mirror of
https://github.com/bevyengine/bevy
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25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
41 lines
1.1 KiB
Rust
41 lines
1.1 KiB
Rust
//! Demonstrates how to use transparency in 2D.
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//! Shows 3 bevy logos on top of each other, each with a different amount of transparency.
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use bevy::prelude::*;
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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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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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let sprite_handle = asset_server.load("branding/icon.png");
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commands.spawn(SpriteBundle {
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texture: sprite_handle.clone(),
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..default()
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});
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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// Alpha channel of the color controls transparency.
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color: Color::srgba(0.0, 0.0, 1.0, 0.7),
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..default()
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},
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texture: sprite_handle.clone(),
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transform: Transform::from_xyz(100.0, 0.0, 0.0),
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..default()
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});
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::srgba(0.0, 1.0, 0.0, 0.3),
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..default()
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},
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texture: sprite_handle,
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transform: Transform::from_xyz(200.0, 0.0, 0.0),
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..default()
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});
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}
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