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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/showcase/game_menu.rs
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//! This example will display a simple menu using Bevy UI where you can start a new game,
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//! change some settings or quit. There is no actual game, it will just display the current
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//! settings for 5 seconds before going back to the menu.
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use bevy::prelude::*;
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const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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// Enum that will be used as a global state for the game
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#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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enum GameState {
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#[default]
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Splash,
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Menu,
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Game,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
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enum DisplayQuality {
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Low,
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Medium,
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High,
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}
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#[derive(Component)]
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struct Setting<T>(T);
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
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struct Volume(u32);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Insert as resource the initial value for the settings resources
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.insert_resource(DisplayQuality::Medium)
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.insert_resource(Volume(7))
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// Declare the game state, whose starting value is determined by the `Default` trait
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.init_state::<GameState>()
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.add_systems(Startup, setup)
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// Adds the plugins for each state
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.add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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mod splash {
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use bevy::prelude::*;
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use super::GameState;
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// This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
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pub fn splash_plugin(app: &mut App) {
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// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
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app
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// When entering the state, spawn everything needed for this screen
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.add_systems(OnEnter(GameState::Splash), splash_setup)
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// While in this state, run the `countdown` system
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.add_systems(Update, countdown.run_if(in_state(GameState::Splash)));
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}
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// Tag component used to tag entities added on the splash screen
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#[derive(Component)]
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struct OnSplashScreen;
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// Newtype to use a `Timer` for this screen as a resource
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#[derive(Resource, Deref, DerefMut)]
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struct SplashTimer(Timer);
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fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let icon = asset_server.load("branding/icon.png");
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// Display the logo
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commands.spawn((
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// This entity will be despawned when exiting the state
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DespawnOnExit(GameState::Splash),
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Node {
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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width: percent(100),
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height: percent(100),
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..default()
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},
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OnSplashScreen,
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children![(
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ImageNode::new(icon),
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Node {
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// This will set the logo to be 200px wide, and auto adjust its height
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width: px(200),
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..default()
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},
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)],
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));
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// Insert the timer as a resource
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commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
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}
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// Tick the timer, and change state when finished
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fn countdown(
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mut game_state: ResMut<NextState<GameState>>,
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time: Res<Time>,
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mut timer: ResMut<SplashTimer>,
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) {
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if timer.tick(time.delta()).is_finished() {
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game_state.set(GameState::Menu);
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}
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}
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}
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mod game {
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use bevy::{
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color::palettes::basic::{BLUE, LIME},
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prelude::*,
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};
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use super::{DisplayQuality, GameState, Volume, TEXT_COLOR};
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// This plugin will contain the game. In this case, it's just be a screen that will
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// display the current settings for 5 seconds before returning to the menu
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pub fn game_plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Game), game_setup)
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.add_systems(Update, game.run_if(in_state(GameState::Game)));
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}
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// Tag component used to tag entities added on the game screen
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#[derive(Component)]
130
struct OnGameScreen;
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#[derive(Resource, Deref, DerefMut)]
133
struct GameTimer(Timer);
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fn game_setup(
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mut commands: Commands,
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display_quality: Res<DisplayQuality>,
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volume: Res<Volume>,
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) {
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commands.spawn((
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DespawnOnExit(GameState::Game),
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Node {
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width: percent(100),
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height: percent(100),
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// center children
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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OnGameScreen,
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children![(
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Node {
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// This will display its children in a column, from top to bottom
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flex_direction: FlexDirection::Column,
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// `align_items` will align children on the cross axis. Here the main axis is
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// vertical (column), so the cross axis is horizontal. This will center the
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// children
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(Color::BLACK),
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children![
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(
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Text::new("Will be back to the menu shortly..."),
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TextFont {
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font_size: FontSize::Px(67.0),
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..default()
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},
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TextColor(TEXT_COLOR),
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Node {
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margin: UiRect::all(px(50)),
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..default()
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},
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),
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(
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Text::default(),
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Node {
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margin: UiRect::all(px(50)),
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..default()
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},
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children![
182
(
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TextSpan(format!("quality: {:?}", *display_quality)),
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TextFont {
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font_size: FontSize::Px(50.0),
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..default()
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},
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TextColor(BLUE.into()),
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),
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(
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TextSpan::new(" - "),
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TextFont {
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font_size: FontSize::Px(50.0),
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..default()
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},
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TextColor(TEXT_COLOR),
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),
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(
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TextSpan(format!("volume: {:?}", *volume)),
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TextFont {
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font_size: FontSize::Px(50.0),
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..default()
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},
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TextColor(LIME.into()),
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),
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]
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),
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]
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)],
210
));
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// Spawn a 5 seconds timer to trigger going back to the menu
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commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
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}
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// Tick the timer, and change state when finished
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fn game(
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time: Res<Time>,
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mut game_state: ResMut<NextState<GameState>>,
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mut timer: ResMut<GameTimer>,
220
) {
221
if timer.tick(time.delta()).is_finished() {
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game_state.set(GameState::Menu);
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}
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}
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}
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mod menu {
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use bevy::{
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app::AppExit,
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color::palettes::css::CRIMSON,
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ecs::component::Mutable,
232
ecs::spawn::{SpawnIter, SpawnWith},
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prelude::*,
234
};
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use super::{DisplayQuality, GameState, Setting, Volume, TEXT_COLOR};
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// This plugin manages the menu, with 5 different screens:
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// - a main menu with "New Game", "Settings", "Quit"
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// - a settings menu with two submenus and a back button
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// - two settings screen with a setting that can be set and a back button
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pub fn menu_plugin(app: &mut App) {
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app
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// At start, the menu is not enabled. This will be changed in `menu_setup` when
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// entering the `GameState::Menu` state.
