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https://github.com/bevyengine/bevy
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# Objective - We must have googly eyes. - Also it would be nice if there was an example of a desk toy application (like the old NEKO.EXE). ## Solution - Created an example with googly eyed Bevy logo under examples/games/desktoy.rs. --- ## Changelog - Added "Desk Toy" game example showcasing window transparency and hit test. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
397 lines
15 KiB
Rust
397 lines
15 KiB
Rust
//! Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
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//!
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//! This example demonstrates:
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//! - Transparent windows that can be clicked through.
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//! - Drag-and-drop operations in 2D.
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//! - Using entity hierarchy and [`SpatialBundle`]s to create simple animations.
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//! - Creating simple 2D meshes based on shape primitives.
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use bevy::{
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app::AppExit,
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input::common_conditions::{input_just_pressed, input_just_released},
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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window::{PrimaryWindow, WindowLevel},
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};
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#[cfg(target_os = "macos")]
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use bevy::window::CompositeAlphaMode;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Desk Toy".into(),
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transparent: true,
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#[cfg(target_os = "macos")]
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composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
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..default()
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}),
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..default()
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}))
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.insert_resource(ClearColor(WINDOW_CLEAR_COLOR))
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.insert_resource(WindowTransparency(false))
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.insert_resource(CursorWorldPos(None))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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get_cursor_world_pos,
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update_cursor_hit_test,
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(
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start_drag.run_if(input_just_pressed(MouseButton::Left)),
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end_drag.run_if(input_just_released(MouseButton::Left)),
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drag.run_if(resource_exists::<DragOperation>),
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quit.run_if(input_just_pressed(MouseButton::Right)),
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toggle_transparency.run_if(input_just_pressed(KeyCode::Space)),
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move_pupils.after(drag),
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),
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)
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.chain(),
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)
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.run();
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}
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/// Whether the window is transparent
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#[derive(Resource)]
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struct WindowTransparency(bool);
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/// The projected 2D world coordinates of the cursor (if it's within primary window bounds).
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#[derive(Resource)]
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struct CursorWorldPos(Option<Vec2>);
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/// The current drag operation including the offset with which we grabbed the Bevy logo.
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#[derive(Resource)]
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struct DragOperation(Vec2);
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/// Marker component for the instructions text entity.
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#[derive(Component)]
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struct InstructionsText;
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/// Marker component for the Bevy logo entity.
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#[derive(Component)]
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struct BevyLogo;
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/// Component for the moving pupil entity (the moving part of the googly eye).
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#[derive(Component)]
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struct Pupil {
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/// Radius of the eye containing the pupil.
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eye_radius: f32,
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/// Radius of the pupil.
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pupil_radius: f32,
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/// Current velocity of the pupil.
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velocity: Vec2,
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}
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// Dimensions are based on: assets/branding/icon.png
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// Bevy logo radius
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const BEVY_LOGO_RADIUS: f32 = 128.0;
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// Birds' eyes x y (offset from the origin) and radius
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// These values are manually determined from the logo image
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const BIRDS_EYES: [(f32, f32, f32); 3] = [
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(145.0 - 128.0, -(56.0 - 128.0), 12.0),
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(198.0 - 128.0, -(87.0 - 128.0), 10.0),
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(222.0 - 128.0, -(140.0 - 128.0), 8.0),
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];
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const WINDOW_CLEAR_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
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/// Spawn the scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// Spawn a 2D camera
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commands.spawn(Camera2dBundle::default());
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// Spawn the text instructions
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font: font.clone(),
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font_size: 30.0,
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color: Color::WHITE,
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};
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commands.spawn((
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Text2dBundle {
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text: Text::from_section(
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"Press Space to play on your desktop! Press it again to return.\nRight click Bevy logo to exit.",
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text_style.clone(),
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),
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transform: Transform::from_xyz(0.0, -300.0, 100.0),
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..default()
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},
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InstructionsText,
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));
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// Create a circle mesh. We will reuse this mesh for all our circles.
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let circle = Mesh2dHandle(meshes.add(Circle { radius: 1.0 }));
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// Create the different materials we will use for each part of the eyes. For this demo they are basic [`ColorMaterial`]s.
