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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
44 lines
1.3 KiB
Rust
44 lines
1.3 KiB
Rust
//! Shows how to render simple primitive shapes with a single color.
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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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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.run();
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}
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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_bundle(OrthographicCameraBundle::new_2d());
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// Rectangle
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commands.spawn_bundle(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(50.0, 100.0)),
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..default()
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},
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..default()
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});
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// Circle
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commands.spawn_bundle(MaterialMesh2dBundle {
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mesh: meshes.add(shape::Circle::new(50.).into()).into(),
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material: materials.add(ColorMaterial::from(Color::PURPLE)),
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transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
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..default()
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});
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// Hexagon
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commands.spawn_bundle(MaterialMesh2dBundle {
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mesh: meshes.add(shape::RegularPolygon::new(50., 6).into()).into(),
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material: materials.add(ColorMaterial::from(Color::TURQUOISE)),
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transform: Transform::from_translation(Vec3::new(100., 0., 0.)),
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..default()
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});
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}
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