mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
d5c32bdc23
Signed-off-by: geekvest <cuimoman@sohu.com>
218 lines
7 KiB
Rust
218 lines
7 KiB
Rust
//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
|
|
//! and speed up a game.
|
|
|
|
use std::time::Duration;
|
|
|
|
use bevy::{
|
|
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
|
|
time::common_conditions::on_real_timer,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
move_virtual_time_sprites,
|
|
move_real_time_sprites,
|
|
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
|
|
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
|
|
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
|
|
(update_virtual_time_info_text, update_real_time_info_text)
|
|
// update the texts on a timer to make them more readable
|
|
// `on_timer` run condition uses `Virtual` time meaning it's scaled
|
|
// and would result in the UI updating at different intervals based
|
|
// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
|
|
.run_if(on_real_timer(Duration::from_millis(250))),
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
/// `Real` time related marker
|
|
#[derive(Component)]
|
|
struct RealTime;
|
|
|
|
/// `Virtual` time related marker
|
|
#[derive(Component)]
|
|
struct VirtualTime;
|
|
|
|
/// Setup the example
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
|
|
// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
|
|
// of the other sprite which moves based on `Real` (unscaled) time
|
|
time.set_relative_speed(2.);
|
|
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
let virtual_color = GOLD.into();
|
|
let sprite_scale = Vec2::splat(0.5).extend(1.);
|
|
let texture_handle = asset_server.load("branding/icon.png");
|
|
|
|
// the sprite moving based on real time
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
texture: texture_handle.clone(),
|
|
transform: Transform::from_scale(sprite_scale),
|
|
..default()
|
|
},
|
|
RealTime,
|
|
));
|
|
|
|
// the sprite moving based on virtual time
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
texture: texture_handle,
|
|
sprite: Sprite {
|
|
color: virtual_color,
|
|
..default()
|
|
},
|
|
transform: Transform {
|
|
scale: sprite_scale,
|
|
translation: Vec3::new(0., -160., 0.),
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
VirtualTime,
|
|
));
|
|
|
|
// info UI
|
|
let font_size = 40.;
|
|
|
|
commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
display: Display::Flex,
|
|
justify_content: JustifyContent::SpaceBetween,
|
|
width: Val::Percent(100.),
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(0.),
|
|
padding: UiRect::all(Val::Px(20.0)),
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
// real time info
|
|
builder.spawn((
|
|
TextBundle::from_section(
|
|
"",
|
|
TextStyle {
|
|
font_size,
|
|
..default()
|
|
},
|
|
),
|
|
RealTime,
|
|
));
|
|
|
|
// keybindings
|
|
builder.spawn(
|
|
TextBundle::from_section(
|
|
"CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down",
|
|
TextStyle {
|
|
font_size,
|
|
color: Color::srgb(0.85, 0.85, 0.85),
|
|
..default()
|
|
},
|
|
)
|
|
.with_text_justify(JustifyText::Center),
|
|
);
|
|
|
|
// virtual time info
|
|
builder.spawn((
|
|
TextBundle::from_section(
|
|
"",
|
|
TextStyle {
|
|
font_size,
|
|
color: virtual_color,
|
|
..default()
|
|
},
|
|
)
|
|
.with_text_justify(JustifyText::Right),
|
|
VirtualTime,
|
|
));
|
|
});
|
|
}
|
|
|
|
/// Move sprites using `Real` (unscaled) time
|
|
fn move_real_time_sprites(
|
|
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
|
|
// `Real` time which is not scaled or paused
|
|
time: Res<Time<Real>>,
|
|
) {
|
|
for mut transform in sprite_query.iter_mut() {
|
|
// move roughly half the screen in a `Real` second
|
|
// when the time is scaled the speed is going to change
|
|
// and the sprite will stay still the time is paused
|
|
transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
|
|
}
|
|
}
|
|
|
|
/// Move sprites using `Virtual` (scaled) time
|
|
fn move_virtual_time_sprites(
|
|
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
|
|
// the default `Time` is either `Time<Virtual>` in regular systems
|
|
// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
|
|
// `Time::elapsed()` will return the appropriate values either way
|
|
time: Res<Time>,
|
|
) {
|
|
for mut transform in sprite_query.iter_mut() {
|
|
// move roughly half the screen in a `Virtual` second
|
|
// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
|
|
// to move at a different pace and the sprite will stay still when time is
|
|
// `Time<Virtual>::is_paused()`
|
|
transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
|
|
}
|
|
}
|
|
|
|
fn get_sprite_translation_x(elapsed: f32) -> f32 {
|
|
elapsed.sin() * 500.
|
|
}
|
|
|
|
/// Update the speed of `Time<Virtual>.` by `DELTA`
|
|
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
|
|
let time_speed = (time.relative_speed() + DELTA as f32)
|
|
.round()
|
|
.clamp(0.25, 5.);
|
|
|
|
// set the speed of the virtual time to speed it up or slow it down
|
|
time.set_relative_speed(time_speed);
|
|
}
|
|
|
|
/// pause or resume `Relative` time
|
|
fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
|
|
if time.is_paused() {
|
|
time.unpause();
|
|
} else {
|
|
time.pause();
|
|
}
|
|
}
|
|
|
|
/// Update the `Real` time info text
|
|
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
|
|
for mut text in &mut query {
|
|
text.sections[0].value = format!(
|
|
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
|
|
time.elapsed_seconds(),
|
|
time.delta_seconds(),
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Update the `Virtual` time info text
|
|
fn update_virtual_time_info_text(
|
|
time: Res<Time<Virtual>>,
|
|
mut query: Query<&mut Text, With<VirtualTime>>,
|
|
) {
|
|
for mut text in &mut query {
|
|
text.sections[0].value = format!(
|
|
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
|
|
time.elapsed_seconds(),
|
|
time.delta_seconds(),
|
|
time.relative_speed()
|
|
);
|
|
}
|
|
}
|