bevy/examples/2d/contributors.rs
Zicklag 89217171b4 Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:

```rust
        .spawn(SpriteBundle {
            material: materials.add(texture_handle.into()),
            sprite: Sprite {
                // Flip the sprite along the x axis
                flip: SpriteFlip { x: true, y: false },
                ..Default::default()
            },
            ..Default::default()
        });
```

Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.

![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)

I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.

The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.

I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00

340 lines
9.3 KiB
Rust

use bevy::prelude::*;
use rand::{prelude::SliceRandom, Rng};
use std::{
collections::BTreeSet,
io::{BufRead, BufReader},
process::Stdio,
};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(velocity_system.system())
.add_system(move_system.system())
.add_system(collision_system.system())
.add_system(select_system.system())
.run();
}
type Contributors = BTreeSet<String>;
struct ContributorSelection {
order: Vec<(String, Entity)>,
idx: usize,
}
struct SelectTimer;
struct ContributorDisplay;
struct Contributor {
color: [f32; 3],
}
struct Velocity {
translation: Vec3,
rotation: f32,
}
const GRAVITY: f32 = -9.821 * 100.0;
const SPRITE_SIZE: f32 = 75.0;
const COL_DESELECTED: Color = Color::rgba_linear(0.03, 0.03, 0.03, 0.92);
const COL_SELECTED: Color = Color::WHITE;
const SHOWCASE_TIMER_SECS: f32 = 3.0;
fn setup(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let contribs = contributors();
let texture_handle = asset_server.load("branding/icon.png");
commands
.spawn(OrthographicCameraBundle::new_2d())
.spawn(UiCameraBundle::default());
let mut sel = ContributorSelection {
order: vec![],
idx: 0,
};
let mut rnd = rand::thread_rng();
for name in contribs {
let pos = (rnd.gen_range(-400.0..400.0), rnd.gen_range(0.0..400.0));
let dir = rnd.gen_range(-1.0..1.0);
let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
let col = gen_color(&mut rnd);
// some sprites should be flipped
let flipped = rnd.gen_bool(0.5);
let mut transform = Transform::from_xyz(pos.0, pos.1, 0.0);
transform.scale.x *= if flipped { -1.0 } else { 1.0 };
commands
.spawn((Contributor { color: col },))
.with(Velocity {
translation: velocity,
rotation: -dir * 5.0,
})
.with_bundle(SpriteBundle {
sprite: Sprite {
size: Vec2::new(1.0, 1.0) * SPRITE_SIZE,
resize_mode: SpriteResizeMode::Manual,
..Default::default()
},
material: materials.add(ColorMaterial {
color: COL_DESELECTED * col,
texture: Some(texture_handle.clone()),
}),
..Default::default()
})
.with(transform);
let e = commands.current_entity().unwrap();
sel.order.push((name, e));
}
sel.order.shuffle(&mut rnd);
commands.spawn((SelectTimer, Timer::from_seconds(SHOWCASE_TIMER_SECS, true)));
commands
.spawn((ContributorDisplay,))
.with_bundle(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
..Default::default()
},
text: Text {
sections: vec![
TextSection {
value: "Contributor showcase".to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
},
TextSection {
value: "".to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
},
],
..Default::default()
},
..Default::default()
});
commands.insert_resource(sel);
}
/// Finds the next contributor to display and selects the entity
fn select_system(
mut materials: ResMut<Assets<ColorMaterial>>,
mut sel: ResMut<ContributorSelection>,
mut dq: Query<Mut<Text>, With<ContributorDisplay>>,
mut tq: Query<Mut<Timer>, With<SelectTimer>>,
mut q: Query<(&Contributor, &Handle<ColorMaterial>, &mut Transform)>,
time: Res<Time>,
) {
let mut timer_fired = false;
for mut t in tq.iter_mut() {
if !t.tick(time.delta_seconds()).just_finished() {
continue;
}
t.reset();
timer_fired = true;
}
if !timer_fired {
return;
}
let prev = sel.idx;
if (sel.idx + 1) < sel.order.len() {
sel.idx += 1;
} else {
sel.idx = 0;
}
{
let (_, e) = &sel.order[prev];
if let Ok((c, handle, mut tr)) = q.get_mut(*e) {