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let outline_material = materials.add(Color::BLACK);
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let sclera_material = materials.add(Color::WHITE);
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let pupil_material = materials.add(Color::srgb(0.2, 0.2, 0.2));
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let pupil_highlight_material = materials.add(Color::srgba(1.0, 1.0, 1.0, 0.2));
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// Spawn the Bevy logo sprite
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commands
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.spawn((
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SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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},
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BevyLogo,
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))
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.with_children(|commands| {
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// For each bird eye
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for (x, y, radius) in BIRDS_EYES {
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// eye outline
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commands.spawn(MaterialMesh2dBundle {
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mesh: circle.clone(),
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material: outline_material.clone(),
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transform: Transform::from_xyz(x, y - 1.0, 1.0)
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.with_scale(Vec2::splat(radius + 2.0).extend(1.0)),
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..default()
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});
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// sclera
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commands
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.spawn(SpatialBundle::from_transform(Transform::from_xyz(
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x, y, 2.0,
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)))
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.with_children(|commands| {
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// sclera
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commands.spawn(MaterialMesh2dBundle {
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mesh: circle.clone(),
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material: sclera_material.clone(),
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transform: Transform::from_scale(Vec3::new(radius, radius, 0.0)),
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..default()
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});
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let pupil_radius = radius * 0.6;
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let pupil_highlight_radius = radius * 0.3;
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let pupil_highlight_offset = radius * 0.3;
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// pupil
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commands
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.spawn((
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SpatialBundle::from_transform(Transform::from_xyz(0.0, 0.0, 1.0)),
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Pupil {
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eye_radius: radius,
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pupil_radius,
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velocity: Vec2::ZERO,
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},
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))
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.with_children(|commands| {
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// pupil main
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commands.spawn(MaterialMesh2dBundle {
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mesh: circle.clone(),
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material: pupil_material.clone(),
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transform: Transform::from_xyz(0.0, 0.0, 0.0)
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.with_scale(Vec3::new(pupil_radius, pupil_radius, 1.0)),
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..default()
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});
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// pupil highlight
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commands.spawn(MaterialMesh2dBundle {
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mesh: circle.clone(),
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material: pupil_highlight_material.clone(),
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transform: Transform::from_xyz(
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-pupil_highlight_offset,
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pupil_highlight_offset,
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1.0,
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)
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.with_scale(Vec3::new(
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pupil_highlight_radius,
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pupil_highlight_radius,
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1.0,
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)),
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..default()
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});
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});
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});
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}
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});
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}
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/// Project the cursor into the world coordinates and store it in a resource for easy use
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fn get_cursor_world_pos(
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mut cursor_world_pos: ResMut<CursorWorldPos>,
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q_primary_window: Query<&Window, With<PrimaryWindow>>,
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q_camera: Query<(&Camera, &GlobalTransform)>,
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) {
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let primary_window = q_primary_window.single();
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let (main_camera, main_camera_transform) = q_camera.single();
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// Get the cursor position in the world
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cursor_world_pos.0 = primary_window
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.cursor_position()
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.and_then(|cursor_pos| main_camera.viewport_to_world_2d(main_camera_transform, cursor_pos));
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}
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/// Update whether the window is clickable or not
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fn update_cursor_hit_test(
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cursor_world_pos: Res<CursorWorldPos>,
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mut q_primary_window: Query<&mut Window, With<PrimaryWindow>>,
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q_bevy_logo: Query<&Transform, With<BevyLogo>>,
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) {
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let mut primary_window = q_primary_window.single_mut();
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// If the window has decorations (e.g. a border) then it should be clickable
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if primary_window.decorations {
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primary_window.cursor.hit_test = true;
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return;
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}
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// If the cursor is not within the window we don't need to update whether the window is clickable or not
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// If the cursor is within the radius of the Bevy logo make the window clickable otherwise the window is not clickable
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let bevy_logo_transform = q_bevy_logo.single();
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primary_window.cursor.hit_test = bevy_logo_transform
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.translation
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.truncate()
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.distance(cursor_world_pos)
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< BEVY_LOGO_RADIUS;
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}
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/// Start the drag operation and record the offset we started dragging from
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fn start_drag(
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mut commands: Commands,
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cursor_world_pos: Res<CursorWorldPos>,
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q_bevy_logo: Query<&Transform, With<BevyLogo>>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// Get the offset from the cursor to the Bevy logo sprite
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let bevy_logo_transform = q_bevy_logo.single();
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let drag_offset = bevy_logo_transform.translation.truncate() - cursor_world_pos;
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// If the cursor is within the Bevy logo radius start the drag operation and remember the offset of the cursor from the origin
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if drag_offset.length() < BEVY_LOGO_RADIUS {
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commands.insert_resource(DragOperation(drag_offset));
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}
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}
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/// Stop the current drag operation
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fn end_drag(mut commands: Commands) {
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commands.remove_resource::<DragOperation>();
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}
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/// Drag the Bevy logo
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fn drag(
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drag_offset: Res<DragOperation>,
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cursor_world_pos: Res<CursorWorldPos>,
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time: Res<Time>,
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mut q_bevy_logo: Query<&mut Transform, With<BevyLogo>>,
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mut q_pupils: Query<&mut Pupil>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// Get the current Bevy logo transform
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let mut bevy_transform = q_bevy_logo.single_mut();
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// Calculate the new translation of the Bevy logo based on cursor and drag offset
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let new_translation = cursor_world_pos + drag_offset.0;
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// Calculate how fast we are dragging the Bevy logo (unit/second)
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let drag_velocity =
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(new_translation - bevy_transform.translation.truncate()) / time.delta_seconds();
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// Update the translation of Bevy logo transform to new translation
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bevy_transform.translation = new_translation.extend(bevy_transform.translation.z);
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// Add the cursor drag velocity in the opposite direction to each pupil.
