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use bevy::{ |
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picking::hover::Hovered, |
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prelude::*, |
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ui_widgets::{Activate, ActivateOnPress, Button}, |
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}; |
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|
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fn main() { |
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let mut app = App::new(); |
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app.add_plugins(DefaultPlugins) |
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.init_state::<AppState>() |
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.add_systems(Startup, setup) |
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.add_systems(OnEnter(AppState::Menu), setup_menu) |
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.add_systems(Update, hover_style.run_if(in_state(AppState::Menu))) |
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.add_observer(on_activate_start_game.run_if(in_state(AppState::Menu))) |
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.add_systems(OnExit(AppState::Menu), cleanup_menu) |
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.add_systems(OnEnter(AppState::InGame), setup_game) |
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.add_systems( |
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Update, |
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(movement, change_color).run_if(in_state(AppState::InGame)), |
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); |
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#[cfg(feature = "bevy_dev_tools")] |
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app.add_systems(Update, bevy::dev_tools::states::log_transitions::<AppState>); |
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#[cfg(not(feature = "bevy_dev_tools"))] |
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warn!("Enable feature bevy_dev_tools to log state transitions"); |
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|
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app.run(); |
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} |
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] |
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enum AppState { |
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#[default] |
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Menu, |
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InGame, |
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} |
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#[derive(Resource)] |
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struct MenuData { |
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button_entity: Entity, |
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} |
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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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|
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fn setup(mut commands: Commands) { |
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commands.spawn(Camera2d); |
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} |
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fn setup_menu(mut commands: Commands) { |
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let button_entity = commands |
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.spawn(( |
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Node { |
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width: percent(100), |
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height: percent(100), |
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justify_content: JustifyContent::Center, |
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align_items: AlignItems::Center, |
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..default() |
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}, |
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children![( |
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Button, |
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ActivateOnPress, |
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Hovered::default(), |
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Node { |
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width: px(150), |
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height: px(65), |
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justify_content: JustifyContent::Center, |
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align_items: AlignItems::Center, |
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..default() |
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}, |
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BackgroundColor(NORMAL_BUTTON), |
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children![( |
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Text::new("Play"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.9, 0.9, 0.9)), |
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)], |
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)], |
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)) |
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.id(); |
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commands.insert_resource(MenuData { button_entity }); |
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} |
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fn on_activate_start_game(_: On<Activate>, mut next_state: ResMut<NextState<AppState>>) { |
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next_state.set(AppState::InGame); |
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} |
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fn hover_style( |
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mut button_query: Query<(&Hovered, &mut BackgroundColor), (Changed<Hovered>, With<Button>)>, |
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) { |
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for (hovered, mut color) in &mut button_query { |
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if hovered.get() { |
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*color = HOVERED_BUTTON.into(); |
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} else { |
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*color = NORMAL_BUTTON.into(); |
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} |
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} |
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} |
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) { |
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commands.entity(menu_data.button_entity).despawn(); |
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} |
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) { |
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commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png"))); |
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} |
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const SPEED: f32 = 100.0; |
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fn movement( |
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time: Res<Time>, |
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input: Res<ButtonInput<KeyCode>>, |
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mut query: Query<&mut Transform, With<Sprite>>, |
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) { |
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for mut transform in &mut query { |
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let mut direction = Vec3::ZERO; |
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if input.pressed(KeyCode::ArrowLeft) { |
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direction.x -= 1.0; |
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} |
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if input.pressed(KeyCode::ArrowRight) { |
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direction.x += 1.0; |
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} |
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if input.pressed(KeyCode::ArrowUp) { |
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direction.y += 1.0; |
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} |
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if input.pressed(KeyCode::ArrowDown) { |
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direction.y -= 1.0; |
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} |
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if direction != Vec3::ZERO { |
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transform.translation += direction.normalize() * SPEED * time.delta_secs(); |
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} |
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} |
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} |
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) { |
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for mut sprite in &mut query { |
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let new_color = LinearRgba { |
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blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0, |
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..LinearRgba::from(sprite.color) |
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}; |
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sprite.color = new_color.into(); |
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} |
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} |