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// Current screen in the menu is handled by an independent state from `GameState`
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.init_state::<MenuState>()
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.add_systems(OnEnter(GameState::Menu), menu_setup)
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// Systems to handle the main menu screen
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.add_systems(OnEnter(MenuState::Main), main_menu_setup)
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// Systems to handle the settings menu screen
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.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
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// Systems to handle the display settings screen
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.add_systems(
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OnEnter(MenuState::SettingsDisplay),
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display_settings_menu_setup,
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)
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.add_systems(
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Update,
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(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
261
)
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// Systems to handle the sound settings screen
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.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
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.add_systems(
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Update,
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setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
267
)
268
// Common systems to all screens that handles buttons behavior
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.add_systems(
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Update,
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(menu_action, button_system).run_if(in_state(GameState::Menu)),
272
);
273
}
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// State used for the current menu screen
276
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
277
enum MenuState {
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Main,
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Settings,
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SettingsDisplay,
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SettingsSound,
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#[default]
283
Disabled,
284
}
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// Tag component used to tag entities added on the main menu screen
287
#[derive(Component)]
288
struct OnMainMenuScreen;
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// Tag component used to tag entities added on the settings menu screen
291
#[derive(Component)]
292
struct OnSettingsMenuScreen;
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// Tag component used to tag entities added on the display settings menu screen
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#[derive(Component)]
296
struct OnDisplaySettingsMenuScreen;
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// Tag component used to tag entities added on the sound settings menu screen
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#[derive(Component)]
300
struct OnSoundSettingsMenuScreen;
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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 HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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// Tag component used to mark which setting is currently selected
308
#[derive(Component)]
309
struct SelectedOption;
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// All actions that can be triggered from a button click
312
#[derive(Component)]
313
enum MenuButtonAction {
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Play,
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Settings,
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SettingsDisplay,
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SettingsSound,
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BackToMainMenu,
319
BackToSettings,
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Quit,
321
}
322
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// This system handles changing all buttons color based on mouse interaction
324
fn button_system(
325
mut interaction_query: Query<
326
(&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
327
(Changed<Interaction>, With<Button>),
328
>,
329
) {
330
for (interaction, mut background_color, selected) in &mut interaction_query {
331
*background_color = match (*interaction, selected) {
332
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
333
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
334
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
335
(Interaction::None, None) => NORMAL_BUTTON.into(),
336
}
337
}
338
}
339
340
// This system updates the settings when a new value for a setting is selected, and marks
341
// the button as the one currently selected
342
fn setting_button<T: Resource<Mutability = Mutable> + Component + PartialEq + Copy>(
343
interaction_query: Query<
344
(&Interaction, &Setting<T>, Entity),
345
(Changed<Interaction>, With<Button>),
346
>,
347
selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
348
mut commands: Commands,
