//! Creates a hierarchy of parents and children entities. use std::f32::consts::*; use bevy::color::palettes::css::*; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotate) .run(); } fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2dBundle::default()); let texture = asset_server.load("branding/icon.png"); // Spawn a root entity with no parent let parent = commands .spawn(SpriteBundle { transform: Transform::from_scale(Vec3::splat(0.75)), texture: texture.clone(), ..default() }) // With that entity as a parent, run a lambda that spawns its children .with_children(|parent| { // parent is a ChildBuilder, which has a similar API to Commands parent.spawn(SpriteBundle { transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)), texture: texture.clone(), sprite: Sprite { color: BLUE.into(), ..default() }, ..default() }); }) // Store parent entity for next sections .id(); // Another way is to use the push_children function to add children after the parent // entity has already been spawned. let child = commands .spawn(SpriteBundle { transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)), texture, sprite: Sprite { color: GREEN.into(), ..default() }, ..default() }) .id(); // Add child to the parent. commands.entity(parent).add_child(child); } // A simple system to rotate the root entity, and rotate all its children separately fn rotate( mut commands: Commands, time: Res