bevy/examples/games/contributors.rs
Emerson Coskey 7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00

334 lines
10 KiB
Rust

//! This example displays each contributor to the bevy source code as a bouncing bevy-ball.
use bevy::{math::bounding::Aabb2d, prelude::*, utils::HashMap};
use rand::{prelude::SliceRandom, Rng};
use std::{
env::VarError,
hash::{DefaultHasher, Hash, Hasher},
io::{self, BufRead, BufReader},
process::Stdio,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<SelectionTimer>()
.add_systems(Startup, (setup_contributor_selection, setup))
.add_systems(Update, (gravity, movement, collisions, selection))
.run();
}
// Store contributors with their commit count in a collection that preserves the uniqueness
type Contributors = HashMap<String, usize>;
#[derive(Resource)]
struct ContributorSelection {
order: Vec<Entity>,
idx: usize,
}
#[derive(Resource)]
struct SelectionTimer(Timer);
impl Default for SelectionTimer {
fn default() -> Self {
Self(Timer::from_seconds(
SHOWCASE_TIMER_SECS,
TimerMode::Repeating,
))
}
}
#[derive(Component)]
struct ContributorDisplay;
#[derive(Component)]
struct Contributor {
name: String,
num_commits: usize,
hue: f32,
}
#[derive(Component)]
struct Velocity {
translation: Vec3,
rotation: f32,
}
const GRAVITY: f32 = 9.821 * 100.0;
const SPRITE_SIZE: f32 = 75.0;
const SELECTED: Hsla = Hsla::hsl(0.0, 0.9, 0.7);
const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92);
const SHOWCASE_TIMER_SECS: f32 = 3.0;
const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"];
fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load contributors from the git history log or use default values from
// the constant array. Contributors are stored in a HashMap with their
// commit count.
let contribs = contributors().unwrap_or_else(|_| {
CONTRIBUTORS_LIST
.iter()
.map(|name| (name.to_string(), 1))
.collect()
});
let texture_handle = asset_server.load("branding/icon.png");
let mut contributor_selection = ContributorSelection {
order: Vec::with_capacity(contribs.len()),
idx: 0,
};
let mut rng = rand::thread_rng();
for (name, num_commits) in contribs {
let transform =
Transform::from_xyz(rng.gen_range(-400.0..400.0), rng.gen_range(0.0..400.0), 0.0);
let dir = rng.gen_range(-1.0..1.0);
let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
let hue = name_to_hue(&name);
// Some sprites should be flipped for variety
let flipped = rng.gen();
let entity = commands
.spawn((
Contributor {
name,
num_commits,
hue,
},
Velocity {
translation: velocity,
rotation: -dir * 5.0,
},
Sprite {
image: texture_handle.clone(),
custom_size: Some(Vec2::splat(SPRITE_SIZE)),
color: DESELECTED.with_hue(hue).into(),
flip_x: flipped,
..default()
},
transform,
))
.id();
contributor_selection.order.push(entity);
}
contributor_selection.order.shuffle(&mut rng);
commands.insert_resource(contributor_selection);
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let text_style = TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
};
commands.spawn((
TextBundle::from_sections([
TextSection::new("Contributor showcase", text_style.clone()),
TextSection::from_style(TextStyle {
font_size: 30.,
..text_style
}),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
}),
ContributorDisplay,
));
}
/// Finds the next contributor to display and selects the entity
fn selection(
mut timer: ResMut<SelectionTimer>,
mut contributor_selection: ResMut<ContributorSelection>,
mut text_query: Query<&mut Text, With<ContributorDisplay>>,
mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>,
time: Res<Time>,
) {
if !timer.0.tick(time.delta()).just_finished() {
return;
}
// Deselect the previous contributor
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
deselect(&mut sprite, contributor, &mut transform);
}
// Select the next contributor
if (contributor_selection.idx + 1) < contributor_selection.order.len() {
contributor_selection.idx += 1;
} else {
contributor_selection.idx = 0;
}
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
let mut text = text_query.single_mut();
select(&mut sprite, contributor, &mut transform, &mut text);
}
}
/// Change the tint color to the "selected" color, bring the object to the front
/// and display the name.
