computed_states/computed_states.rs
1//! This example illustrates the use of [`ComputedStates`] for more complex state handling patterns.
2//!
3//! In this case, we'll be implementing the following pattern:
4//! - The game will start in a `Menu` state, which we can return to with `Esc`
5//! - From there, we can enter the game - where our bevy symbol moves around and changes color
6//! - While in game, we can pause and unpause the game using `Space`
7//! - We can also toggle "Turbo Mode" with the `T` key - where the movement and color changes are all faster. This
8//! is retained between pauses, but not if we exit to the main menu.
9//!
10//! In addition, we want to enable a "tutorial" mode, which will involve its own state that is toggled in the main menu.
11//! This will display instructions about movement and turbo mode when in game and unpaused, and instructions on how to unpause when paused.
12//!
13//! To implement this, we will create 2 root-level states: [`AppState`] and [`TutorialState`].
14//! We will then create some computed states that derive from [`AppState`]: [`InGame`] and [`TurboMode`] are marker states implemented
15//! as Zero-Sized Structs (ZSTs), while [`IsPaused`] is an enum with 2 distinct states.
16//! And lastly, we'll add [`Tutorial`], a computed state deriving from [`TutorialState`], [`InGame`] and [`IsPaused`], with 2 distinct
17//! states to display the 2 tutorial texts.
18
19use bevy::{dev_tools::states::*, prelude::*};
20
21use ui::*;
22
23// To begin, we want to define our state objects.
24#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
25enum AppState {
26 #[default]
27 Menu,
28 // Unlike in the `states` example, we're adding more data in this
29 // version of our AppState. In this case, we actually have
30 // 4 distinct "InGame" states - unpaused and no turbo, paused and no
31 // turbo, unpaused and turbo and paused and turbo.
32 InGame {
33 paused: bool,
34 turbo: bool,
35 },
36}
37
38// The tutorial state object, on the other hand, is a fairly simple enum.
39#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
40enum TutorialState {
41 #[default]
42 Active,
43 Inactive,
44}
45
46// Because we have 4 distinct values of `AppState` that mean we're "InGame", we're going to define
47// a separate "InGame" type and implement `ComputedStates` for it.
48// This allows us to only need to check against one type
49// when otherwise we'd need to check against multiple.
50#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
51struct InGame;
52
53impl ComputedStates for InGame {
54 // Our computed state depends on `AppState`, so we need to specify it as the SourceStates type.
55 type SourceStates = AppState;
56
57 // The compute function takes in the `SourceStates`
58 fn compute(sources: AppState) -> Option<Self> {
59 // You might notice that InGame has no values - instead, in this case, the `State<InGame>` resource only exists
60 // if the `compute` function would return `Some` - so only when we are in game.
61 match sources {
62 // No matter what the value of `paused` or `turbo` is, we're still in the game rather than a menu
63 AppState::InGame { .. } => Some(Self),
64 _ => None,
65 }
66 }
67}
68
69// Similarly, we want to have the TurboMode state - so we'll define that now.
70//
71// Having it separate from [`InGame`] and [`AppState`] like this allows us to check each of them separately, rather than
72// needing to compare against every version of the AppState that could involve them.
73//
74// In addition, it allows us to still maintain a strict type representation - you can't Turbo
75// if you aren't in game, for example - while still having the
76// flexibility to check for the states as if they were completely unrelated.
77
78#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
79struct TurboMode;
80
81impl ComputedStates for TurboMode {
82 type SourceStates = AppState;
83
84 fn compute(sources: AppState) -> Option<Self> {
85 match sources {
86 AppState::InGame { turbo: true, .. } => Some(Self),
87 _ => None,
88 }
89 }
90}
91
92// For the [`IsPaused`] state, we'll actually use an `enum` - because the difference between `Paused` and `NotPaused`
93// involve activating different systems.
94//
95// To clarify the difference, `InGame` and `TurboMode` both activate systems if they exist, and there is
96// no variation within them. So we defined them as Zero-Sized Structs.
97//
98// In contrast, pausing actually involve 3 distinct potential situations:
99// - it doesn't exist - this is when being paused is meaningless, like in the menu.
