use std::marker::PhantomData;
use bevy::{dev_tools::states::*, ecs::schedule::ScheduleLabel, prelude::*};
use custom_transitions::*;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
#[default]
Menu,
InGame,
}
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
IdentityTransitionsPlugin::<AppState>::default(),
))
.init_state::<AppState>()
.add_systems(Startup, setup)
.add_systems(OnEnter(AppState::Menu), setup_menu)
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
.add_systems(OnExit(AppState::Menu), cleanup_menu)
.add_systems(OnReenter(AppState::InGame), setup_game)
.add_systems(OnReexit(AppState::InGame), teardown_game)
.add_systems(
Update,
((movement, change_color, trigger_game_restart).run_if(in_state(AppState::InGame)),),
)
.add_systems(Update, log_transitions::<AppState>)
.run();
}
mod custom_transitions {
use crate::*;
#[derive(Default)]
pub struct IdentityTransitionsPlugin<S: States>(PhantomData<S>);
impl<S: States> Plugin for IdentityTransitionsPlugin<S> {
fn build(&self, app: &mut App) {
app.add_systems(
StateTransition,
last_transition::<S>
.pipe(run_reenter::<S>)
.in_set(EnterSchedules::<S>::default()),
)
.add_systems(
StateTransition,
last_transition::<S>
.pipe(run_reexit::<S>)
.in_set(ExitSchedules::<S>::default()),
);
}
}
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnReenter<S: States>(pub S);
fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
let Some(transition) = transition.0 else {
return;
};
let Some(entered) = transition.entered else {
return;
};
let _ = world.try_run_schedule(OnReenter(entered));
}
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnReexit<S: States>(pub S);
fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
let Some(transition) = transition.0 else {
return;
};
let Some(exited) = transition.exited else {
return;
};
let _ = world.try_run_schedule(OnReexit(exited));
}
}
fn menu(
mut next_state: ResMut<NextState<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = PRESSED_BUTTON.into();
next_state.set(AppState::InGame);
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn();
}
const SPEED: f32 = 100.0;
fn movement(
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
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() * SPEED * time.delta_secs();
}
}
}
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();
}
}
fn trigger_game_restart(
input: Res<ButtonInput<KeyCode>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::KeyR) {
next_state.set(AppState::InGame);
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
}
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
info!("Setup game");
}
fn teardown_game(mut commands: Commands, player: Single<Entity, With<Sprite>>) {
commands.entity(*player).despawn();
info!("Teardown game");
}
#[derive(Resource)]
struct MenuData {
pub button_entity: Entity,
}
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 PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn setup_menu(mut commands: Commands) {
let button_entity = commands
.spawn((
Node {
width: percent(100),
height: percent(100),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
children![(
Button,
Node {
width: px(150),
height: px(65),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(NORMAL_BUTTON),
children![(
Text::new("Play"),
TextFont {
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
)]
)],
))
.id();
commands.insert_resource(MenuData { button_entity });
}