bevy/examples/2d/sprite_tile.rs
Radislav Myasnikov 94e0e1f031
Updated the 2D examples to make them uniform (#17237)
# 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>
2025-01-23 16:46:58 +00:00

49 lines
1.2 KiB
Rust

//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate)
.run();
}
#[derive(Resource)]
struct AnimationState {
min: f32,
max: f32,
current: f32,
speed: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.insert_resource(AnimationState {
min: 128.0,
max: 512.0,
current: 128.0,
speed: 50.0,
});
commands.spawn(Sprite {
image: asset_server.load("branding/icon.png"),
image_mode: SpriteImageMode::Tiled {
tile_x: true,
tile_y: true,
stretch_value: 0.5, // The image will tile every 128px
},
..default()
});
}
fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
if state.current >= state.max || state.current <= state.min {
state.speed = -state.speed;
};
state.current += state.speed * time.delta_secs();
for mut sprite in &mut sprites {
sprite.custom_size = Some(Vec2::splat(state.current));
}
}