//! Illustrates how to move an object along an axis. use bevy::prelude::*; // Define a struct to keep some information about our entity. // Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it. #[derive(Component)] struct Movable { spawn: Vec3, max_distance: f32, speed: f32, } // Implement a utility function for easier Movable struct creation. impl Movable { fn new(spawn: Vec3) -> Self { Movable { spawn, max_distance: 5.0, speed: 2.0, } } } fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(move_cube) .run(); } // Startup system to setup the scene and spawn all relevant entities. fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Add a cube to visualize translation. let entity_spawn = Vec3::ZERO; commands .spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::WHITE.into()), transform: Transform::from_translation(entity_spawn), ..default() }) .insert(Movable::new(entity_spawn)); // Spawn a camera looking at the entities to show what's happening in this example. commands.spawn_bundle(Camera3dBundle { transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y), ..default() }); // Add a light source for better 3d visibility. commands.spawn_bundle(PointLightBundle { transform: Transform::from_translation(Vec3::ONE * 3.0), ..default() }); } // This system will move all Movable entities with a Transform fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res