100// - it is `NotPaused` - in which elements like the movement system are active.
101// - it is `Paused` - in which those game systems are inactive, and a pause screen is shown.
102#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
103enum IsPaused {
104 NotPaused,
105 Paused,
106}
107
108impl ComputedStates for IsPaused {
109 type SourceStates = AppState;
110
111 fn compute(sources: AppState) -> Option<Self> {
112 // Here we convert from our [`AppState`] to all potential [`IsPaused`] versions.
113 match sources {
114 AppState::InGame { paused: true, .. } => Some(Self::Paused),
115 AppState::InGame { paused: false, .. } => Some(Self::NotPaused),
116 // If `AppState` is not `InGame`, pausing is meaningless, and so we set it to `None`.
117 _ => None,
118 }
119 }
120}
121
122// Lastly, we have our tutorial, which actually has a more complex derivation.
123//
124// Like `IsPaused`, the tutorial has a few fully distinct possible states, so we want to represent them
125// as an Enum. However - in this case they are all dependent on multiple states: the root [`TutorialState`],
126// and both [`InGame`] and [`IsPaused`] - which are in turn derived from [`AppState`].
127#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
128enum Tutorial {
129 MovementInstructions,
130 PauseInstructions,
131}
132
133impl ComputedStates for Tutorial {
134 // We can also use tuples of types that implement [`States`] as our [`SourceStates`].
135 // That includes other [`ComputedStates`] - though circular dependencies are not supported
136 // and will produce a compile error.
137 //
138 // We could define this as relying on [`TutorialState`] and [`AppState`] instead, but
139 // then we would need to duplicate the derivation logic for [`InGame`] and [`IsPaused`].
140 // In this example that is not a significant undertaking, but as a rule it is likely more
141 // effective to rely on the already derived states to avoid the logic drifting apart.
142 //
143 // Notice that you can wrap any of the [`States`] here in [`Option`]s. If you do so,
144 // the computation will get called even if the state does not exist.
145 type SourceStates = (TutorialState, InGame, Option<IsPaused>);
146
147 // Notice that we aren't using InGame - we're just using it as a source state to
148 // prevent the computation from executing if we're not in game. Instead - this
149 // ComputedState will just not exist in that situation.
150 fn compute(
151 (tutorial_state, _in_game, is_paused): (TutorialState, InGame, Option<IsPaused>),
152 ) -> Option<Self> {
153 // If the tutorial is inactive we don't need to worry about it.
154 if !matches!(tutorial_state, TutorialState::Active) {
155 return None;
156 }
157
158 // If we're paused, we're in the PauseInstructions tutorial
159 // Otherwise, we're in the MovementInstructions tutorial
160 match is_paused? {
161 IsPaused::NotPaused => Some(Tutorial::MovementInstructions),
162 IsPaused::Paused => Some(Tutorial::PauseInstructions),
163 }
164 }
165}
166
167fn main() {
168 // We start the setup like we did in the states example.
169 App::new()
170 .add_plugins(DefaultPlugins)
171 .init_state::<AppState>()
172 .init_state::<TutorialState>()
173 // After initializing the normal states, we'll use `.add_computed_state::<CS>()` to initialize our `ComputedStates`
174 .add_computed_state::<InGame>()
175 .add_computed_state::<IsPaused>()
176 .add_computed_state::<TurboMode>()
177 .add_computed_state::<Tutorial>()
178 // we can then resume adding systems just like we would in any other case,
179 // using our states as normal.
180 .add_systems(Startup, setup)
181 .add_systems(OnEnter(AppState::Menu), setup_menu)
182 .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
183 .add_systems(OnExit(AppState::Menu), cleanup_menu)
184 // We only want to run the [`setup_game`] function when we enter the [`AppState::InGame`] state, regardless
185 // of whether the game is paused or not.
186 .add_systems(OnEnter(InGame), setup_game)
187 // We want the color change, toggle_pause and quit_to_menu systems to ignore the paused condition, so we can use the [`InGame`] derived
188 // state here as well.