349
mut setting: ResMut<T>,
350
) {
351
let (previous_button, mut previous_button_color) = selected_query.into_inner();
352
for (interaction, button_setting, entity) in &interaction_query {
353
if *interaction == Interaction::Pressed && *setting != button_setting.0 {
354
*previous_button_color = NORMAL_BUTTON.into();
355
commands.entity(previous_button).remove::<SelectedOption>();
356
commands.entity(entity).insert(SelectedOption);
357
*setting = button_setting.0;
358
}
359
}
360
}
361
362
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
363
menu_state.set(MenuState::Main);
364
}
365
366
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
367
// Common style for all buttons on the screen
368
let button_node = Node {
369
width: px(300),
370
height: px(65),
371
margin: UiRect::all(px(20)),
372
justify_content: JustifyContent::Center,
373
align_items: AlignItems::Center,
374
..default()
375
};
376
let button_icon_node = Node {
377
width: px(30),
378
// This takes the icons out of the flexbox flow, to be positioned exactly
379
position_type: PositionType::Absolute,
380
// The icon will be close to the left border of the button
381
left: px(10),
382
..default()
383
};
384
let button_text_font = TextFont {
385
font_size: FontSize::Px(33.0),
386
..default()
387
};
388
389
let right_icon = asset_server.load("textures/Game Icons/right.png");
390
let wrench_icon = asset_server.load("textures/Game Icons/wrench.png");
391
let exit_icon = asset_server.load("textures/Game Icons/exitRight.png");
392
393
commands.spawn((
394
DespawnOnExit(MenuState::Main),
395
Node {
396
width: percent(100),
397
height: percent(100),
398
align_items: AlignItems::Center,
399
justify_content: JustifyContent::Center,
400
..default()
401
},
402
OnMainMenuScreen,
403
children![(
404
Node {
405
flex_direction: FlexDirection::Column,
406
align_items: AlignItems::Center,
407
..default()
408
},
409
BackgroundColor(CRIMSON.into()),
410
children![
411
// Display the game name
412
(
413
Text::new("Bevy Game Menu UI"),
414
TextFont {
415
font_size: FontSize::Px(67.0),
416
..default()
417
},
418
TextColor(TEXT_COLOR),
419
Node {
420
margin: UiRect::all(px(50)),
421
..default()
422
},
423
),
424
// Display three buttons for each action available from the main menu:
425
// - new game
426
// - settings
427
// - quit
428
(
429
Button,
430
button_node.clone(),
431
BackgroundColor(NORMAL_BUTTON),
432
MenuButtonAction::Play,
433
children![
434
(ImageNode::new(right_icon), button_icon_node.clone()),
435
(
436
Text::new("New Game"),
437
button_text_font.clone(),
438
TextColor(TEXT_COLOR),
439
),
440
]
441
),
442
(
443
Button,
444
button_node.clone(),
445
BackgroundColor(NORMAL_BUTTON),
446
MenuButtonAction::Settings,
447
children![
448
(ImageNode::new(wrench_icon), button_icon_node.clone()),
449
(
450
Text::new("Settings"),
451
button_text_font.clone(),
452
TextColor(TEXT_COLOR),
453
),
454
]
455
),
456
(
457
Button,
458
button_node,
459
BackgroundColor(NORMAL_BUTTON),
460
MenuButtonAction::Quit,
461
children![
462
(ImageNode::new(exit_icon), button_icon_node),
463
(Text::new("Quit"), button_text_font, TextColor(TEXT_COLOR),),
464
]
465
),
466
]
467
)],
468
));
469
}
470
471
fn settings_menu_setup(mut commands: Commands) {
472
let button_node = Node {
473
width: px(200),
474
height: px(65),
475
margin: UiRect::all(px(20)),
476
justify_content: JustifyContent::Center,
477
align_items: AlignItems::Center,
478
..default()
479
};
480
481
let button_text_style = (
482
TextFont {
483
font_size: FontSize::Px(33.0),
484
..default()
485
},
486
TextColor(TEXT_COLOR),
487
);
488
489
commands.spawn((
490
DespawnOnExit(MenuState::Settings),
491
Node {
492
width: percent(100),
493
height: percent(100),
494
align_items: AlignItems::Center,
495
justify_content: JustifyContent::Center,
496
..default()
497
},
498
OnSettingsMenuScreen,
499
children![(
500
Node {
501
flex_direction: FlexDirection::Column,
502
align_items: AlignItems::Center,
503
..default()
504
},
505
BackgroundColor(CRIMSON.into()),
506
Children::spawn(SpawnIter(
507
[
508
(MenuButtonAction::SettingsDisplay, "Display"),
509
(MenuButtonAction::SettingsSound, "Sound"),
510
(MenuButtonAction::BackToMainMenu, "Back"),
511
]
512
.into_iter()
513
.map(move |(action, text)| {
514
(
515
Button,
516
button_node.clone(),
517
BackgroundColor(NORMAL_BUTTON),
518
action,
519
children![(Text::new(text), button_text_style.clone())],
520
)
521
})
522
))
523
)],
524
));
525
}
526
527
fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
528
fn button_node() -> Node {
529
Node {
530
width: px(200),
531
height: px(65),
532
margin: UiRect::all(px(20)),
533
justify_content: JustifyContent::Center,
534
align_items: AlignItems::Center,
535
..default()
536
}
537
}
538
fn button_text_style() -> impl Bundle {
539
(
540
TextFont {
541
font_size: FontSize::Px(33.0),
542
..default()
543
},
544
TextColor(TEXT_COLOR),
545
)
546
}
547
548
let display_quality = *display_quality;
549
commands.spawn((
550
DespawnOnExit(MenuState::SettingsDisplay),
551
Node {
552
width: percent(100),
553
height: percent(100),
554
align_items: AlignItems::Center,
555
justify_content: JustifyContent::Center,
556
..default()
557
},
558
OnDisplaySettingsMenuScreen,
559
children![(
560
Node {
561
flex_direction: FlexDirection::Column,
562
align_items: AlignItems::Center,
563
..default()
564
},
565
BackgroundColor(CRIMSON.into()),
566
children![
567
// Create a new `Node`, this time not setting its `flex_direction`. It will
568
// use the default value, `FlexDirection::Row`, from left to right.
