGame`] state, regardless
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|         // of whether the game is paused or not.
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|         .add_systems(OnEnter(InGame), setup_game)
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|         // And we only want to run the [`clear_game`] function when we leave the [`AppState::InGame`] state, regardless
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|         // of whether we're paused.
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|         .add_systems(OnExit(InGame), clear_state_bound_entities(InGame))
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|         // We want the color change, toggle_pause and quit_to_menu systems to ignore the paused condition, so we can use the [`InGame`] derived
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|         // state here as well.
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|         .add_systems(
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|             Update,
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|             (toggle_pause, change_color, quit_to_menu).run_if(in_state(InGame)),
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|         )
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|         // However, we only want to move or toggle turbo mode if we are not in a paused state.
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|         .add_systems(
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|             Update,
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|             (toggle_turbo, movement).run_if(in_state(IsPaused::NotPaused)),
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|         )
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|         // We can continue setting things up, following all the same patterns used above and in the `states` example.
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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(OnEnter(TurboMode), setup_turbo_text)
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|         .add_systems(OnExit(TurboMode), clear_state_bound_entities(TurboMode))
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|         .add_systems(
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|             OnEnter(Tutorial::MovementInstructions),
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|             movement_instructions,
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|         )
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|         .add_systems(OnEnter(Tutorial::PauseInstructions), pause_instructions)
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|         .add_systems(
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|             OnExit(Tutorial::MovementInstructions),
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|             clear_state_bound_entities(Tutorial::MovementInstructions),
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|         )
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|         .add_systems(
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|             OnExit(Tutorial::PauseInstructions),
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|             clear_state_bound_entities(Tutorial::PauseInstructions),
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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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|     tutorial_state: Res<State<TutorialState>>,
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|     mut next_tutorial: ResMut<NextState<TutorialState>>,
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|     mut interaction_query: Query<
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|         (&Interaction, &mut UiImage, &MenuButton),
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|         (Changed<Interaction>, With<Button>),
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|     >,
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| ) {
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|     for (interaction, mut image, menu_button) in &mut interaction_query {
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|         let color = &mut image.color;
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|         match *interaction {
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|             Interaction::Pressed => {
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|                 *color = if menu_button == &MenuButton::Tutorial
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|                     && tutorial_state.get() == &TutorialState::Active
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|                 {
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|                     PRESSED_ACTIVE_BUTTON
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|                 } else {
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|                     PRESSED_BUTTON
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|                 };
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| 
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|                 match menu_button {
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|                     MenuButton::Play => next_state.set(AppState::InGame {
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|                         paused: false,
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|                         turbo: false,
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|                     }),
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|                     MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
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|                         TutorialState::Active => TutorialState::Inactive,
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|                         TutorialState::Inactive => TutorialState::Active,
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|                     }),
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|                 };
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|             }
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|             Interaction::Hovered => {
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|                 if menu_button == &MenuButton::Tutorial
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|                     && tutorial_state.get() == &TutorialState::Active
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|                 {
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|                     *color = HOVERED_ACTIVE_BUTTON;
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|                 } else {
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|                     *color = HOVERED_BUTTON;
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|                 }
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|             }
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|             Interaction::None => {
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|                 if menu_button == &MenuButton::Tutorial
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|                     && tutorial_state.get() == &TutorialState::Active
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|                 {
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|                     *color = ACTIVE_BUTTON;
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|                 } else {
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|                     *color = NORMAL_BUTTON;
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|                 }
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|             }
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|         }
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|     }
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| }
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| 
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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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|     info!("Clearing entities for {state:?}");
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|     move |mut commands, query| {
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|         for (entity, bound) in &query {
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|             if bound.0 == state {
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|                 commands.entity(entity).despawn_recursive();