189 .add_systems(
190 Update,
191 (toggle_pause, change_color, quit_to_menu).run_if(in_state(InGame)),
192 )
193 // However, we only want to move or toggle turbo mode if we are not in a paused state.
194 .add_systems(
195 Update,
196 (toggle_turbo, movement).run_if(in_state(IsPaused::NotPaused)),
197 )
198 // We can continue setting things up, following all the same patterns used above and in the `states` example.
199 .add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
200 .add_systems(OnEnter(TurboMode), setup_turbo_text)
201 .add_systems(
202 OnEnter(Tutorial::MovementInstructions),
203 movement_instructions,
204 )
205 .add_systems(OnEnter(Tutorial::PauseInstructions), pause_instructions)
206 .add_systems(
207 Update,
208 (
209 log_transitions::<AppState>,
210 log_transitions::<TutorialState>,
211 ),
212 )
213 .run();
214}
215
216fn menu(
217 mut next_state: ResMut<NextState<AppState>>,
218 tutorial_state: Res<State<TutorialState>>,
219 mut next_tutorial: ResMut<NextState<TutorialState>>,
220 mut interaction_query: Query<
221 (&Interaction, &mut BackgroundColor, &MenuButton),
222 (Changed<Interaction>, With<Button>),
223 >,
224) {
225 for (interaction, mut color, menu_button) in &mut interaction_query {
226 match *interaction {
227 Interaction::Pressed => {
228 *color = if menu_button == &MenuButton::Tutorial
229 && tutorial_state.get() == &TutorialState::Active
230 {
231 PRESSED_ACTIVE_BUTTON.into()
232 } else {
233 PRESSED_BUTTON.into()
234 };
235
236 match menu_button {
237 MenuButton::Play => next_state.set(AppState::InGame {
238 paused: false,
239 turbo: false,
240 }),
241 MenuButton::Tutorial => next_tutorial.set(match tutorial_state.get() {
242 TutorialState::Active => TutorialState::Inactive,
243 TutorialState::Inactive => TutorialState::Active,
244 }),
245 };
246 }
247 Interaction::Hovered => {
248 if menu_button == &MenuButton::Tutorial
249 && tutorial_state.get() == &TutorialState::Active
250 {
251 *color = HOVERED_ACTIVE_BUTTON.into();
252 } else {
253 *color = HOVERED_BUTTON.into();
254 }
255 }
256 Interaction::None => {
257 if menu_button == &MenuButton::Tutorial
258 && tutorial_state.get() == &TutorialState::Active
259 {
260 *color = ACTIVE_BUTTON.into();
261 } else {
262 *color = NORMAL_BUTTON.into();
263 }
264 }
265 }
266 }
267}
268
269fn toggle_pause(
270 input: Res<ButtonInput<KeyCode>>,
271 current_state: Res<State<AppState>>,
272 mut next_state: ResMut<NextState<AppState>>,
273) {
274 if input.just_pressed(KeyCode::Space)
275 && let AppState::InGame { paused, turbo } = current_state.get()
276 {
277 next_state.set(AppState::InGame {
278 paused: !*paused,
279 turbo: *turbo,
280 });
281 }
282}
283
284fn toggle_turbo(
285 input: Res<ButtonInput<KeyCode>>,
286 current_state: Res<State<AppState>>,
287 mut next_state: ResMut<NextState<AppState>>,
288) {
289 if input.just_pressed(KeyCode::KeyT)
290 && let AppState::InGame { paused, turbo } = current_state.get()
291 {
292 next_state.set(AppState::InGame {
293 paused: *paused,
294 turbo: !*turbo,
295 });
296 }
297}
298
299fn quit_to_menu(input: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
300 if input.just_pressed(KeyCode::Escape) {
301 next_state.set(AppState::Menu);
302 }
303}
304
305mod ui {
306 use crate::*;
307
308 #[derive(Resource)]
309 pub struct MenuData {
310 pub root_entity: Entity,
311 }
312
313 #[derive(Component, PartialEq, Eq)]
314 pub enum MenuButton {
315 Play,
316 Tutorial,
