bevy-playground/src/main_menu.rs

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2.5 KiB
Rust
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use bevy::prelude::*;
use crate::assets::AssetLoader;
#[derive(Component, Debug)]
pub struct MainMenu;
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pub fn startup(mut commands: Commands, assets: Res<AssetLoader>) {
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commands
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.spawn((
MainMenu,
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
justify_content: JustifyContent::SpaceBetween,
..default()
},
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..default()
},
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))
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.with_children(|parent| {
// text
parent.spawn((
TextBundle::from_section(
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"Text Example\nPress ENTER to play",
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TextStyle {
font: assets.fonts.iosevkalytemin.clone(),
font_size: 100.0,
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..default()
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(12.)),
..default()
}),
// Because this is a distinct label widget and
// not button/list item text, this is necessary
// for accessibility to treat the text accordingly.
Label,
));
parent.spawn(NodeBundle {
style: Style {
width: Val::Px(200.0),
height: Val::Px(200.0),
position_type: PositionType::Absolute,
left: Val::Px(210.),
bottom: Val::Px(10.),
border: UiRect::all(Val::Px(20.)),
..default()
},
border_color: Color::GREEN.into(),
background_color: Color::rgb(0.4, 0.4, 1.).into(),
..default()
});
});
}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<MainMenu>>) {
for id in q.iter() {
commands.entity(id).despawn_recursive();
}
}
pub fn update(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut next_state: ResMut<NextState<crate::View>>,
mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
) {
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for key in keyboard.get_just_pressed() {
match key {
KeyCode::Escape => {
app_exit_events.send(bevy::app::AppExit);
}
KeyCode::Enter => {
next_state.set(crate::View::InGame);
}
_ => {}
}
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}
}