569
(
570
Node {
571
align_items: AlignItems::Center,
572
..default()
573
},
574
BackgroundColor(CRIMSON.into()),
575
Children::spawn((
576
// Display a label for the current setting
577
Spawn((Text::new("Display Quality"), button_text_style())),
578
SpawnWith(move |parent: &mut ChildSpawner| {
579
for quality_setting in [
580
DisplayQuality::Low,
581
DisplayQuality::Medium,
582
DisplayQuality::High,
583
] {
584
let mut entity = parent.spawn((
585
Button,
586
Node {
587
width: px(150),
588
height: px(65),
589
..button_node()
590
},
591
BackgroundColor(NORMAL_BUTTON),
592
Setting(quality_setting),
593
children![(
594
Text::new(format!("{quality_setting:?}")),
595
button_text_style(),
596
)],
597
));
598
if display_quality == quality_setting {
599
entity.insert(SelectedOption);
600
}
601
}
602
})
603
))
604
),
605
// Display the back button to return to the settings screen
606
(
607
Button,
608
button_node(),
609
BackgroundColor(NORMAL_BUTTON),
610
MenuButtonAction::BackToSettings,
611
children![(Text::new("Back"), button_text_style())]
612
)
613
]
614
)],
615
));
616
}
617
618
fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
619
let button_node = Node {
620
width: px(200),
621
height: px(65),
622
margin: UiRect::all(px(20)),
623
justify_content: JustifyContent::Center,
624
align_items: AlignItems::Center,
625
..default()
626
};
627
let button_text_style = (
628
TextFont {
629
font_size: FontSize::Px(33.0),
630
..default()
631
},
632
TextColor(TEXT_COLOR),
633
);
634
635
let volume = *volume;
636
let button_node_clone = button_node.clone();
637
commands.spawn((
638
DespawnOnExit(MenuState::SettingsSound),
639
Node {
640
width: percent(100),
641
height: percent(100),
642
align_items: AlignItems::Center,
643
justify_content: JustifyContent::Center,
644
..default()
645
},
646
OnSoundSettingsMenuScreen,
647
children![(
648
Node {
649
flex_direction: FlexDirection::Column,
650
align_items: AlignItems::Center,
651
..default()
652
},
653
BackgroundColor(CRIMSON.into()),
654
children![
655
(
656
Node {
657
align_items: AlignItems::Center,
658
..default()
659
},
660
BackgroundColor(CRIMSON.into()),
661
Children::spawn((
662
Spawn((Text::new("Volume"), button_text_style.clone())),
663
SpawnWith(move |parent: &mut ChildSpawner| {
664
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
665
let mut entity = parent.spawn((
666
Button,
667
Node {
668
width: px(30),
669
height: px(65),
670
..button_node_clone.clone()
671
},
672
BackgroundColor(NORMAL_BUTTON),
673
Setting(Volume(volume_setting)),
674
));
675
if volume == Volume(volume_setting) {
676
entity.insert(SelectedOption);
677
}
678
}
679
})
680
))
681
),
682
(
683
Button,
684
button_node,
685
BackgroundColor(NORMAL_BUTTON),
686
MenuButtonAction::BackToSettings,
687
children![(Text::new("Back"), button_text_style)]
688
)
689
]
690
)],
691
));
692
}
693
694
fn menu_action(
695
interaction_query: Query<
696
(&Interaction, &MenuButtonAction),
697
(Changed<Interaction>, With<Button>),
698
>,
699
mut app_exit_writer: MessageWriter<AppExit>,
700
mut menu_state: ResMut<NextState<MenuState>>,
701
mut game_state: ResMut<NextState<GameState>>,
702
) {
703
for (interaction, menu_button_action) in &interaction_query {
704
if *interaction == Interaction::Pressed {
705
match menu_button_action {
706
MenuButtonAction::Quit => {
707
app_exit_writer.write(AppExit::Success);
708
}
709
MenuButtonAction::Play => {
710
game_state.set(GameState::Game);
711
menu_state.set(MenuState::Disabled);
712
}
713
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
714
MenuButtonAction::SettingsDisplay => {
715
menu_state.set(MenuState::SettingsDisplay);
716
}
717
MenuButtonAction::SettingsSound => {
718
menu_state.set(MenuState::SettingsSound);
719
}
720
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
721
MenuButtonAction::BackToSettings => {
722
menu_state.set(MenuState::Settings);
723
}
724
}
725
}
726
}
727
}
728
}
729
730