fn select(
sprite: &mut Sprite,
contributor: &Contributor,
transform: &mut Transform,
text: &mut Text,
) {
sprite.color = SELECTED.with_hue(contributor.hue).into();
transform.translation.z = 100.0;
text.sections[0].value.clone_from(&contributor.name);
text.sections[1].value = format!(
"\n{} commit{}",
contributor.num_commits,
if contributor.num_commits > 1 { "s" } else { "" }
);
text.sections[0].style.color = sprite.color;
}
/// Change the tint color to the "deselected" color and push
/// the object to the back.
fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
sprite.color = DESELECTED.with_hue(contributor.hue).into();
transform.translation.z = 0.0;
}
/// Applies gravity to all entities with a velocity.
fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) {
let delta = time.delta_seconds();
for mut velocity in &mut velocity_query {
velocity.translation.y -= GRAVITY * delta;
}
}
/// Checks for collisions of contributor-birbs.
///
/// On collision with left-or-right wall it resets the horizontal
/// velocity. On collision with the ground it applies an upwards
/// force.
fn collisions(
windows: Query<&Window>,
mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
) {
let window = windows.single();
let window_size = window.size();
let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);
// The maximum height the birbs should try to reach is one birb below the top of the window.
let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0);
let min_bounce_height = max_bounce_height * 0.4;
let mut rng = rand::thread_rng();
for (mut velocity, mut transform) in &mut query {
// Clamp the translation to not go out of the bounds
if transform.translation.y < collision_area.min.y {
transform.translation.y = collision_area.min.y;
// How high this birb will bounce.
let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height);
// Apply the velocity that would bounce the birb up to bounce_height.
velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
}
// Birbs might hit the ceiling if the window is resized.
// If they do, bounce them.
if transform.translation.y > collision_area.max.y {
transform.translation.y = collision_area.max.y;
velocity.translation.y *= -1.0;
}
// On side walls flip the horizontal velocity
if transform.translation.x < collision_area.min.x {
transform.translation.x = collision_area.min.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
if transform.translation.x > collision_area.max.x {
transform.translation.x = collision_area.max.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
}
}
/// Apply velocity to positions and rotations.
fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
let delta = time.delta_seconds();
for (velocity, mut transform) in &mut query {
transform.translation += delta * velocity.translation;
transform.rotate_z(velocity.rotation * delta);
}
}
#[derive(Debug, thiserror::Error)]
enum LoadContributorsError {
#[error("An IO error occurred while reading the git log.")]
Io(#[from] io::Error),
#[error("The CARGO_MANIFEST_DIR environment variable was not set.")]
Var(#[from] VarError),
#[error("The git process did not return a stdout handle.")]
Stdout,
}
/// Get the names and commit counts of all contributors from the git log.
///
/// This function only works if `git` is installed and
/// the program is run through `cargo`.
fn contributors() -> Result<Contributors, LoadContributorsError> {
let manifest_dir = std::env::var("CARGO_MANIFEST_DIR")?;
let mut cmd = std::process::Command::new("git")
.args(["--no-pager", "log", "--pretty=format:%an"])
.current_dir(manifest_dir)
.stdout(Stdio::piped())
.spawn()?;
let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?;
// Take the list of commit author names and collect them into a HashMap,
// keeping a count of how many commits they authored.
let contributors = BufReader::new(stdout).lines().map_while(Result::ok).fold(
HashMap::new(),
|mut acc, word| {
*acc.entry(word).or_insert(0) += 1;
acc
},
);
Ok(contributors)
}
/// Give each unique contributor name a particular hue that is stable between runs.
fn name_to_hue(s: &str) -> f32 {
let mut hasher = DefaultHasher::new();
s.hash(&mut hasher);
hasher.finish() as f32 / u64::MAX as f32 * 360.
}