deselect(&mut *materials, handle.clone(), c, &mut *tr);
}
}
let (name, e) = &sel.order[sel.idx];
if let Ok((c, handle, mut tr)) = q.get_mut(*e) {
for mut text in dq.iter_mut() {
select(
&mut *materials,
handle.clone(),
c,
&mut *tr,
&mut *text,
name,
);
}
}
}
/// Change the modulate color to the "selected" colour,
/// bring the object to the front and display the name.
fn select(
materials: &mut Assets<ColorMaterial>,
mat_handle: Handle<ColorMaterial>,
cont: &Contributor,
trans: &mut Transform,
text: &mut Text,
name: &str,
) -> Option<()> {
let mat = materials.get_mut(mat_handle)?;
mat.color = COL_SELECTED * cont.color;
trans.translation.z = 100.0;
text.sections[0].value = "Contributor: ".to_string();
text.sections[1].value = name.to_string();
text.sections[1].style.color = mat.color;
Some(())
}
/// Change the modulate color to the "deselected" colour and push
/// the object to the back.
fn deselect(
materials: &mut Assets<ColorMaterial>,
mat_handle: Handle<ColorMaterial>,
cont: &Contributor,
trans: &mut Transform,
) -> Option<()> {
let mat = materials.get_mut(mat_handle)?;
mat.color = COL_DESELECTED * cont.color;
trans.translation.z = 0.0;
Some(())
}
/// Applies gravity to all entities with velocity
fn velocity_system(time: Res<Time>, mut q: Query<Mut<Velocity>>) {
let delta = time.delta_seconds();
for mut v in q.iter_mut() {
v.translation += Vec3::new(0.0, GRAVITY * delta, 0.0);
}
}
/// Checks for collisions of contributor-birds.
///
/// On collision with left-or-right wall it resets the horizontal
/// velocity. On collision with the ground it applies an upwards
/// force.
fn collision_system(
wins: Res<Windows>,
mut q: Query<(Mut<Velocity>, Mut<Transform>), With<Contributor>>,
) {
let mut rnd = rand::thread_rng();
let win = wins.get_primary().unwrap();
let ceiling = win.height() / 2.;
let ground = -(win.height() / 2.);
let wall_left = -(win.width() / 2.);
let wall_right = win.width() / 2.;
for (mut v, mut t) in q.iter_mut() {
let left = t.translation.x - SPRITE_SIZE / 2.0;
let right = t.translation.x + SPRITE_SIZE / 2.0;
let top = t.translation.y + SPRITE_SIZE / 2.0;
let bottom = t.translation.y - SPRITE_SIZE / 2.0;
// clamp the translation to not go out of the bounds
if bottom < ground {
t.translation.y = ground + SPRITE_SIZE / 2.0;
// apply an impulse upwards
v.translation.y = rnd.gen_range(700.0..1000.0);
}
if top > ceiling {
t.translation.y = ceiling - SPRITE_SIZE / 2.0;
}
// on side walls flip the horizontal velocity
if left < wall_left {
t.translation.x = wall_left + SPRITE_SIZE / 2.0;
v.translation.x *= -1.0;
v.rotation *= -1.0;
}
if right > wall_right {
t.translation.x = wall_right - SPRITE_SIZE / 2.0;
v.translation.x *= -1.0;
v.rotation *= -1.0;
}
}
}
/// Apply velocity to positions and rotations.
fn move_system(time: Res<Time>, mut q: Query<(&Velocity, Mut<Transform>)>) {
let delta = time.delta_seconds();
for (v, mut t) in q.iter_mut() {
t.translation += delta * v.translation;
t.rotate(Quat::from_rotation_z(v.rotation * delta));
}
}
/// Get the names of all contributors from the git log.
///
/// The names are deduplicated.
/// This function only works if `git` is installed and
/// the program is run through `cargo`.
fn contributors() -> Contributors {
let manifest_dir = std::env::var("CARGO_MANIFEST_DIR")
.expect("This example needs to run through `cargo run --example`.");
let mut cmd = std::process::Command::new("git")
.args(&["--no-pager", "log", "--pretty=format:%an"])
.current_dir(manifest_dir)
.stdout(Stdio::piped())
.spawn()
.expect("`git` needs to be installed.");
let stdout = cmd.stdout.take().expect("`Child` should have a stdout.");
BufReader::new(stdout)
.lines()
.filter_map(|x| x.ok())
.collect()
}
/// Generate a color modulation
///
/// Because there is no `Mul<Color> for Color` instead `[f32; 3]` is
/// used.
fn gen_color(rng: &mut impl Rng) -> [f32; 3] {
loop {
let rgb = rng.gen();
if luminance(rgb) >= 0.6 {
break rgb;
}
}
}
fn luminance([r, g, b]: [f32; 3]) -> f32 {
0.299 * r + 0.587 * g + 0.114 * b
}