317 }
318
319 pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
320 pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
321 pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
322
323 pub const ACTIVE_BUTTON: Color = Color::srgb(0.15, 0.85, 0.15);
324 pub const HOVERED_ACTIVE_BUTTON: Color = Color::srgb(0.25, 0.55, 0.25);
325 pub const PRESSED_ACTIVE_BUTTON: Color = Color::srgb(0.35, 0.95, 0.35);
326
327 pub fn setup(mut commands: Commands) {
328 commands.spawn(Camera2d);
329 }
330
331 pub fn setup_menu(mut commands: Commands, tutorial_state: Res<State<TutorialState>>) {
332 let button_entity = commands
333 .spawn((
334 Node {
335 // center button
336 width: percent(100),
337 height: percent(100),
338 justify_content: JustifyContent::Center,
339 align_items: AlignItems::Center,
340 flex_direction: FlexDirection::Column,
341 row_gap: px(10),
342 ..default()
343 },
344 children![
345 (
346 Button,
347 Node {
348 width: px(200),
349 height: px(65),
350 // horizontally center child text
351 justify_content: JustifyContent::Center,
352 // vertically center child text
353 align_items: AlignItems::Center,
354 ..default()
355 },
356 BackgroundColor(NORMAL_BUTTON),
357 MenuButton::Play,
358 children![(
359 Text::new("Play"),
360 TextFont {
361 font_size: 33.0,
362 ..default()
363 },
364 TextColor(Color::srgb(0.9, 0.9, 0.9)),
365 )],
366 ),
367 (
368 Button,
369 Node {
370 width: px(200),
371 height: px(65),
372 // horizontally center child text
373 justify_content: JustifyContent::Center,
374 // vertically center child text
375 align_items: AlignItems::Center,
376 ..default()
377 },
378 BackgroundColor(match tutorial_state.get() {
379 TutorialState::Active => ACTIVE_BUTTON,
380 TutorialState::Inactive => NORMAL_BUTTON,
381 }),
382 MenuButton::Tutorial,
383 children![(
384 Text::new("Tutorial"),
385 TextFont {
386 font_size: 33.0,
387 ..default()
388 },
389 TextColor(Color::srgb(0.9, 0.9, 0.9)),
390 )]
391 ),
392 ],
393 ))
394 .id();
395 commands.insert_resource(MenuData {
396 root_entity: button_entity,
397 });
398 }
399
400 pub fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
401 commands.entity(menu_data.root_entity).despawn();
402 }
403
404 pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
405 commands.spawn((
406 DespawnOnExit(InGame),
407 Sprite::from_image(asset_server.load("branding/icon.png")),
408 ));
409 }
410
411 const SPEED: f32 = 100.0;
412 const TURBO_SPEED: f32 = 300.0;
413
414 pub fn movement(
415 time: Res<Time>,
416 input: Res<ButtonInput<KeyCode>>,
417 turbo: Option<Res<State<TurboMode>>>,
418 mut query: Query<&mut Transform, With<Sprite>>,
419 ) {
420 for mut transform in &mut query {
421 let mut direction = Vec3::ZERO;
422 if input.pressed(KeyCode::ArrowLeft) {
423 direction.x -= 1.0;
424 }
425 if input.pressed(KeyCode::ArrowRight) {
426 direction.x += 1.0;
427 }
428 if input.pressed(KeyCode::ArrowUp) {
429 direction.y += 1.0;
430 }
431 if input.pressed(KeyCode::ArrowDown) {
432 direction.y -= 1.0;
433 }
434
435 if direction != Vec3::ZERO {
436 transform.translation += direction.normalize()
437 * if turbo.is_some() { TURBO_SPEED } else { SPEED }
438 * time.delta_secs();
439 }
440 }
441 }
442
443 pub fn setup_paused_screen(mut commands: Commands) {
444 info!("Printing Pause");
445 commands.spawn((
446 DespawnOnExit(IsPaused::Paused),
447 Node {
448 // center button
449 width: percent(100),
450 height: percent(100),
451 justify_content: JustifyContent::Center,
