Un-hardcode positions and colors in 2d_shapes example (#11867)

# Objective

We recently got some neat new 2d shapes and the shapes are no longer
centered on the screen.

The hardcoded positions and colors are a pain to deal with when a new
shape is added.

## Solution

Delete a bunch of code and position shapes evenly. Assign colors evenly
too.

## Before

<img width="1280" alt="Screenshot 2024-02-14 at 3 17 40 PM"
src="https://github.com/bevyengine/bevy/assets/200550/cc9fd9a8-4019-4907-a50e-621cb656c20a">

## After

<img width="1280" alt="Screenshot 2024-02-14 at 3 17 24 PM"
src="https://github.com/bevyengine/bevy/assets/200550/033a3f91-d3bc-4ec8-af59-42a221f8b8e7">

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
This commit is contained in:
Rob Parrett 2024-02-14 16:36:18 -07:00 committed by GitHub
parent dc9b486650
commit 1d5388eded
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@ -1,6 +1,9 @@
//! Shows how to render simple primitive shapes with a single color. //! Shows how to render simple primitive shapes with a single color.
use bevy::{prelude::*, sprite::MaterialMesh2dBundle}; use bevy::{
prelude::*,
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
fn main() { fn main() {
App::new() App::new()
@ -9,6 +12,8 @@ fn main() {
.run(); .run();
} }
const X_EXTENT: f32 = 600.;
fn setup( fn setup(
mut commands: Commands, mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
@ -16,57 +21,34 @@ fn setup(
) { ) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2dBundle::default());
// Circle let shapes = [
commands.spawn(MaterialMesh2dBundle { Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
mesh: meshes.add(Circle { radius: 50.0 }).into(), Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
material: materials.add(Color::VIOLET), Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
transform: Transform::from_translation(Vec3::new(-275.0, 0.0, 0.0)), Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
..default() Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
}); Mesh2dHandle(meshes.add(Triangle2d::new(
Vec2::Y * 50.0,
Vec2::new(-50.0, -50.0),
Vec2::new(50.0, -50.0),
))),
];
let num_shapes = shapes.len();
// Ellipse for (i, shape) in shapes.into_iter().enumerate() {
commands.spawn(MaterialMesh2dBundle { // Distribute colors evenly across the rainbow.
mesh: meshes.add(Ellipse::new(25.0, 50.0)).into(), let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
material: materials.add(Color::TURQUOISE),
transform: Transform::from_translation(Vec3::new(-150.0, 0.0, 0.0)),
..default()
});
// Capsule commands.spawn(MaterialMesh2dBundle {
commands.spawn(MaterialMesh2dBundle { mesh: shape,
mesh: meshes.add(Capsule2d::new(25.0, 50.0)).into(), material: materials.add(color),
material: materials.add(Color::LIME_GREEN), transform: Transform::from_xyz(
transform: Transform::from_translation(Vec3::new(-50.0, 0.0, 0.0)), // Distribute shapes from -X_EXTENT to +X_EXTENT.
..default() -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
}); 0.0,
0.0,
// Rectangle ),
commands.spawn(MaterialMesh2dBundle { ..default()
mesh: meshes.add(Rectangle::new(50.0, 100.0)).into(), });
material: materials.add(Color::YELLOW), }
transform: Transform::from_translation(Vec3::new(50.0, 0.0, 0.0)),
..default()
});
// Hexagon
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(RegularPolygon::new(50.0, 6)).into(),
material: materials.add(Color::ORANGE),
transform: Transform::from_translation(Vec3::new(175.0, 0.0, 0.0)),
..default()
});
// Triangle
commands.spawn(MaterialMesh2dBundle {
mesh: meshes
.add(Triangle2d::new(
Vec2::Y * 50.0,
Vec2::new(-50.0, -50.0),
Vec2::new(50.0, -50.0),
))
.into(),
material: materials.add(Color::ORANGE_RED),
transform: Transform::from_translation(Vec3::new(300.0, 0.0, 0.0)),
..default()
});
} }