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|             }
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|         }
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|     }
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| }
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| 
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| fn toggle_pause(
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|     input: Res<ButtonInput<KeyCode>>,
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|     current_state: Res<State<AppState>>,
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|     mut next_state: ResMut<NextState<AppState>>,
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| ) {
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|     if input.just_pressed(KeyCode::Space) {
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|         if let AppState::InGame { paused, turbo } = current_state.get() {
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|             next_state.set(AppState::InGame {
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|                 paused: !*paused,
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|                 turbo: *turbo,
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|             });
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|         }
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|     }
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| }
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| 
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| fn toggle_turbo(
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|     input: Res<ButtonInput<KeyCode>>,
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|     current_state: Res<State<AppState>>,
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|     mut next_state: ResMut<NextState<AppState>>,
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| ) {
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|     if input.just_pressed(KeyCode::KeyT) {
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|         if let AppState::InGame { paused, turbo } = current_state.get() {
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|             next_state.set(AppState::InGame {
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|                 paused: *paused,
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|                 turbo: !*turbo,
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|             });
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|         }
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|     }
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| }
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| 
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| fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
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|     if input.just_pressed(KeyCode::Escape) {
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|         next_state.set(AppState::Menu);
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|     }
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| }
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| 
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| /// print when either an `AppState` transition or a `TutorialState` transition happens
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| fn log_transitions(
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|     mut transitions: EventReader<StateTransitionEvent<AppState>>,
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|     mut tutorial_transitions: EventReader<StateTransitionEvent<TutorialState>>,
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| ) {
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|     for transition in transitions.read() {
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|         info!(
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|             "transition: {:?} => {:?}",
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|             transition.exited, transition.entered
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|         );
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|     }
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|     for transition in tutorial_transitions.read() {
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|         info!(
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|             "tutorial transition: {:?} => {:?}",
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|             transition.exited, transition.entered
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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 root_entity: Entity,
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|     }
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| 
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|     #[derive(Component, PartialEq, Eq)]
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|     pub enum MenuButton {
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|         Play,
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|         Tutorial,
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|     }
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| 
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|     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 const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15);
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|     pub const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25);
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|     pub const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35);
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| 
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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, tutorial_state: Res<State<TutorialState>>) {
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|         let button_entity = commands
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|             .spawn(NodeBundle {
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|                 style: Style {
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|                     // 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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|             .with_children(|parent| {
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|                 parent
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|                     .spawn((
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|                         ButtonBundle {
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|                             style: Style {
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|                                 width: Val::Px(200.),
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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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|                         MenuButton::Play,
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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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|                 parent
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|                     .spawn((
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|                         ButtonBundle {
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|                             style: Style {
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|                                 width: Val::Px(200.),
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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(match tutorial_state.get() {
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|                                 TutorialState::Active => ACTIVE_BUTTON,
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|                                 TutorialState::Inactive => NORMAL_BUTTON,
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|                             }),
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|                             ..default()
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|                         },
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|                         MenuButton::Tutorial,
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|                     ))
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|                     .with_children(|parent| {
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|                         parent.spawn(TextBundle::from_section(
