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https://github.com/bevyengine/bevy
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81b53d15d4
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.
39 lines
1.3 KiB
Rust
39 lines
1.3 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(animate.system())
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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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// 2d camera
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(Text2dBundle {
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text: Text::with_section(
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"This text is in the 2D scene.",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 60.0,
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color: Color::WHITE,
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},
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TextAlignment {
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vertical: VerticalAlign::Center,
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horizontal: HorizontalAlign::Center,
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},
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),
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..Default::default()
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});
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}
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fn animate(time: Res<Time>, mut query: Query<&mut Transform, With<Text>>) {
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// `Transform.translation` will determine the location of the text.
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// `Transform.scale` and `Transform.rotation` do not yet affect text (though you can set the
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// size of the text via `Text.style.font_size`)
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for mut transform in query.iter_mut() {
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transform.translation.x = 100.0 * time.seconds_since_startup().sin() as f32;
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transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
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}
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}
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