Compare commits

...

4 commits

10 changed files with 377 additions and 183 deletions

View file

@ -1,18 +1,21 @@
# Bevyjam # Bevyjam
## Controls
* **Move**: arrows
* **Switch character**: Tab
* **Level up**: Enter (when character is white)
## TODO ## TODO
* name * name
* scene management
* stream audio (with HexoSynthDSP) * stream audio (with HexoSynthDSP)
* character fusion
* color filters * color filters
* level design * level design
* win
* menu GUI
* (?) can jump only from a surface (no mid-air jump) * (?) can jump only from a surface (no mid-air jump)
* (?) multiplayer * (?) multiplayer
* make WASM build work again (replace hanabi) * make WASM build work again (replace hanabi)
* level reset
## Build ## Build

Binary file not shown.

Binary file not shown.

View file

@ -1,17 +1,21 @@
#![allow(clippy::precedence)] #![allow(clippy::precedence)]
#![allow(clippy::too_many_arguments)]
use crate::AppState; use crate::AppState;
use bevy::{ use bevy::{
input::{keyboard::KeyCode, Input}, input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *}, prelude::{shape::Quad, *},
sprite::{MaterialMesh2dBundle, Mesh2dHandle}, sprite::Mesh2dHandle,
}; };
use bevy_fundsp::prelude::*; use bevy_fundsp::prelude::*;
use bevy_hanabi::*; use bevy_hanabi::*;
use bevy_rapier2d::prelude::*; use bevy_rapier2d::prelude::*;
use std::collections::BTreeSet; use std::collections::BTreeSet;
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
pub struct LevelId(pub u32);
pub struct GamePlugin; pub struct GamePlugin;
impl Plugin for GamePlugin { impl Plugin for GamePlugin {
@ -20,24 +24,29 @@ impl Plugin for GamePlugin {
.init_resource::<CharacterMeshes>() .init_resource::<CharacterMeshes>()
.insert_resource(CurrentLevel(None)) .insert_resource(CurrentLevel(None))
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup)) .add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
.add_system_set(SystemSet::on_enter(AppState::Win).with_system(win_setup))
.add_system_set(
SystemSet::on_exit(AppState::Win).with_system(crate::levels::despawn_level),
)
.add_system_set( .add_system_set(
SystemSet::on_update(AppState::Game) SystemSet::on_update(AppState::Game)
.with_system(post_setup_level) .with_system(crate::levels::post_setup_level)
.with_system(keyboard_input_system), .with_system(keyboard_input_system),
) )
.add_system_set(SystemSet::on_update(AppState::Win).with_system(keyboard_input_system))
.add_system_to_stage(CoreStage::PostUpdate, collision_event_system); .add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
} }
} }
// Events // Events
struct LevelStartupEvent(Entity); pub struct LevelStartupEvent(pub Entity);
// Resources // Resources
struct CurrentLevel(Option<Entity>); pub struct CurrentLevel(pub Option<LevelId>);
struct CharacterMeshes { pub struct CharacterMeshes {
square: Mesh2dHandle, square: Mesh2dHandle,
} }
@ -57,17 +66,20 @@ impl FromWorld for CharacterMeshes {
// Components // Components
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)] #[derive(Component)]
struct LevelId(u32); pub struct Level;
#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)] #[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
struct CharacterId(u32); pub struct CharacterId(pub u32);
#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)] #[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
struct SelectedCharacterId(Option<CharacterId>); pub struct SelectedCharacterId(pub Option<CharacterId>);
#[derive(Component)] #[derive(Component)]
struct CharacterIdList(BTreeSet<CharacterId>); pub struct CharacterIdList(pub BTreeSet<CharacterId>);
#[derive(Clone, Component, PartialEq)]
pub struct CharacterColor(pub Color);
// Systems // Systems
@ -76,69 +88,16 @@ fn setup(
mut current_level: ResMut<CurrentLevel>, mut current_level: ResMut<CurrentLevel>,
mut level_startup_event: EventWriter<LevelStartupEvent>, mut level_startup_event: EventWriter<LevelStartupEvent>,
) { ) {
let level_entity = commands let level_id = LevelId(current_level.0.map_or(0, |level_id| level_id.0 + 1));
.spawn() crate::levels::setup_level(
.insert(LevelId(0)) &mut commands,
.insert(SelectedCharacterId(None)) &mut current_level,
.insert(CharacterIdList(BTreeSet::new())) &mut level_startup_event,
.id(); level_id,
current_level.0 = Some(level_entity); );
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.));
level_startup_event.send(LevelStartupEvent(level_entity));
} }
