//! Shows how to render simple primitive shapes with a single color. use bevy::{ prelude::*, sprite::{MaterialMesh2dBundle, Mesh2dHandle}, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } const X_EXTENT: f32 = 600.; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(Camera2dBundle::default()); let shapes = [ Mesh2dHandle(meshes.add(Circle { radius: 50.0 })), Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))), Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))), Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))), 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(); for (i, shape) in shapes.into_iter().enumerate() { // Distribute colors evenly across the rainbow. let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7); commands.spawn(MaterialMesh2dBundle { mesh: shape, material: materials.add(color), transform: Transform::from_xyz( // Distribute shapes from -X_EXTENT to +X_EXTENT. -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT, 0.0, 0.0, ), ..default() }); } }