mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
7d40e3ec87
# 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.
130 lines
4.2 KiB
Rust
130 lines
4.2 KiB
Rust
//! Renders a lot of sprites to allow performance testing.
|
|
//! See <https://github.com/bevyengine/bevy/pull/1492>
|
|
//!
|
|
//! This example sets up many sprites in different sizes, rotations, and scales in the world.
|
|
//! It also moves the camera over them to see how well frustum culling works.
|
|
//!
|
|
//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
|
|
//! in multiple batches, reducing performance but useful for testing.
|
|
|
|
use bevy::{
|
|
color::palettes::css::*,
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
prelude::*,
|
|
window::{PresentMode, WindowResolution},
|
|
winit::{UpdateMode, WinitSettings},
|
|
};
|
|
|
|
use rand::Rng;
|
|
|
|
const CAMERA_SPEED: f32 = 1000.0;
|
|
|
|
const COLORS: [Color; 3] = [Color::Srgba(BLUE), Color::Srgba(WHITE), Color::Srgba(RED)];
|
|
|
|
#[derive(Resource)]
|
|
struct ColorTint(bool);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(ColorTint(
|
|
std::env::args().nth(1).unwrap_or_default() == "--colored",
|
|
))
|
|
// Since this is also used as a benchmark, we want it to display performance data.
|
|
.add_plugins((
|
|
LogDiagnosticsPlugin::default(),
|
|
FrameTimeDiagnosticsPlugin,
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
resolution: WindowResolution::new(1920.0, 1080.0)
|
|
.with_scale_factor_override(1.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
))
|
|
.insert_resource(WinitSettings {
|
|
focused_mode: UpdateMode::Continuous,
|
|
unfocused_mode: UpdateMode::Continuous,
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(print_sprite_count, move_camera.after(print_sprite_count)),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
let mut rng = rand::thread_rng();
|
|
|
|
let tile_size = Vec2::splat(64.0);
|
|
let map_size = Vec2::splat(320.0);
|
|
|
|
let half_x = (map_size.x / 2.0) as i32;
|
|
let half_y = (map_size.y / 2.0) as i32;
|
|
|
|
let sprite_handle = assets.load("branding/icon.png");
|
|
|
|
// Spawns the camera
|
|
|
|
commands.spawn(Camera2d);
|
|
|
|
// Builds and spawns the sprites
|
|
let mut sprites = vec![];
|
|
for y in -half_y..half_y {
|
|
for x in -half_x..half_x {
|
|
let position = Vec2::new(x as f32, y as f32);
|
|
let translation = (position * tile_size).extend(rng.gen::<f32>());
|
|
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
|
|
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
|
|
|
|
sprites.push((
|
|
Sprite {
|
|
image: sprite_handle.clone(),
|
|
custom_size: Some(tile_size),
|
|
color: if color_tint.0 {
|
|
COLORS[rng.gen_range(0..3)]
|
|
} else {
|
|
Color::WHITE
|
|
},
|
|
..default()
|
|
},
|
|
Transform {
|
|
translation,
|
|
rotation,
|
|
scale,
|
|
},
|
|
));
|
|
}
|
|
}
|
|
commands.spawn_batch(sprites);
|
|
}
|
|
|
|
// System for rotating and translating the camera
|
|
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
|
|
let mut camera_transform = camera_query.single_mut();
|
|
camera_transform.rotate_z(time.delta_seconds() * 0.5);
|
|
*camera_transform = *camera_transform
|
|
* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
|
|
}
|
|
|
|
#[derive(Deref, DerefMut)]
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
|
|
}
|
|
}
|
|
|
|
// System for printing the number of sprites on every tick of the timer
|
|
fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
|
|
timer.tick(time.delta());
|
|
|
|
if timer.just_finished() {
|
|
info!("Sprites: {}", sprites.iter().count());
|
|
}
|
|
}
|