1use bevy::prelude::*;
9
10fn main() {
11 let mut app = App::new();
12 app.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
29 #[cfg(feature = "bevy_dev_tools")]
30 app.add_systems(Update, bevy::dev_tools::states::log_transitions::<AppState>);
31 #[cfg(not(feature = "bevy_dev_tools"))]
32 warn!("Enable feature bevy_dev_tools to log state transitions");
33
34 app.run();
35}
36
37#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
38enum AppState {
39 #[default]
40 Menu,
41 InGame,
42}
43
44#[derive(Resource)]
45struct MenuData {
46 button_entity: Entity,
47}
48
49const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
50const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
51const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
52
53fn setup(mut commands: Commands) {
54 commands.spawn(Camera2d);
55}
56
57fn setup_menu(mut commands: Commands) {
58 let button_entity = commands
59 .spawn((
60 Node {
61 width: percent(100),
63 height: percent(100),
64 justify_content: JustifyContent::Center,
65 align_items: AlignItems::Center,
66 ..default()
67 },
68 children![(
69 Button,
70 Node {
71 width: px(150),
72 height: px(65),
73 justify_content: JustifyContent::Center,
75 align_items: AlignItems::Center,
77 ..default()
78 },
79 BackgroundColor(NORMAL_BUTTON),
80 children![(
81 Text::new("Play"),
82 TextFont {
83 font_size: FontSize::Px(33.0),
84 ..default()
85 },
86 TextColor(Color::srgb(0.9, 0.9, 0.9)),
87 )],
88 )],
89 ))
90 .id();
91 commands.insert_resource(MenuData { button_entity });
92}
93
94fn menu(
95 mut next_state: ResMut<NextState<AppState>>,
96 mut interaction_query: Query<
97 (&Interaction, &mut BackgroundColor),
98 (Changed<Interaction>, With<Button>),
99 >,
100) {
101 for (interaction, mut color) in &mut interaction_query {
102 match *interaction {
103 Interaction::Pressed => {
104 *color = PRESSED_BUTTON.into();
105 next_state.set(AppState::InGame);
106 }
107 Interaction::Hovered => {
108 *color = HOVERED_BUTTON.into();
109 }
110 Interaction::None => {
111 *color = NORMAL_BUTTON.into();
112 }
113 }
114 }
115}
116
117fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
118 commands.entity(menu_data.button_entity).despawn();
119}
120
121fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
122 commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
123}
124
125const SPEED: f32 = 100.0;
126fn movement(
127 time: Res<Time>,
128 input: Res<ButtonInput<KeyCode>>,
129 mut query: Query<&mut Transform, With<Sprite>>,
130) {
131 for mut transform in &mut query {
132 let mut direction = Vec3::ZERO;
133 if input.pressed(KeyCode::ArrowLeft) {
134 direction.x -= 1.0;
135 }
136 if input.pressed(KeyCode::ArrowRight) {
137 direction.x += 1.0;
138 }
139 if input.pressed(KeyCode::ArrowUp) {
140 direction.y += 1.0;
141 }
142 if input.pressed(KeyCode::ArrowDown) {
143 direction.y -= 1.0;
144 }
145
146 if direction != Vec3::ZERO {
147 transform.translation += direction.normalize() * SPEED * time.delta_secs();
148 }
149 }
150}
151
152fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
153 for mut sprite in &mut query {
154 let new_color = LinearRgba {
155 blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
156 ..LinearRgba::from(sprite.color)
157 };
158
159 sprite.color = new_color.into();
160 }
161}