452 align_items: AlignItems::Center,
453 flex_direction: FlexDirection::Column,
454 row_gap: px(10),
455 position_type: PositionType::Absolute,
456 ..default()
457 },
458 children![(
459 Node {
460 width: px(400),
461 height: px(400),
462 // horizontally center child text
463 justify_content: JustifyContent::Center,
464 // vertically center child text
465 align_items: AlignItems::Center,
466 ..default()
467 },
468 BackgroundColor(NORMAL_BUTTON),
469 MenuButton::Play,
470 children![(
471 Text::new("Paused"),
472 TextFont {
473 font_size: 33.0,
474 ..default()
475 },
476 TextColor(Color::srgb(0.9, 0.9, 0.9)),
477 )],
478 ),],
479 ));
480 }
481
482 pub fn setup_turbo_text(mut commands: Commands) {
483 commands.spawn((
484 DespawnOnExit(TurboMode),
485 Node {
486 // center button
487 width: percent(100),
488 height: percent(100),
489 justify_content: JustifyContent::Start,
490 align_items: AlignItems::Center,
491 flex_direction: FlexDirection::Column,
492 row_gap: px(10),
493 position_type: PositionType::Absolute,
494 ..default()
495 },
496 children![(
497 Text::new("TURBO MODE"),
498 TextFont {
499 font_size: 33.0,
500 ..default()
501 },
502 TextColor(Color::srgb(0.9, 0.3, 0.1)),
503 )],
504 ));
505 }
506
507 pub fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
508 for mut sprite in &mut query {
509 let new_color = LinearRgba {
510 blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
511 ..LinearRgba::from(sprite.color)
512 };
513
514 sprite.color = new_color.into();
515 }
516 }
517
518 pub fn movement_instructions(mut commands: Commands) {
519 commands.spawn((
520 DespawnOnExit(Tutorial::MovementInstructions),
521 Node {
522 // center button
523 width: percent(100),
524 height: percent(100),
525 justify_content: JustifyContent::End,
526 align_items: AlignItems::Center,
527 flex_direction: FlexDirection::Column,
528 row_gap: px(10),
529 position_type: PositionType::Absolute,
530 ..default()
531 },
532 children![
533 (
534 Text::new("Move the bevy logo with the arrow keys"),
535 TextFont {
536 font_size: 33.0,
537 ..default()
538 },
539 TextColor(Color::srgb(0.3, 0.3, 0.7)),
540 ),
541 (
542 Text::new("Press T to enter TURBO MODE"),
543 TextFont {
544 font_size: 33.0,
545 ..default()
546 },
547 TextColor(Color::srgb(0.3, 0.3, 0.7)),
548 ),
549 (
550 Text::new("Press SPACE to pause"),
551 TextFont {
552 font_size: 33.0,
553 ..default()
554 },
555 TextColor(Color::srgb(0.3, 0.3, 0.7)),
556 ),
557 (
558 Text::new("Press ESCAPE to return to the menu"),
559 TextFont {
560 font_size: 33.0,
561 ..default()
562 },
563 TextColor(Color::srgb(0.3, 0.3, 0.7)),
564 ),
565 ],
566 ));
567 }
568
569 pub fn pause_instructions(mut commands: Commands) {
570 commands.spawn((
571 DespawnOnExit(Tutorial::PauseInstructions),
572 Node {
573 // center button
574 width: percent(100),
575 height: percent(100),
576 justify_content: JustifyContent::End,
577 align_items: AlignItems::Center,
578 flex_direction: FlexDirection::Column,
579 row_gap: px(10),
580 position_type: PositionType::Absolute,
581 ..default()
582 },
583 children![
584 (
585 Text::new("Press SPACE to resume"),
586 TextFont {
587 font_size: 33.0,
588 ..default()
589 },
590 TextColor(Color::srgb(0.3, 0.3, 0.7)),
591 ),
592 (
593 Text::new("Press ESCAPE to return to the menu"),
594 TextFont {
595 font_size: 33.0,
596 ..default()
597 },
598 TextColor(Color::srgb(0.3, 0.3, 0.7)),
599 ),
600 ],
601 ));
602 }
603}