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//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
//!
//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
//! elements of complex state objects.
//!
//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
//! a substate called `IsPaused` to track whether the game is paused or not.

use bevy::prelude::*;

use ui::*;

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
    #[default]
    Menu,
    InGame,
}

// In this case, instead of deriving `States`, we derive `SubStates`
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
// And we need to add an attribute to let us know what the source state is
// and what value it needs to have. This will ensure that unless we're
// in [`AppState::InGame`], the [`IsPaused`] state resource
// will not exist.
#[source(AppState = AppState::InGame)]
enum IsPaused {
    #[default]
    Running,
    Paused,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_state::<AppState>()
        .add_sub_state::<IsPaused>() // We set the substate up here.
        // Most of these remain the same
        .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(OnEnter(AppState::InGame), setup_game)
        .add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
        .add_systems(
            OnExit(IsPaused::Paused),
            clear_state_bound_entities(IsPaused::Paused),
        )
        .add_systems(
            Update,
            (
                // Instead of relying on [`AppState::InGame`] here, we're relying on
                // [`IsPaused::Running`], since we don't want movement or color changes
                // if we're paused
                (movement, change_color).run_if(in_state(IsPaused::Running)),
                // The pause toggle, on the other hand, needs to work whether we're
                // paused or not, so it uses [`AppState::InGame`] instead.
                toggle_pause.run_if(in_state(AppState::InGame)),
            ),
        )
        .add_systems(Update, log_transitions)
        .run();
}

fn menu(
    mut next_state: ResMut<NextState<AppState>>,
    mut interaction_query: Query<
        (&Interaction, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
) {
    for (interaction, mut image) in &mut interaction_query {
        let color = &mut image.color;
        match *interaction {
            Interaction::Pressed => {
                *color = PRESSED_BUTTON;
                next_state.set(AppState::InGame);
            }
            Interaction::Hovered => {
                *color = HOVERED_BUTTON;
            }
            Interaction::None => {
                *color = NORMAL_BUTTON;
            }
        }
    }
}

fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
    commands.entity(menu_data.button_entity).despawn_recursive();
}

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_seconds();
        }
    }
}

fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
    for mut sprite in &mut query {
        let new_color = LinearRgba {
            blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
            ..LinearRgba::from(sprite.color)
        };

        sprite.color = new_color.into();
    }
}

fn toggle_pause(
    input: Res<ButtonInput<KeyCode>>,
    current_state: Res<State<IsPaused>>,
    mut next_state: ResMut<NextState<IsPaused>>,
) {
    if input.just_pressed(KeyCode::Space) {
        next_state.set(match current_state.get() {
            IsPaused::Running => IsPaused::Paused,
            IsPaused::Paused => IsPaused::Running,
        });
    }
}

#[derive(Component)]
struct StateBound<S: States>(S);

fn clear_state_bound_entities<S: States>(
    state: S,
) -> impl Fn(Commands, Query<(Entity, &StateBound<S>)>) {
    move |mut commands, query| {
        for (entity, bound) in &query {
            if bound.0 == state {
                commands.entity(entity).despawn_recursive();
            }
        }
    }
}

/// print when an `AppState` transition happens
fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
    for transition in transitions.read() {
        info!(
            "transition: {:?} => {:?}",
            transition.before, transition.after
        );
    }
}

mod ui {
    use crate::*;

    #[derive(Resource)]
    pub struct MenuData {
        pub button_entity: Entity,
    }

    pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
    pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
    pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

    pub fn setup(mut commands: Commands) {
        commands.spawn(Camera2dBundle::default());
    }

    pub fn setup_menu(mut commands: Commands) {
        let button_entity = commands
            .spawn(NodeBundle {
                style: Style {
                    // center button
                    width: Val::Percent(100.),
                    height: Val::Percent(100.),
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                ..default()
            })
            .with_children(|parent| {
                parent
                    .spawn(ButtonBundle {
                        style: Style {
                            width: Val::Px(150.),
                            height: Val::Px(65.),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        image: UiImage::default().with_color(NORMAL_BUTTON),
                        ..default()
                    })
                    .with_children(|parent| {
                        parent.spawn(TextBundle::from_section(
                            "Play",
                            TextStyle {
                                font_size: 40.0,
                                color: Color::srgb(0.9, 0.9, 0.9),
                                ..default()
                            },
                        ));
                    });
            })
            .id();
        commands.insert_resource(MenuData { button_entity });
    }

    pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
        commands.spawn(SpriteBundle {
            texture: asset_server.load("branding/icon.png"),
            ..default()
        });
    }

    pub fn setup_paused_screen(mut commands: Commands) {
        commands
            .spawn((
                StateBound(IsPaused::Paused),
                NodeBundle {
                    style: Style {
                        // center button
                        width: Val::Percent(100.),
                        height: Val::Percent(100.),
                        justify_content: JustifyContent::Center,
                        align_items: AlignItems::Center,
                        flex_direction: FlexDirection::Column,
                        row_gap: Val::Px(10.),
                        ..default()
                    },
                    ..default()
                },
            ))
            .with_children(|parent| {
                parent
                    .spawn(NodeBundle {
                        style: Style {
                            width: Val::Px(400.),
                            height: Val::Px(400.),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        background_color: NORMAL_BUTTON.into(),
                        ..default()
                    })
                    .with_children(|parent| {
                        parent.spawn(TextBundle::from_section(
                            "Paused",
                            TextStyle {
                                font_size: 40.0,
                                color: Color::srgb(0.9, 0.9, 0.9),
                                ..default()
                            },
                        ));
                    });
            });
    }
}