1use bevy::{dev_tools::states::*, prelude::*};
9
10fn main() {
11 App::new()
12 .add_plugins(DefaultPlugins)
13 .init_state::<AppState>() .add_systems(Startup, setup)
15 .add_systems(OnEnter(AppState::Menu), setup_menu)
19 .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
22 .add_systems(OnExit(AppState::Menu), cleanup_menu)
23 .add_systems(OnEnter(AppState::InGame), setup_game)
24 .add_systems(
25 Update,
26 (movement, change_color).run_if(in_state(AppState::InGame)),
27 )
28 .add_systems(Update, log_transitions::<AppState>)
29 .run();
30}
31
32#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
33enum AppState {
34 #[default]
35 Menu,
36 InGame,
37}
38
39#[derive(Resource)]
40struct MenuData {
41 button_entity: Entity,
42}
43
44const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
45const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
46const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
47
48fn setup(mut commands: Commands) {
49 commands.spawn(Camera2d);
50}
51
52fn setup_menu(mut commands: Commands) {
53 let button_entity = commands
54 .spawn((
55 Node {
56 width: percent(100),
58 height: percent(100),
59 justify_content: JustifyContent::Center,
60 align_items: AlignItems::Center,
61 ..default()
62 },
63 children![(
64 Button,
65 Node {
66 width: px(150),
67 height: px(65),
68 justify_content: JustifyContent::Center,
70 align_items: AlignItems::Center,
72 ..default()
73 },
74 BackgroundColor(NORMAL_BUTTON),
75 children![(
76 Text::new("Play"),
77 TextFont {
78 font_size: 33.0,
79 ..default()
80 },
81 TextColor(Color::srgb(0.9, 0.9, 0.9)),
82 )],
83 )],
84 ))
85 .id();
86 commands.insert_resource(MenuData { button_entity });
87}
88
89fn menu(
90 mut next_state: ResMut<NextState<AppState>>,
91 mut interaction_query: Query<
92 (&Interaction, &mut BackgroundColor),
93 (Changed<Interaction>, With<Button>),
94 >,
95) {
96 for (interaction, mut color) in &mut interaction_query {
97 match *interaction {
98 Interaction::Pressed => {
99 *color = PRESSED_BUTTON.into();
100 next_state.set(AppState::InGame);
101 }
102 Interaction::Hovered => {
103 *color = HOVERED_BUTTON.into();
104 }
105 Interaction::None => {
106 *color = NORMAL_BUTTON.into();
107 }
108 }
109 }
110}
111
112fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
113 commands.entity(menu_data.button_entity).despawn();
114}
115
116fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
117 commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
118}
119
120const SPEED: f32 = 100.0;
121fn movement(
122 time: Res<Time>,
123 input: Res<ButtonInput<KeyCode>>,
124 mut query: Query<&mut Transform, With<Sprite>>,
125) {
126 for mut transform in &mut query {
127 let mut direction = Vec3::ZERO;
128 if input.pressed(KeyCode::ArrowLeft) {
129 direction.x -= 1.0;
130 }
131 if input.pressed(KeyCode::ArrowRight) {
132 direction.x += 1.0;
133 }
134 if input.pressed(KeyCode::ArrowUp) {
135 direction.y += 1.0;
136 }
137 if input.pressed(KeyCode::ArrowDown) {
138 direction.y -= 1.0;
139 }
140
141 if direction != Vec3::ZERO {
142 transform.translation += direction.normalize() * SPEED * time.delta_secs();
143 }
144 }
145}
146
147fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
148 for mut sprite in &mut query {
149 let new_color = LinearRgba {
150 blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
151 ..LinearRgba::from(sprite.color)
152 };
153
154 sprite.color = new_color.into();
155 }
156}