bevy/examples/2d/text2d.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00

39 lines
1.3 KiB
Rust

use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(animate.system())
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// 2d camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(Text2dBundle {
text: Text::with_section(
"This text is in the 2D scene.",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
TextAlignment {
vertical: VerticalAlign::Center,
horizontal: HorizontalAlign::Center,
},
),
..Default::default()
});
}
fn animate(time: Res<Time>, mut query: Query<&mut Transform, With<Text>>) {
// `Transform.translation` will determine the location of the text.
// `Transform.scale` and `Transform.rotation` do not yet affect text (though you can set the
// size of the text via `Text.style.font_size`)
for mut transform in query.iter_mut() {
transform.translation.x = 100.0 * time.seconds_since_startup().sin() as f32;
transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
}
}