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https://github.com/bevyengine/bevy
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# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
49 lines
1.2 KiB
Rust
49 lines
1.2 KiB
Rust
//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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#[derive(Resource)]
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struct AnimationState {
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min: f32,
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max: f32,
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current: f32,
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speed: f32,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.insert_resource(AnimationState {
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min: 128.0,
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max: 512.0,
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current: 128.0,
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speed: 50.0,
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});
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commands.spawn(Sprite {
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image: asset_server.load("branding/icon.png"),
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image_mode: SpriteImageMode::Tiled {
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tile_x: true,
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tile_y: true,
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stretch_value: 0.5, // The image will tile every 128px
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},
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..default()
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});
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}
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fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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if state.current >= state.max || state.current <= state.min {
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state.speed = -state.speed;
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};
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state.current += state.speed * time.delta_secs();
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for mut sprite in &mut sprites {
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sprite.custom_size = Some(Vec2::splat(state.current));
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}
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}
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