// This is a bad design, but it's the only way I found pub fn spawn_character(
fn post_setup_level(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut effects: ResMut<Assets<EffectAsset>>,
mut materials: ResMut<Assets<ColorMaterial>>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
mut level_startup_event: EventReader<LevelStartupEvent>,
) {
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
if let Ok((mut selected_character_id, mut character_id_list)) =
level_query.get_mut(*level_entity)
{
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(-128., -64., 0.),
Color::RED,
);
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(0., -64., 0.),
Color::GREEN,
);
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
Transform::from_xyz(128., -64., 0.),
Color::BLUE,
);
}
}
}
fn spawn_character(
commands: &mut Commands, commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>, character_meshes: &Res<CharacterMeshes>,
effects: &mut ResMut<Assets<EffectAsset>>, effects: &mut ResMut<Assets<EffectAsset>>,
@ -174,20 +133,22 @@ fn spawn_character(
.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)), .clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)),
); );
commands commands
.spawn_bundle(MaterialMesh2dBundle { .spawn_bundle(ColorMesh2dBundle {
mesh: character_meshes.square.clone(), mesh: character_meshes.square.clone(),
material: materials.add(ColorMaterial::from(color)), material: materials.add(ColorMaterial::from(color)),
transform, transform,
..default() ..default()
}) })
.insert(Level)
.insert(character_id) .insert(character_id)
.insert(CharacterColor(color))
.insert(RigidBody::Dynamic) .insert(RigidBody::Dynamic)
.insert(Collider::cuboid(32., 32.)) .insert(Collider::cuboid(32., 32.))
.insert(ExternalForce::default()) .insert(ExternalForce::default())
.insert(Velocity::default()) .insert(Velocity::default())
.insert(GravityScale(10.0)) .insert(GravityScale(10.0))
.insert(LockedAxes::ROTATION_LOCKED) .insert(LockedAxes::ROTATION_LOCKED)
.insert(Friction::new(1.0)) .insert(Friction::new(0.8))
.insert(Damping { .insert(Damping {
linear_damping: 0.5, linear_damping: 0.5,
angular_damping: 0.5, angular_damping: 0.5,
@ -231,31 +192,50 @@ fn spawn_character(
fn collision_event_system( fn collision_event_system(
mut commands: Commands, mut commands: Commands,
//materials: ResMut<Assets<ColorMaterial>>, character_meshes: Res<CharacterMeshes>,
current_level: Res<CurrentLevel>, mut materials: ResMut<Assets<ColorMaterial>>,
mut effects: ResMut<Assets<EffectAsset>>,
mut collision_events: EventReader<CollisionEvent>, mut collision_events: EventReader<CollisionEvent>,
//character_query: Query<(&CharacterId, &Handle<ColorMaterial>)>, character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
character_query: Query<&CharacterId>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>, mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
mut app_state: ResMut<State<AppState>>,
) { ) {
if let Some(level_entity) = current_level.0 { for collision_event in collision_events.iter() {
for collision_event in collision_events.iter() { if let CollisionEvent::Started(e1, e2, flags) = collision_event {
if let CollisionEvent::Started(e1, e2, flags) = collision_event { if flags.is_empty() {
if flags.is_empty() { if let (Ok((c1_id, c1_color, c1_transform)), Ok((c2_id, c2_color, _c2_transform))) =
//if let (Ok((c1_id, c1_material)), Ok((c2_id, c2_material))) = (character_query.get(*e1), character_query.get(*e2))
if let (Ok(c1_id), Ok(c2_id)) = {
(character_query.get(*e1), character_query.get(*e2)) let (mut selected_character_id, mut character_id_list) =
{ level_query.single_mut();
//c1_material.color = (Vec4::from(c1_material.color) + Vec4::from(c2_material.color)).into(); character_id_list.0.remove(c1_id);
character_id_list.0.remove(c2_id);
selected_character_id.0 = None;
let (mut selected_character_id, mut character_id_list) = // TODO completely remove particles
level_query.get_mut(level_entity).unwrap(); commands.entity(*e1).despawn_recursive();
character_id_list.0.remove(c2_id); commands.entity(*e2).despawn_recursive();
if selected_character_id.0 == Some(*c2_id) {
selected_character_id.0 = Some(*c1_id); let new_color = (Vec4::from(c1_color.0) + Vec4::from(c2_color.0))
} .clamp(Vec4::ZERO, Vec4::ONE);
commands.entity(*e2).despawn_recursive();
// If color approximately white
if app_state.current() == &AppState::Game
&& 4. - new_color.length_squared() < 0.1
