use bevy::{prelude::*, tasks::prelude::*}; use rand::random; #[derive(Component, Deref)] struct Velocity(Vec2); fn spawn_system(mut commands: Commands, asset_server: Res) { commands.spawn_bundle(OrthographicCameraBundle::new_2d()); let texture = asset_server.load("branding/icon.png"); for _ in 0..128 { commands .spawn_bundle(SpriteBundle { texture: texture.clone(), transform: Transform::from_scale(Vec3::splat(0.1)), ..default() }) .insert(Velocity( 20.0 * Vec2::new(random::() - 0.5, random::() - 0.5), )); } } // Move sprites according to their velocity fn move_system(pool: Res, mut sprites: Query<(&mut Transform, &Velocity)>) { // Compute the new location of each sprite in parallel on the // ComputeTaskPool using batches of 32 sprites // // This example is only for demonstrative purposes. Using a // ParallelIterator for an inexpensive operation like addition on only 128 // elements will not typically be faster than just using a normal Iterator. // See the ParallelIterator documentation for more information on when // to use or not use ParallelIterator over a normal Iterator. sprites.par_for_each_mut(&pool, 32, |(mut transform, velocity)| { transform.translation += velocity.extend(0.0); }); } // Bounce sprites outside the window fn bounce_system( pool: Res, windows: Res, mut sprites: Query<(&Transform, &mut Velocity)>, ) { let window = windows.primary(); let width = window.width(); let height = window.height(); let left = width / -2.0; let right = width / 2.0; let bottom = height / -2.0; let top = height / 2.0; sprites // Batch size of 32 is chosen to limit the overhead of // ParallelIterator, since negating a vector is very inexpensive. .par_for_each_mut(&pool, 32, |(transform, mut v)| { if !(left < transform.translation.x && transform.translation.x < right && bottom < transform.translation.y && transform.translation.y < top) { // For simplicity, just reverse the velocity; don't use realistic bounces v.0 = -v.0; } }); } fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(spawn_system) .add_system(move_system) .add_system(bounce_system) .run(); }