mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
2D top-down camera example (#12720)
# Objective This PR addresses the 2D part of #12658. I plan to separate the examples and make one PR per camera example. ## Solution Added a new top-down example composed of: - [x] Player keyboard movements - [x] UI for keyboard instructions - [x] Colors and bloom effect to see the movement of the player - [x] Camera smooth movement towards the player (lerp) ## Testing ```bash cargo run --features="wayland,bevy/dynamic_linking" --example 2d_top_down_camera ``` https://github.com/bevyengine/bevy/assets/10638479/95db0587-e5e0-4f55-be11-97444b795793
This commit is contained in:
parent
91db570d6e
commit
be65fbb691
3 changed files with 167 additions and 0 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -3086,6 +3086,17 @@ path = "examples/dev_tools/fps_overlay.rs"
|
|||
doc-scrape-examples = true
|
||||
required-features = ["bevy_dev_tools"]
|
||||
|
||||
[[example]]
|
||||
name = "2d_top_down_camera"
|
||||
path = "examples/camera/2d_top_down_camera.rs"
|
||||
doc-scrape-examples = true
|
||||
|
||||
[package.metadata.example.2d_top_down_camera]
|
||||
name = "2D top-down camera"
|
||||
description = "A 2D top-down camera smoothly following player movements"
|
||||
category = "Camera"
|
||||
wasm = true
|
||||
|
||||
[package.metadata.example.fps_overlay]
|
||||
name = "FPS overlay"
|
||||
description = "Demonstrates FPS overlay"
|
||||
|
|
|
@ -45,6 +45,7 @@ git checkout v0.4.0
|
|||
- [Assets](#assets)
|
||||
- [Async Tasks](#async-tasks)
|
||||
- [Audio](#audio)
|
||||
- [Camera](#camera)
|
||||
- [Dev tools](#dev-tools)
|
||||
- [Diagnostics](#diagnostics)
|
||||
- [ECS (Entity Component System)](#ecs-entity-component-system)
|
||||
|
@ -240,6 +241,12 @@ Example | Description
|
|||
[Spatial Audio 2D](../examples/audio/spatial_audio_2d.rs) | Shows how to play spatial audio, and moving the emitter in 2D
|
||||
[Spatial Audio 3D](../examples/audio/spatial_audio_3d.rs) | Shows how to play spatial audio, and moving the emitter in 3D
|
||||
|
||||
## Camera
|
||||
|
||||
Example | Description
|
||||
--- | ---
|
||||
[2D top-down camera](../examples/camera/2d_top_down_camera.rs) | A 2D top-down camera smoothly following player movements
|
||||
|
||||
## Dev tools
|
||||
|
||||
Example | Description
|
||||
|
|
149
examples/camera/2d_top_down_camera.rs
Normal file
149
examples/camera/2d_top_down_camera.rs
Normal file
|
@ -0,0 +1,149 @@
|
|||
//! This example showcases a 2D top-down camera with smooth player tracking.
|
||||
//!
|
||||
//! ## Controls
|
||||
//!
|
||||
//! | Key Binding | Action |
|
||||
//! |:---------------------|:--------------|
|
||||
//! | `Z`(azerty), `W`(US) | Move forward |
|
||||
//! | `S` | Move backward |
|
||||
//! | `Q`(azerty), `A`(US) | Move left |
|
||||
//! | `D` | Move right |
|
||||
|
||||
use bevy::core_pipeline::bloom::BloomSettings;
|
||||
use bevy::math::vec3;
|
||||
use bevy::prelude::*;
|
||||
use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
|
||||
|
||||
/// Player movement speed factor.
|
||||
const PLAYER_SPEED: f32 = 100.;
|
||||
|
||||
/// Camera lerp factor.
|
||||
const CAM_LERP_FACTOR: f32 = 2.;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Player;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
|
||||
.add_systems(Update, (move_player, update_camera).chain())
|
||||
.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(MaterialMesh2dBundle {
|
||||
mesh: Mesh2dHandle(meshes.add(Rectangle::new(1000., 700.))),
|
||||
material: materials.add(Color::srgb(0.2, 0.2, 0.3)),
|
||||
..default()
|
||||
});
|
||||
|
||||
// Player
|
||||
commands.spawn((
|
||||
Player,
|
||||
MaterialMesh2dBundle {
|
||||
mesh: meshes.add(Circle::new(25.)).into(),
|
||||
material: materials.add(Color::srgb(6.25, 9.4, 9.1)), // RGB values exceed 1 to achieve a bright color for the bloom effect
|
||||
transform: Transform {
|
||||
translation: vec3(0., 0., 2.),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn setup_instructions(mut commands: Commands) {
|
||||
commands.spawn(
|
||||
TextBundle::from_section(
|
||||
"Move the light with ZQSD or WASD.\nThe camera will smoothly track the light.",
|
||||
TextStyle::default(),
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
bottom: Val::Px(12.0),
|
||||
left: Val::Px(12.0),
|
||||
..default()
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
fn setup_camera(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
camera: Camera {
|
||||
hdr: true, // HDR is required for the bloom effect
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
BloomSettings::NATURAL,
|
||||
));
|
||||
}
|
||||
|
||||
/// Update the camera position by tracking the player.
|
||||
fn update_camera(
|
||||
mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
|
||||
player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let Ok(mut camera) = camera.get_single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Ok(player) = player.get_single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Vec3 { x, y, .. } = player.translation;
|
||||
let direction = Vec3::new(x, y, camera.translation.z);
|
||||
|
||||
// Applies a smooth effect to camera movement using interpolation between
|
||||
// the camera position and the player position on the x and y axes.
|
||||
// Here we use the in-game time, to get the elapsed time (in seconds)
|
||||
// since the previous update. This avoids jittery movement when tracking
|
||||
// the player.
|
||||
camera.translation = camera
|
||||
.translation
|
||||
.lerp(direction, time.delta_seconds() * CAM_LERP_FACTOR);
|
||||
}
|
||||
|
||||
/// Update the player position with keyboard inputs.
|
||||
fn move_player(
|
||||
mut player: Query<&mut Transform, With<Player>>,
|
||||
time: Res<Time>,
|
||||
kb_input: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
let Ok(mut player) = player.get_single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let mut direction = Vec2::ZERO;
|
||||
|
||||
if kb_input.pressed(KeyCode::KeyW) {
|
||||
direction.y += 1.;
|
||||
}
|
||||
|
||||
if kb_input.pressed(KeyCode::KeyS) {
|
||||
direction.y -= 1.;
|
||||
}
|
||||
|
||||
if kb_input.pressed(KeyCode::KeyA) {
|
||||
direction.x -= 1.;
|
||||
}
|
||||
|
||||
if kb_input.pressed(KeyCode::KeyD) {
|
||||
direction.x += 1.;
|
||||
}
|
||||
|
||||
// Progressively update the player's position over time. Normalize the
|
||||
// direction vector to prevent it from exceeding a magnitude of 1 when
|
||||
// moving diagonally.
|
||||
let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_seconds();
|
||||
player.translation += move_delta.extend(0.);
|
||||
}
|
Loading…
Reference in a new issue