{
app_state.replace(AppState::Win).ok();
} }
spawn_character(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
*c1_transform,
new_color.into(),
);
} }
} }
} }
@ -264,10 +244,9 @@ fn collision_event_system(
fn keyboard_input_system( fn keyboard_input_system(
keyboard_input: Res<Input<KeyCode>>, keyboard_input: Res<Input<KeyCode>>,
current_level: Res<CurrentLevel>,
mut characters: Query<( mut characters: Query<(
&CharacterId, &CharacterId,
&mut Velocity, &mut Velocity,
&mut ExternalImpulse, &mut ExternalImpulse,
&mut ExternalForce, &mut ExternalForce,
&Children, &Children,
@ -276,100 +255,92 @@ fn keyboard_input_system(
mut effect: Query<&mut ParticleEffect>, mut effect: Query<&mut ParticleEffect>,
dsp_assets: Res<DspAssets>, dsp_assets: Res<DspAssets>,
audio: Res<Audio>, audio: Res<Audio>,
mut app_state: ResMut<State<AppState>>,
) { ) {
if let Some(level_entity) = current_level.0 { if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
if let Ok((mut selected_character_id, character_id_list)) = if keyboard_input.just_pressed(KeyCode::Tab) {
level_query.get_mut(level_entity) audio.play(dsp_assets.graph(&sine_wave));
{
if keyboard_input.just_pressed(KeyCode::Tab) {
audio.play(dsp_assets.graph(&sine_wave));
let selected = if let Some(selected_character_id) = &mut selected_character_id.0 { let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
if let Some(( if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
_character_id, .iter_mut()
_velocity, .find(|(character_id, _velocity, _impulse, _force, _children)| {
_impulse, *character_id == selected_character_id
_force, }) {
children
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| { *character_id == selected_character_id }) {
effect
.get_mut(children[0])
.unwrap()
.maybe_spawner()
.unwrap()
.set_active(false);
}
*selected_character_id = *character_id_list
.0
.range(*selected_character_id..)
.nth(1)
.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
*selected_character_id
} else {
selected_character_id.0 = Some(CharacterId(0));
CharacterId(0)
};
if let Some((
_character_id,
_velocity,
_impulse,
_force,
children
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| **character_id == selected)
{
effect effect
.get_mut(children[0]) .get_mut(children[0])
.unwrap() .unwrap()
.maybe_spawner() .maybe_spawner()
.unwrap() .unwrap()
.set_active(true); .set_active(false);
} }
*selected_character_id = *character_id_list
.0
.range(*selected_character_id..)
.nth(1)
.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
*selected_character_id
} else {
selected_character_id.0 = Some(CharacterId(0));
CharacterId(0)
};
if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
.iter_mut()
.find(|(character_id, _velocity, _impulse, _force, _children)| {
**character_id == selected
}) {
effect
.get_mut(children[0])
.unwrap()
.maybe_spawner()
.unwrap()
.set_active(true);
} }
}
let right_pressed: bool = keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D); let right_pressed: bool =
let left_pressed: bool = keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A); keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
let left_pressed: bool =
keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
if let Some(selected_character_id) = &selected_character_id.0 { if let Some(selected_character_id) = &selected_character_id.0 {
if let Some(( if let Some((_character_id, mut velocity, _impulse, _force, _children)) = characters
_character_id, .iter_mut()
mut velocity, .find(|(character_id, _velocity, _impulse, _force, _children)| {
mut impulse, *character_id == selected_character_id
mut force, }) {
_children velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
)) = characters.iter_mut().find(|(
character_id,
_velocity,
_impulse,
_force,
_children
)| { *character_id == selected_character_id }) { if keyboard_input.just_pressed(KeyCode::Space) {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32; velocity.linvel.y = 500.;
if keyboard_input.just_pressed(KeyCode::Space) {
velocity.linvel.y = 500.;
}
} }
} }
} }
} }
if app_state.current() == &AppState::Win && keyboard_input.just_pressed(KeyCode::Return) {
app_state.replace(AppState::Game).unwrap();
}
}
fn win_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"Press ENTER to level up",
TextStyle {
font,
font_size: 32.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
..Default::default()
})
.insert(Level);
} }
// Sounds // Sounds

