bevy/examples/camera/2d_screen_shake.rs

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//! This example showcases a 2D screen shake using concept in this video: `<https://www.youtube.com/watch?v=tu-Qe66AvtY>`
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------|:---------------------|
//! | Space | Trigger screen shake |
use bevy::{prelude::*, render::camera::SubCameraView, sprite::MeshMaterial2d};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const CAMERA_DECAY_RATE: f32 = 0.9; // Adjust this for smoother or snappier decay
const TRAUMA_DECAY_SPEED: f32 = 0.5; // How fast trauma decays
const TRAUMA_INCREMENT: f32 = 1.0; // Increment of trauma per frame when holding space
// screen_shake parameters, maximum addition by frame not actual maximum overall values
const MAX_ANGLE: f32 = 0.5;
const MAX_OFFSET: f32 = 500.0;
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
.add_systems(Update, (screen_shake, trigger_shake_on_space))
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
// World where we move the player
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
));
// Player
commands.spawn((
Player,
Mesh2d(meshes.add(Rectangle::new(50.0, 100.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.25, 0.94, 0.91))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(0., 0., 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(50.0, 50.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.85, 0.0, 0.2))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(-450.0, 200.0, 2.),
));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(70.0, 50.0))), // Rectangle size (width, height)
MeshMaterial2d(materials.add(Color::srgb(0.5, 0.8, 0.2))), // RGB values must be in range 0.0 to 1.0
Transform::from_xyz(450.0, -150.0, 2.),
));
commands.init_resource::<ScreenShake>();
}
fn setup_instructions(mut commands: Commands) {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands.spawn((
Text::new("Hold space to trigger a screen shake"),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
sub_camera_view: Some(SubCameraView {
full_size: UVec2::new(1000, 700),
offset: Vec2::new(0.0, 0.0),
size: UVec2::new(1000, 700),
}),
order: 1,
..default()
},
));
}
#[derive(Resource, Clone)]
struct ScreenShake {
max_angle: f32,
max_offset: f32,
trauma: f32,
latest_position: Option<Vec2>,
}
impl Default for ScreenShake {
fn default() -> Self {
Self {
max_angle: 0.0,
max_offset: 0.0,
trauma: 0.0,
latest_position: Some(Vec2::default()),
}
}
}
impl ScreenShake {
fn start_shake(&mut self, max_angle: f32, max_offset: f32, trauma: f32, final_position: Vec2) {
self.max_angle = max_angle;
self.max_offset = max_offset;
self.trauma = trauma.clamp(0.0, 1.0);
self.latest_position = Some(final_position);
}
}
fn trigger_shake_on_space(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut screen_shake: ResMut<ScreenShake>,
) {
if keyboard_input.pressed(KeyCode::Space) {
let screen_shake_clone = screen_shake.clone();
screen_shake.start_shake(
MAX_ANGLE,
MAX_OFFSET,
screen_shake_clone.trauma + TRAUMA_INCREMENT * time.delta_secs(),
Vec2 { x: 0.0, y: 0.0 },
); // final_position should be your current player position
}
}
fn screen_shake(
time: Res<Time>,
mut screen_shake: ResMut<ScreenShake>,
mut query: Query<(&mut Camera, &mut Transform)>,
) {
let mut rng = ChaCha8Rng::from_entropy();
let shake = screen_shake.trauma * screen_shake.trauma;
let angle = (screen_shake.max_angle * shake).to_radians() * rng.gen_range(-1.0..1.0);
let offset_x = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
let offset_y = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
if shake > 0.0 {
for (mut camera, mut transform) in query.iter_mut() {
// Position
let sub_view = camera.sub_camera_view.as_mut().unwrap();
let target = sub_view.offset
+ Vec2 {
x: offset_x,
y: offset_y,
};
sub_view
.offset
.smooth_nudge(&target, CAMERA_DECAY_RATE, time.delta_secs());
// Rotation
let rotation = Quat::from_rotation_z(angle);
transform.rotation = transform
.rotation
.interpolate_stable(&(transform.rotation.mul_quat(rotation)), CAMERA_DECAY_RATE);
}
} else {
// return camera to the latest position of player (it's fixed in this example case)
if let Ok((mut camera, mut transform)) = query.get_single_mut() {
let sub_view = camera.sub_camera_view.as_mut().unwrap();
let target = screen_shake.latest_position.unwrap();
sub_view
.offset
.smooth_nudge(&target, 1.0, time.delta_secs());
transform.rotation = transform.rotation.interpolate_stable(&Quat::IDENTITY, 0.1);
}
}
// Decay the trauma over time
screen_shake.trauma -= TRAUMA_DECAY_SPEED * time.delta_secs();
screen_shake.trauma = screen_shake.trauma.clamp(0.0, 1.0);
}