# Objective Contributes to #18238 Updates the `state/states` example to use the `children!` macro. Note that this example also requires `--features bevy_dev_tools` ## Solution Updates examples to use the Improved Spawning API merged in https://github.com/bevyengine/bevy/pull/17521 ## Testing - Did you test these changes? If so, how? - Opened the examples before and after and verified the same behavior was observed. I did this on Ubuntu 24.04.2 LTS using `--features wayland`. - Are there any parts that need more testing? - Other OS's and features can't hurt, but this is such a small change it shouldn't be a problem. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the examples yourself with and without these changes. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - see above --- ## Showcase n/a ## Migration Guide n/a
		
			
				
	
	
		
			157 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			5.1 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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use bevy::{dev_tools::states::*, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
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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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        .add_systems(Update, log_transitions::<AppState>)
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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::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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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((
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            Node {
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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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            children![(
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                Button,
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                Node {
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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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                BackgroundColor(NORMAL_BUTTON),
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                children![(
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                    Text::new("Play"),
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                    TextFont {
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                        font_size: 33.0,
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                        ..default()
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                    },
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                    TextColor(Color::srgb(0.9, 0.9, 0.9)),
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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();
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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}
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const SPEED: f32 = 100.0;
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fn movement(
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    time: Res<Time>,
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut Transform, With<Sprite>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::ArrowLeft) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowRight) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowDown) {
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            direction.y -= 1.0;
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        }
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        if direction != Vec3::ZERO {
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            transform.translation += direction.normalize() * SPEED * time.delta_secs();
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        }
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    }
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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    for mut sprite in &mut query {
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        let new_color = LinearRgba {
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            blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
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            ..LinearRgba::from(sprite.color)
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        };
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        sprite.color = new_color.into();
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    }
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}
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