use bevy::prelude::*;
const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum GameState {
#[default]
Splash,
Menu,
Game,
}
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
enum DisplayQuality {
Low,
Medium,
High,
}
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
struct Volume(u32);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(DisplayQuality::Medium)
.insert_resource(Volume(7))
.init_state::<GameState>()
.add_systems(Startup, setup)
.add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
}
mod splash {
use bevy::prelude::*;
use super::GameState;
pub fn splash_plugin(app: &mut App) {
app
.add_systems(OnEnter(GameState::Splash), splash_setup)
.add_systems(Update, countdown.run_if(in_state(GameState::Splash)));
}
#[derive(Component)]
struct OnSplashScreen;
#[derive(Resource, Deref, DerefMut)]
struct SplashTimer(Timer);
fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let icon = asset_server.load("branding/icon.png");
commands.spawn((
DespawnOnExit(GameState::Splash),
Node {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: percent(100),
height: percent(100),
..default()
},
OnSplashScreen,
children![(
ImageNode::new(icon),
Node {
width: px(200),
..default()
},
)],
));
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
}
fn countdown(
mut game_state: ResMut<NextState<GameState>>,
time: Res<Time>,
mut timer: ResMut<SplashTimer>,
) {
if timer.tick(time.delta()).is_finished() {
game_state.set(GameState::Menu);
}
}
}
mod game {
use bevy::{
color::palettes::basic::{BLUE, LIME},
prelude::*,
};
use super::{DisplayQuality, GameState, Volume, TEXT_COLOR};
pub fn game_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Game), game_setup)
.add_systems(Update, game.run_if(in_state(GameState::Game)));
}
#[derive(Component)]
struct OnGameScreen;
#[derive(Resource, Deref, DerefMut)]
struct GameTimer(Timer);
fn game_setup(
mut commands: Commands,
display_quality: Res<DisplayQuality>,
volume: Res<Volume>,
) {
commands.spawn((
DespawnOnExit(GameState::Game),
Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnGameScreen,
children![(
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::BLACK),
children![
(
Text::new("Will be back to the menu shortly..."),
TextFont {
font_size: 67.0,
..default()
},
TextColor(TEXT_COLOR),
Node {
margin: UiRect::all(px(50)),
..default()
},
),
(
Text::default(),
Node {
margin: UiRect::all(px(50)),
..default()
},
children![
(
TextSpan(format!("quality: {:?}", *display_quality)),
TextFont {
font_size: 50.0,
..default()
},
TextColor(BLUE.into()),
),
(
TextSpan::new(" - "),
TextFont {
font_size: 50.0,
..default()
},
TextColor(TEXT_COLOR),
),
(
TextSpan(format!("volume: {:?}", *volume)),
TextFont {
font_size: 50.0,
..default()
},
TextColor(LIME.into()),
),
]
),
]
)],
));
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
}
fn game(
time: Res<Time>,
mut game_state: ResMut<NextState<GameState>>,
mut timer: ResMut<GameTimer>,
) {
if timer.tick(time.delta()).is_finished() {
game_state.set(GameState::Menu);
}
}
}
mod menu {
use bevy::{
app::AppExit,
color::palettes::css::CRIMSON,
ecs::spawn::{SpawnIter, SpawnWith},
prelude::*,
};
use super::{DisplayQuality, GameState, Volume, TEXT_COLOR};
pub fn menu_plugin(app: &mut App) {
app
.init_state::<MenuState>()
.add_systems(OnEnter(GameState::Menu), menu_setup)
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
.add_systems(
OnEnter(MenuState::SettingsDisplay),
display_settings_menu_setup,
)
.add_systems(
Update,
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
)
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
.add_systems(
Update,
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
)
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),
);
}
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum MenuState {
Main,
Settings,
SettingsDisplay,
SettingsSound,
#[default]
Disabled,
}
#[derive(Component)]
struct OnMainMenuScreen;
#[derive(Component)]
struct OnSettingsMenuScreen;
#[derive(Component)]
struct OnDisplaySettingsMenuScreen;
#[derive(Component)]
struct OnSoundSettingsMenuScreen;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
#[derive(Component)]
struct SelectedOption;
#[derive(Component)]
enum MenuButtonAction {
Play,
Settings,
SettingsDisplay,
SettingsSound,
BackToMainMenu,
BackToSettings,
Quit,
}
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut background_color, selected) in &mut interaction_query {
*background_color = match (*interaction, selected) {
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
(Interaction::None, None) => NORMAL_BUTTON.into(),
}
}
}
fn setting_button<T: Resource + Component + PartialEq + Copy>(
interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
mut commands: Commands,
mut setting: ResMut<T>,
) {
let (previous_button, mut previous_button_color) = selected_query.into_inner();
for (interaction, button_setting, entity) in &interaction_query {
if *interaction == Interaction::Pressed && *setting != *button_setting {
*previous_button_color = NORMAL_BUTTON.into();
commands.entity(previous_button).remove::<SelectedOption>();
commands.entity(entity).insert(SelectedOption);
*setting = *button_setting;
}
}
}
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
menu_state.set(MenuState::Main);
}
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let button_node = Node {
width: px(300),
height: px(65),
margin: UiRect::all(px(20)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
let button_icon_node = Node {
width: px(30),
position_type: PositionType::Absolute,
left: px(10),
..default()
};
let button_text_font = TextFont {
font_size: 33.0,