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|                             "Tutorial",
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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 {
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|             root_entity: button_entity,
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|         });
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|     }
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| 
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|     pub fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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|         commands.entity(menu_data.root_entity).despawn_recursive();
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|     }
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| 
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|     pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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|         commands.spawn((
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|             StateBound(InGame),
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|             SpriteBundle {
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|                 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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| 
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|     const SPEED: f32 = 100.0;
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|     const TURBO_SPEED: f32 = 300.0;
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| 
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|     pub fn movement(
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|         time: Res<Time>,
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|         input: Res<ButtonInput<KeyCode>>,
 | |
|         turbo: Option<Res<State<TurboMode>>>,
 | |
|         mut query: Query<&mut Transform, With<Sprite>>,
 | |
|     ) {
 | |
|         for mut transform in &mut query {
 | |
|             let mut direction = Vec3::ZERO;
 | |
|             if input.pressed(KeyCode::ArrowLeft) {
 | |
|                 direction.x -= 1.0;
 | |
|             }
 | |
|             if input.pressed(KeyCode::ArrowRight) {
 | |
|                 direction.x += 1.0;
 | |
|             }
 | |
|             if input.pressed(KeyCode::ArrowUp) {
 | |
|                 direction.y += 1.0;
 | |
|             }
 | |
|             if input.pressed(KeyCode::ArrowDown) {
 | |
|                 direction.y -= 1.0;
 | |
|             }
 | |
| 
 | |
|             if direction != Vec3::ZERO {
 | |
|                 transform.translation += direction.normalize()
 | |
|                     * if turbo.is_some() { TURBO_SPEED } else { SPEED }
 | |
|                     * time.delta_seconds();
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     pub fn setup_paused_screen(mut commands: Commands) {
 | |
|         info!("Printing Pause");
 | |
|         commands
 | |
|             .spawn((
 | |
|                 StateBound(IsPaused::Paused),
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         // center button
 | |
|                         width: Val::Percent(100.),
 | |
|                         height: Val::Percent(100.),
 | |
|                         justify_content: JustifyContent::Center,
 | |
|                         align_items: AlignItems::Center,
 | |
|                         flex_direction: FlexDirection::Column,
 | |
|                         row_gap: Val::Px(10.),
 | |
|                         position_type: PositionType::Absolute,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn((
 | |
|                         NodeBundle {
 | |
|                             style: Style {
 | |
|                                 width: Val::Px(400.),
 | |
|                                 height: Val::Px(400.),
 | |
|                                 // horizontally center child text
 | |
|                                 justify_content: JustifyContent::Center,
 | |
|                                 // vertically center child text
 | |
|                                 align_items: AlignItems::Center,
 | |
|                                 ..default()
 | |
|                             },
 | |
|                             background_color: NORMAL_BUTTON.into(),
 | |
|                             ..default()
 | |
|                         },
 | |
|                         MenuButton::Play,
 | |
|                     ))
 | |
|                     .with_children(|parent| {
 | |
|                         parent.spawn(TextBundle::from_section(
 | |
|                             "Paused",
 | |
|                             TextStyle {
 | |
|                                 font_size: 40.0,
 | |
|                                 color: Color::srgb(0.9, 0.9, 0.9),
 | |
|                                 ..default()
 | |
|                             },
 | |
|                         ));
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     pub fn setup_turbo_text(mut commands: Commands) {
 | |
|         commands
 | |
|             .spawn((
 | |
|                 StateBound(TurboMode),
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         // center button
 | |
|                         width: Val::Percent(100.),
 | |
|                         height: Val::Percent(100.),
 | |
|                         justify_content: JustifyContent::Start,
 | |
|                         align_items: AlignItems::Center,
 | |
|                         flex_direction: FlexDirection::Column,
 | |
|                         row_gap: Val::Px(10.),
 | |
|                         position_type: PositionType::Absolute,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "TURBO MODE",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.9, 0.3, 0.1),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     pub fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
 | |
|         for mut sprite in &mut query {
 | |
|             let new_color = LinearRgba {
 | |
|                 blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
 | |
|                 ..LinearRgba::from(sprite.color)
 | |
|             };
 | |
| 
 | |
|             sprite.color = new_color.into();
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     pub fn movement_instructions(mut commands: Commands) {
 | |
|         commands
 | |
|             .spawn((
 | |
|                 StateBound(Tutorial::MovementInstructions),
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         // center button
 | |
|                         width: Val::Percent(100.),
 | |
|                         height: Val::Percent(100.),
 | |
|                         justify_content: JustifyContent::End,
 | |
|                         align_items: AlignItems::Center,
 | |
|                         flex_direction: FlexDirection::Column,
 | |
|                         row_gap: Val::Px(10.),
 | |
|                         position_type: PositionType::Absolute,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Move the bevy logo with the arrow keys",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Press T to enter TURBO MODE",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
| 
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Press SPACE to pause",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
| 
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Press ESCAPE to return to the menu",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     pub fn pause_instructions(mut commands: Commands) {
 | |
|         commands
 | |
|             .spawn((
 | |
|                 StateBound(Tutorial::PauseInstructions),
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         // center button
 | |
|                         width: Val::Percent(100.),
 | |
|                         height: Val::Percent(100.),
 | |
|                         justify_content: JustifyContent::End,
 | |
|                         align_items: AlignItems::Center,
 | |
|                         flex_direction: FlexDirection::Column,
 | |
|                         row_gap: Val::Px(10.),
 | |
|                         position_type: PositionType::Absolute,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Press SPACE to resume",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
| 
 | |
|                 parent.spawn(TextBundle::from_section(
 | |
|                     "Press ESCAPE to return to the menu",
 | |
|                     TextStyle {
 | |
|                         font_size: 40.0,
 | |
|                         color: Color::srgb(0.3, 0.3, 0.7),
 | |
|                         ..default()
 | |
|                     },
 | |
|                 ));
 | |
|             });
 | |
|     }
 | |
| }
 |