74
src/levels.rs Normal file
View file

@ -0,0 +1,74 @@
#![allow(clippy::too_many_arguments)]
mod game_over;
mod level0;
mod level1;
use crate::game::*;
use bevy::prelude::*;
use bevy_hanabi::*;
use std::collections::BTreeSet;
pub fn setup_level(
commands: &mut Commands,
current_level: &mut ResMut<CurrentLevel>,
level_startup_event: &mut EventWriter<LevelStartupEvent>,
level_id: LevelId,
) {
let level_entity = commands
.spawn()
.insert(Level)
.insert(SelectedCharacterId(None))
.insert(CharacterIdList(BTreeSet::new()))
.id();
current_level.0 = Some(level_id);
level_startup_event.send(LevelStartupEvent(level_entity));
}
pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Level>>) {
for entity in level_query.iter() {
commands.entity(entity).despawn_recursive();
}
}
// This is a bad design, to be refactored some days
pub fn post_setup_level(
mut commands: Commands,
character_meshes: Res<CharacterMeshes>,
mut effects: ResMut<Assets<EffectAsset>>,
mut materials: ResMut<Assets<ColorMaterial>>,
current_level: Res<CurrentLevel>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
) {
for LevelStartupEvent(level_entity) in level_startup_event.iter() {
if let Ok((mut selected_character_id, mut character_id_list)) =
level_query.get_mut(*level_entity)
{
if let Some(level_id) = current_level.0 {
match level_id.0 {
0 => level0::setup(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
),
1 => level1::setup(
&mut commands,
&character_meshes,
&mut effects,
&mut materials,
&mut selected_character_id,
&mut character_id_list,
),
_ => game_over::setup(&mut commands, &asset_server),
}
}
}
}
}

36
src/levels/game_over.rs Normal file
View file

@ -0,0 +1,36 @@
use crate::game::*;
use bevy::prelude::*;
pub fn setup(commands: &mut Commands, asset_server: &Res<AssetServer>) {
let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"GAME OVER",
TextStyle {
font: font.clone(),
font_size: 48.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., 128.0, 0.),
..Default::default()
})
.insert(Level);
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(
"There is no more light to combine.",
TextStyle {
font,
font_size: 32.0,
color: Color::WHITE,
},
)
.with_alignment(TextAlignment::CENTER),
..Default::default()
})
.insert(Level);
}

50
src/levels/level0.rs Normal file
View file

@ -0,0 +1,50 @@
use crate::game::*;
use bevy::prelude::*;
use bevy_hanabi::*;
use bevy_rapier2d::prelude::*;
pub fn setup(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
effects: &mut ResMut<Assets<EffectAsset>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
selected_character_id: &mut Mut<SelectedCharacterId>,
character_id_list: &mut Mut<CharacterIdList>,
) {
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.))
.insert(Level);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(-128., -64., 0.),
Color::RED,
);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(0., -64., 0.),
Color::GREEN,
);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(128., -64., 0.),
Color::BLUE,
);
}