..default()
};
let right_icon = asset_server.load("textures/Game Icons/right.png");
let wrench_icon = asset_server.load("textures/Game Icons/wrench.png");
let exit_icon = asset_server.load("textures/Game Icons/exitRight.png");
commands.spawn((
DespawnOnExit(MenuState::Main),
Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnMainMenuScreen,
children![(
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
children![
(
Text::new("Bevy Game Menu UI"),
TextFont {
font_size: 67.0,
..default()
},
TextColor(TEXT_COLOR),
Node {
margin: UiRect::all(px(50)),
..default()
},
),
(
Button,
button_node.clone(),
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Play,
children![
(ImageNode::new(right_icon), button_icon_node.clone()),
(
Text::new("New Game"),
button_text_font.clone(),
TextColor(TEXT_COLOR),
),
]
),
(
Button,
button_node.clone(),
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Settings,
children![
(ImageNode::new(wrench_icon), button_icon_node.clone()),
(
Text::new("Settings"),
button_text_font.clone(),
TextColor(TEXT_COLOR),
),
]
),
(
Button,
button_node,
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Quit,
children![
(ImageNode::new(exit_icon), button_icon_node),
(Text::new("Quit"), button_text_font, TextColor(TEXT_COLOR),),
]
),
]
)],
));
}
fn settings_menu_setup(mut commands: Commands) {
let button_node = Node {
width: px(200),
height: px(65),
margin: UiRect::all(px(20)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
let button_text_style = (
TextFont {
font_size: 33.0,
..default()
},
TextColor(TEXT_COLOR),
);
commands.spawn((
DespawnOnExit(MenuState::Settings),
Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnSettingsMenuScreen,
children![(
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
Children::spawn(SpawnIter(
[
(MenuButtonAction::SettingsDisplay, "Display"),
(MenuButtonAction::SettingsSound, "Sound"),
(MenuButtonAction::BackToMainMenu, "Back"),
]
.into_iter()
.map(move |(action, text)| {
(
Button,
button_node.clone(),
BackgroundColor(NORMAL_BUTTON),
action,
children![(Text::new(text), button_text_style.clone())],
)
})
))
)],
));
}
fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
fn button_node() -> Node {
Node {
width: px(200),
height: px(65),
margin: UiRect::all(px(20)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
}
}
fn button_text_style() -> impl Bundle {
(
TextFont {
font_size: 33.0,
..default()
},
TextColor(TEXT_COLOR),
)
}
let display_quality = *display_quality;
commands.spawn((
DespawnOnExit(MenuState::SettingsDisplay),
Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnDisplaySettingsMenuScreen,
children![(
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
children![
(
Node {
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
Children::spawn((
Spawn((Text::new("Display Quality"), button_text_style())),
SpawnWith(move |parent: &mut ChildSpawner| {
for quality_setting in [
DisplayQuality::Low,
DisplayQuality::Medium,
DisplayQuality::High,
] {
let mut entity = parent.spawn((
Button,
Node {
width: px(150),
height: px(65),
..button_node()
},
BackgroundColor(NORMAL_BUTTON),
quality_setting,
children![(
Text::new(format!("{quality_setting:?}")),
button_text_style(),
)],
));
if display_quality == quality_setting {
entity.insert(SelectedOption);
}
}
})
))
),
(
Button,
button_node(),
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::BackToSettings,
children![(Text::new("Back"), button_text_style())]
)
]
)],
));
}
fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
let button_node = Node {
width: px(200),
height: px(65),
margin: UiRect::all(px(20)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
let button_text_style = (
TextFont {
font_size: 33.0,
..default()
},
TextColor(TEXT_COLOR),
);
let volume = *volume;
let button_node_clone = button_node.clone();
commands.spawn((
DespawnOnExit(MenuState::SettingsSound),
Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnSoundSettingsMenuScreen,
children![(
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
children![
(
Node {
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
Children::spawn((
Spawn((Text::new("Volume"), button_text_style.clone())),
SpawnWith(move |parent: &mut ChildSpawner| {
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
let mut entity = parent.spawn((
Button,
Node {
width: px(30),
height: px(65),
..button_node_clone.clone()
},
BackgroundColor(NORMAL_BUTTON),
Volume(volume_setting),
));
if volume == Volume(volume_setting) {
entity.insert(SelectedOption);
}
}
})
))
),
(
Button,
button_node,
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::BackToSettings,
children![(Text::new("Back"), button_text_style)]
)
]
)],
));
}
fn menu_action(
interaction_query: Query<
(&Interaction, &MenuButtonAction),
(Changed<Interaction>, With<Button>),
>,
mut app_exit_events: EventWriter<AppExit>,
mut menu_state: ResMut<NextState<MenuState>>,
mut game_state: ResMut<NextState<GameState>>,
) {
for (interaction, menu_button_action) in &interaction_query {
if *interaction == Interaction::Pressed {
match menu_button_action {
MenuButtonAction::Quit => {
app_exit_events.write(AppExit::Success);
}
MenuButtonAction::Play => {
game_state.set(GameState::Game);
menu_state.set(MenuState::Disabled);
}
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
MenuButtonAction::SettingsDisplay => {
menu_state.set(MenuState::SettingsDisplay);
}
MenuButtonAction::SettingsSound => {
menu_state.set(MenuState::SettingsSound);
}
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
MenuButtonAction::BackToSettings => {
menu_state.set(MenuState::Settings);
}
}
}
}
}
}