mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
fae2200b1a
# Objective - There is a little mistake in a line comment. ## Solution - Fixed the comment to correctly describe what happens in the documented calculation.
55 lines
1.6 KiB
Rust
55 lines
1.6 KiB
Rust
//! Shows how to render simple primitive shapes with a single color.
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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const X_EXTENT: f32 = 600.;
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fn setup(
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mut commands: Commands,
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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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commands.spawn(Camera2dBundle::default());
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let shapes = [
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Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
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Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
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Mesh2dHandle(meshes.add(Annulus::new(25.0, 50.0))),
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Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
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Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
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Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
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Mesh2dHandle(meshes.add(Triangle2d::new(
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Vec2::Y * 50.0,
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Vec2::new(-50.0, -50.0),
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Vec2::new(50.0, -50.0),
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))),
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];
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let num_shapes = shapes.len();
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for (i, shape) in shapes.into_iter().enumerate() {
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// Distribute colors evenly across the rainbow.
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let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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commands.spawn(MaterialMesh2dBundle {
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mesh: shape,
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material: materials.add(color),
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transform: Transform::from_xyz(
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// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
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-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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0.0,
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0.0,
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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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