mirror of
https://github.com/bevyengine/bevy
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0746b8eb4c
# Objective Fixes #12225 Prior to the `bevy_color` port, `GREEN` used to mean "full green." But it is now a much darker color matching the css1 spec. ## Solution Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the examples to their former colors. This also removes the duplicate definition of `GREEN` from `css`. (it was already re-exported from `basic`) ## Note A lot of these examples could use nicer colors. I'm not trying to do that here. "Dark Grey" will be tackled separately and has its own tracking issue.
93 lines
3.2 KiB
Rust
93 lines
3.2 KiB
Rust
//! Creates a hierarchy of parents and children entities.
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use std::f32::consts::*;
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use bevy::color::palettes::css::*;
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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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.add_systems(Update, rotate)
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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(Camera2dBundle::default());
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let texture = asset_server.load("branding/icon.png");
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// Spawn a root entity with no parent
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let parent = commands
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.spawn(SpriteBundle {
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transform: Transform::from_scale(Vec3::splat(0.75)),
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texture: texture.clone(),
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..default()
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})
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// With that entity as a parent, run a lambda that spawns its children
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.with_children(|parent| {
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// parent is a ChildBuilder, which has a similar API to Commands
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
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texture: texture.clone(),
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sprite: Sprite {
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color: BLUE.into(),
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..default()
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},
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..default()
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});
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})
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// Store parent entity for next sections
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.id();
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// Another way is to use the push_children function to add children after the parent
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// entity has already been spawned.
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let child = commands
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.spawn(SpriteBundle {
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transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
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texture,
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sprite: Sprite {
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color: LIME.into(),
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..default()
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},
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..default()
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})
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.id();
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// Add child to the parent.
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commands.entity(parent).add_child(child);
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}
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// A simple system to rotate the root entity, and rotate all its children separately
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fn rotate(
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mut commands: Commands,
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time: Res<Time>,
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mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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mut transform_query: Query<&mut Transform, With<Sprite>>,
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) {
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for (parent, children) in &mut parents_query {
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if let Ok(mut transform) = transform_query.get_mut(parent) {
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transform.rotate_z(-PI / 2. * time.delta_seconds());
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}
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// To iterate through the entities children, just treat the Children component as a Vec
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// Alternatively, you could query entities that have a Parent component
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for child in children {
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if let Ok(mut transform) = transform_query.get_mut(*child) {
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transform.rotate_z(PI * time.delta_seconds());
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}
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}
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// To demonstrate removing children, we'll remove a child after a couple of seconds.
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if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
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let child = children.last().unwrap();
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commands.entity(*child).despawn_recursive();
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}
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if time.elapsed_seconds() >= 4.0 {
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// This will remove the entity from its parent's list of children, as well as despawn
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// any children the entity has.
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commands.entity(parent).despawn_recursive();
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}
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}
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}
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