# Objective - Enable state scoped entities by default - Provide a way to disable it when needed --------- Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
		
			
				
	
	
		
			604 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			604 lines
		
	
	
		
			23 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 its 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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use bevy::{dev_tools::states::*, prelude::*};
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use ui::*;
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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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// 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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// 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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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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    // 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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// 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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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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struct TurboMode;
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impl ComputedStates for TurboMode {
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    type SourceStates = AppState;
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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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// 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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impl ComputedStates for IsPaused {
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    type SourceStates = AppState;
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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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// 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 dependent 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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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 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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    // 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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        // 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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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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        // 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(OnEnter(TurboMode), setup_turbo_text)
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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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            Update,
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            (
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                log_transitions::<AppState>,
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                log_transitions::<TutorialState>,
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            ),
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        )
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        .run();
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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 BackgroundColor, &MenuButton),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut color, menu_button) in &mut interaction_query {
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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.into()
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                } else {
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                    PRESSED_BUTTON.into()
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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.into();
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                } else {
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                    *color = HOVERED_BUTTON.into();
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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.into();
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                } else {
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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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}
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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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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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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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mod ui {
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    use crate::*;
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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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    #[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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    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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    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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    pub fn setup(mut commands: Commands) {
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        commands.spawn(Camera2d);
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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((
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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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                    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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                children![
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                    (
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                        Button,
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                        Node {
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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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                        BackgroundColor(NORMAL_BUTTON),
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                        MenuButton::Play,
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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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                        Button,
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                        Node {
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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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                        BackgroundColor(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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                        MenuButton::Tutorial,
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                        children![(
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                            Text::new("Tutorial"),
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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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            ))
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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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    pub fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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        commands.entity(menu_data.root_entity).despawn();
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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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            DespawnOnExitState(InGame),
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            Sprite::from_image(asset_server.load("branding/icon.png")),
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    const SPEED: f32 = 100.0;
 | 
						|
    const TURBO_SPEED: f32 = 300.0;
 | 
						|
 | 
						|
    pub fn movement(
 | 
						|
        time: Res<Time>,
 | 
						|
        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_secs();
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn setup_paused_screen(mut commands: Commands) {
 | 
						|
        info!("Printing Pause");
 | 
						|
        commands.spawn((
 | 
						|
            DespawnOnExitState(IsPaused::Paused),
 | 
						|
            Node {
 | 
						|
                // 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()
 | 
						|
            },
 | 
						|
            children![(
 | 
						|
                Node {
 | 
						|
                    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()
 | 
						|
                },
 | 
						|
                BackgroundColor(NORMAL_BUTTON),
 | 
						|
                MenuButton::Play,
 | 
						|
                children![(
 | 
						|
                    Text::new("Paused"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.9, 0.9, 0.9)),
 | 
						|
                )],
 | 
						|
            ),],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn setup_turbo_text(mut commands: Commands) {
 | 
						|
        commands.spawn((
 | 
						|
            DespawnOnExitState(TurboMode),
 | 
						|
            Node {
 | 
						|
                // 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()
 | 
						|
            },
 | 
						|
            children![(
 | 
						|
                Text::new("TURBO MODE"),
 | 
						|
                TextFont {
 | 
						|
                    font_size: 33.0,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                TextColor(Color::srgb(0.9, 0.3, 0.1)),
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
 | 
						|
        for mut sprite in &mut query {
 | 
						|
            let new_color = LinearRgba {
 | 
						|
                blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
 | 
						|
                ..LinearRgba::from(sprite.color)
 | 
						|
            };
 | 
						|
 | 
						|
            sprite.color = new_color.into();
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn movement_instructions(mut commands: Commands) {
 | 
						|
        commands.spawn((
 | 
						|
            DespawnOnExitState(Tutorial::MovementInstructions),
 | 
						|
            Node {
 | 
						|
                // 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()
 | 
						|
            },
 | 
						|
            children![
 | 
						|
                (
 | 
						|
                    Text::new("Move the bevy logo with the arrow keys"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Text::new("Press T to enter TURBO MODE"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Text::new("Press SPACE to pause"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Text::new("Press ESCAPE to return to the menu"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
            ],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn pause_instructions(mut commands: Commands) {
 | 
						|
        commands.spawn((
 | 
						|
            DespawnOnExitState(Tutorial::PauseInstructions),
 | 
						|
            Node {
 | 
						|
                // 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()
 | 
						|
            },
 | 
						|
            children![
 | 
						|
                (
 | 
						|
                    Text::new("Press SPACE to resume"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Text::new("Press ESCAPE to return to the menu"),
 | 
						|
                    TextFont {
 | 
						|
                        font_size: 33.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    TextColor(Color::srgb(0.3, 0.3, 0.7)),
 | 
						|
                ),
 | 
						|
            ],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
}
 |