56
src/levels/level1.rs Normal file
View file

@ -0,0 +1,56 @@
use crate::game::*;
use bevy::prelude::*;
use bevy_hanabi::*;
use bevy_rapier2d::prelude::*;
pub fn setup(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
effects: &mut ResMut<Assets<EffectAsset>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
selected_character_id: &mut Mut<SelectedCharacterId>,
character_id_list: &mut Mut<CharacterIdList>,
) {
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
.insert(Collider::cuboid(400., 10.))
.insert(Level);
commands
.spawn_bundle(TransformBundle::from(Transform::from_xyz(
256.0, -128.0, 0.0,
)))
.insert(Collider::cuboid(200., 10.))
.insert(Level);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(128., 64., 0.),
Color::BLUE,
);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(-128., -128., 0.),
Color::RED,
);
spawn_character(
commands,
character_meshes,
effects,
materials,
selected_character_id,
character_id_list,
Transform::from_xyz(0., -128., 0.),
Color::GREEN,
);
}

View file

@ -1,4 +1,5 @@
mod game; mod game;
mod levels;
mod menu; mod menu;
use bevy::{ use bevy::{
@ -14,6 +15,7 @@ use bevy_rapier2d::prelude::*;
enum AppState { enum AppState {
Menu, Menu,
Game, Game,
Win,
} }
fn main() { fn main() {
@ -31,6 +33,7 @@ fn main() {
.add_plugin(RapierDebugRenderPlugin::default()) .add_plugin(RapierDebugRenderPlugin::default())
.add_plugin(menu::MenuPlugin) .add_plugin(menu::MenuPlugin)
.add_plugin(game::GamePlugin) .add_plugin(game::GamePlugin)
.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_startup_system(setup) .add_startup_system(setup)
.run(); .run();
} }
@ -40,7 +43,8 @@ fn setup(
mut dsp_manager: ResMut<DspManager>, mut dsp_manager: ResMut<DspManager>,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
) { ) {
let _font: Handle<Font> = asset_server.load("Cantarell-VF.otf"); let font: Handle<Font> = asset_server.load("UacariLegacy-Thin.ttf");
commands.insert_resource(font);
commands.spawn_bundle(Camera2dBundle { commands.spawn_bundle(Camera2dBundle {
camera_2d: Camera2d { camera_2d: Camera2d {

View file

@ -8,7 +8,7 @@ use bevy::{
pub struct MenuPlugin; pub struct MenuPlugin;
#[derive(Component)] #[derive(Component)]
struct Menu(); struct Menu;
impl Plugin for MenuPlugin { impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
@ -19,7 +19,7 @@ impl Plugin for MenuPlugin {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.get_handle("Cantarell-VF.otf"); let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
commands commands
.spawn_bundle(Text2dBundle { .spawn_bundle(Text2dBundle {
text: Text::from_section( text: Text::from_section(
@ -31,10 +31,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
}, },
) )
.with_alignment(TextAlignment::CENTER), .with_alignment(TextAlignment::CENTER),
transform: Transform::from_xyz(0., -128.0, 0.), transform: Transform::from_xyz(0., 128.0, 0.),
..Default::default() ..Default::default()
}) })
.insert(Menu()); .insert(Menu);
commands commands
.spawn_bundle(Text2dBundle { .spawn_bundle(Text2dBundle {
text: Text::from_section( text: Text::from_section(
@ -48,7 +48,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
.with_alignment(TextAlignment::CENTER), .with_alignment(TextAlignment::CENTER),
..Default::default() ..Default::default()
}) })
.insert(Menu()); .insert(Menu);
} }
fn despawn(mut commands: Commands, menu_query: Query<Entity, With<Menu>>) { fn despawn(mut commands: Commands, menu_query: Query<Entity, With<Menu>>) {