#bevy-plugin #transition #bevy-ui #menu #bevy #2d

bevy_2d_menu_mask_transition

A Bevy plugin for creating smooth menu transitions with customizable masks

2 releases

0.1.1 Sep 2, 2024
0.1.0 Sep 2, 2024

#235 in Game dev

Download history 277/week @ 2024-09-02

277 downloads per month

MIT license

34KB
263 lines

Bevy Menu Transitions Plugin

TODOs

  • fix first time loading bug
  • reduce texture overhead by using single channel textures instead of RGBA channels

Overview

This project is a Bevy plugin that enables smooth menu transitions in Bevy applications or games. It provides a way to create visually appealing transitions between different game states, such as transitioning from a menu screen to gameplay. The plugin takes a screenshot of the current frame, applies a transition effect using a shader and a mask texture, and transitions to the new state.

Features

  • State-based Transitions: Supports transitions between different states in your Bevy application, such as Menu and InGame.
  • Customizable Transition Effects: Allows the use of custom masks to define the visual appearance of transitions.
  • Integration with Bevy's UI System: The plugin integrates smoothly with Bevy's UI system, enabling the creation of UI elements that interact with the transition effects.

Installation

To include this plugin in your Bevy project, add the following to your Cargo.toml:

cargo add bevy_2d_menu_mask_transition

Usage

  1. Initialize the Plugin: In your main file (e.g., main.rs), initialize the MenuTransitionPlugin by adding it to your Bevy app:

    use bevy::prelude::*;
    use bevy_2d_menu_mask_transition::{MenuTransitionPlugin, TriggerMenuTransition};
    
    fn main() {
        App::new()
            .add_plugins(DefaultPlugins)
            .add_plugin(MenuTransitionPlugin::<YourState>::default())
            .run();
    }
    
  2. Define Your Game States: Create an enum to represent the various states in your game:

    Debug is required, but only used for debug level logging

    #[derive(States, Clone, Copy, PartialEq, Eq, Hash, Debug, Default)]
    enum YourState {
        #[default]
        Menu,
        InGame,
    }
    
  3. Trigger Transitions: You can trigger transitions between states using the TriggerMenuTransition event. For example, this can be tied to a button press:

    #[derive(Component, Default)]
    struct Navigate(YourState);
    
    fn interact(
        mut query: Query<(&Interaction, &Navigate), With<Button>>,
        mut writer: EventWriter<TriggerMenuTransition<YourState>>,
        asset_server: Res<AssetServer>,
    ) {
        for (interaction, navigate) in query.iter_mut() {
            if *interaction == Interaction::Pressed {
                writer.send(TriggerMenuTransition {
                    target_state: navigate.0,
                    duration: Duration::from_secs_f32(1.0),
                    mask: asset_server.load("path/to/mask.png"),
                });
            }
        }
    }
    

Contribution

If you'd like to contribute to this plugin, feel free to submit issues or pull requests on the GitHub repository.

License

This project is licensed under the MIT License. See the LICENSE file for more details.

Acknowledgements

  • Bevy - A data-driven game engine built in Rust.
  • The Bevy community for providing a robust and flexible game development framework.

Compatibility

Version Bevy Version
0.1.x 0.14

Lan Game Studios

This crate is part of an effort to crate a game studio. Checkout Mega Giga Cookie Destoryer TD or the mission of Lan Game Studios if you like games or game development.

Dependencies

~37–73MB
~1.5M SLoC