mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
119 lines
4.2 KiB
Rust
119 lines
4.2 KiB
Rust
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_startup_system(setup)
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.add_system(rotate)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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let texture = asset_server.load("branding/icon.png");
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// Spawn a root entity with no parent
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let parent = commands
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.spawn_bundle(SpriteBundle {
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transform: Transform::from_scale(Vec3::splat(0.75)),
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texture: texture.clone(),
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..default()
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})
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// With that entity as a parent, run a lambda that spawns its children
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.with_children(|parent| {
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// parent is a ChildBuilder, which has a similar API to Commands
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parent.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(250.0, 0.0, 0.0),
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scale: Vec3::splat(0.75),
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..default()
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},
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texture: texture.clone(),
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sprite: Sprite {
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color: Color::BLUE,
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..default()
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},
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..default()
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});
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})
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// Store parent entity for next sections
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.id();
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// Another way to create a hierarchy is to add a Parent component to an entity,
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// which would be added automatically to parents with other methods.
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// Similarly, adding a Parent component will automatically add a Children component to the
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// parent.
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(-250.0, 0.0, 0.0),
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scale: Vec3::splat(0.75),
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..default()
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},
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texture: texture.clone(),
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sprite: Sprite {
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color: Color::RED,
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..default()
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},
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..default()
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})
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// Using the entity from the previous section as the parent:
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.insert(Parent(parent));
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// Another way is to use the push_children function to add children after the parent
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// entity has already been spawned.
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let child = commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, 250.0, 0.0),
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scale: Vec3::splat(0.75),
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..default()
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},
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texture,
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sprite: Sprite {
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color: Color::GREEN,
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..default()
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},
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..default()
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})
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.id();
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// Pushing takes a slice of children to add:
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commands.entity(parent).push_children(&[child]);
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}
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// A simple system to rotate the root entity, and rotate all its children separately
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fn rotate(
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mut commands: Commands,
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time: Res<Time>,
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mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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mut transform_query: Query<&mut Transform, With<Sprite>>,
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) {
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let angle = std::f32::consts::PI / 2.0;
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for (parent, children) in parents_query.iter_mut() {
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if let Ok(mut transform) = transform_query.get_mut(parent) {
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transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds()));
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}
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// To iterate through the entities children, just treat the Children component as a Vec
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// Alternatively, you could query entities that have a Parent component
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for child in children.iter() {
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if let Ok(mut transform) = transform_query.get_mut(*child) {
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transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds()));
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}
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}
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// To demonstrate removing children, we'll start to remove the children after a couple of
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// seconds
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if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
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let child = children.last().copied().unwrap();
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commands.entity(child).despawn_recursive();
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}
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if time.seconds_since_startup() >= 4.0 {
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// This will remove the entity from its parent's list of children, as well as despawn
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// any children the entity has.
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commands.entity(parent).despawn_recursive();
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}
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}
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}
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