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// Remember pupils are using local coordinates to move. So when the Bevy logo moves right they need to move left to
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// simulate inertia, otherwise they will move fixed to the parent.
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for mut pupil in &mut q_pupils {
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pupil.velocity -= drag_velocity;
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}
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}
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/// Quit when the user right clicks the Bevy logo
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fn quit(
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cursor_world_pos: Res<CursorWorldPos>,
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mut app_exit: EventWriter<AppExit>,
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q_bevy_logo: Query<&Transform, With<BevyLogo>>,
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) {
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// If the cursor is not within the primary window skip this system
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let Some(cursor_world_pos) = cursor_world_pos.0 else {
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return;
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};
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// If the cursor is within the Bevy logo radius send the [`AppExit`] event to quit the app
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let bevy_logo_transform = q_bevy_logo.single();
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if bevy_logo_transform
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.translation
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.truncate()
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.distance(cursor_world_pos)
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< BEVY_LOGO_RADIUS
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{
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app_exit.send(AppExit);
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}
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}
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/// Enable transparency for the window and make it on top
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fn toggle_transparency(
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mut commands: Commands,
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mut window_transparency: ResMut<WindowTransparency>,
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mut q_instructions_text: Query<&mut Visibility, With<InstructionsText>>,
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mut q_primary_window: Query<&mut Window, With<PrimaryWindow>>,
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) {
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// Toggle the window transparency resource
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window_transparency.0 = !window_transparency.0;
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// Show or hide the instructions text
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for mut visibility in &mut q_instructions_text {
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*visibility = if window_transparency.0 {
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Visibility::Hidden
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} else {
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Visibility::Visible
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};
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}
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// Remove the primary window's decorations (e.g. borders), make it always on top of other desktop windows, and set the clear color to transparent
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// only if window transparency is enabled
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let mut window = q_primary_window.single_mut();
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let clear_color;
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(window.decorations, window.window_level, clear_color) = if window_transparency.0 {
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(false, WindowLevel::AlwaysOnTop, Color::NONE)
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} else {
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(true, WindowLevel::Normal, WINDOW_CLEAR_COLOR)
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};
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// Set the clear color
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commands.insert_resource(ClearColor(clear_color));
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}
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/// Move the pupils and bounce them around
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fn move_pupils(time: Res<Time>, mut q_pupils: Query<(&mut Pupil, &mut Transform)>) {
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for (mut pupil, mut transform) in &mut q_pupils {
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// The wiggle radius is how much the pupil can move within the eye
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let wiggle_radius = pupil.eye_radius - pupil.pupil_radius;
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// Store the Z component
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let z = transform.translation.z;
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// Truncate the Z component to make the calculations be on [`Vec2`]
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let mut translation = transform.translation.truncate();
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// Decay the pupil velocity
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pupil.velocity *= (0.04f32).powf(time.delta_seconds());
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// Move the pupil
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translation += pupil.velocity * time.delta_seconds();
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// If the pupil hit the outside border of the eye, limit the translation to be within the wiggle radius and invert the velocity.
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// This is not physically accurate but it's good enough for the googly eyes effect.
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if translation.length() > wiggle_radius {
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translation = translation.normalize() * wiggle_radius;
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// Invert and decrease the velocity of the pupil when it bounces
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pupil.velocity *= -0.75;
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}
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// Update the entity transform with the new translation after reading the Z component
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transform.translation = translation.extend(z);
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}
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}
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