bevy/examples/ecs/state.rs
Cameron 7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00

139 lines
4.1 KiB
Rust

//! This example illustrates how to use [`States`] to control transitioning from a `Menu` state to
//! an `InGame` state.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_state(AppState::Menu)
.add_startup_system(setup)
.add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu))
.add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu))
.add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu))
.add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game))
.add_system_set(
SystemSet::on_update(AppState::InGame)
.with_system(movement)
.with_system(change_color),
)
.run();
}
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
enum AppState {
Menu,
InGame,
}
#[derive(Resource)]
struct MenuData {
button_entity: Entity,
}
const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
}
fn setup_menu(mut commands: Commands, asset_server: Res<AssetServer>) {
let button_entity = commands
.spawn(ButtonBundle {
style: Style {
size: Size::new(Val::Px(150.0), Val::Px(65.0)),
// center button
margin: UiRect::all(Val::Auto),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
background_color: NORMAL_BUTTON.into(),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Play",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::rgb(0.9, 0.9, 0.9),
},
));
})
.id();
commands.insert_resource(MenuData { button_entity });
}
fn menu(
mut state: ResMut<State<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Clicked => {
*color = PRESSED_BUTTON.into();
state.set(AppState::InGame).unwrap();
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn_recursive();
}
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
});
}
const SPEED: f32 = 100.0;
fn movement(
time: Res<Time>,
input: Res<Input<KeyCode>>,
mut query: Query<&mut Transform, With<Sprite>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
if input.pressed(KeyCode::Up) {
direction.y += 1.0;
}
if input.pressed(KeyCode::Down) {
direction.y -= 1.0;
}
if direction != Vec3::ZERO {
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
}
}
}
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
for mut sprite in &mut query {
sprite
.color
.set_b((time.elapsed_seconds() * 0.5).sin() as f32 + 2.0);
}
}