bevy/examples/ecs/hierarchy.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

92 lines
3.1 KiB
Rust

//! Creates a hierarchy of parents and children entities.
use std::f32::consts::*;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, rotate)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
// Spawn a root entity with no parent
let parent = commands
.spawn(SpriteBundle {
transform: Transform::from_scale(Vec3::splat(0.75)),
texture: texture.clone(),
..default()
})
// With that entity as a parent, run a lambda that spawns its children
.with_children(|parent| {
// parent is a ChildBuilder, which has a similar API to Commands
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
texture: texture.clone(),
sprite: Sprite {
color: LegacyColor::BLUE,
..default()
},
..default()
});
})
// Store parent entity for next sections
.id();
// Another way is to use the push_children function to add children after the parent
// entity has already been spawned.
let child = commands
.spawn(SpriteBundle {
transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
texture,
sprite: Sprite {
color: LegacyColor::GREEN,
..default()
},
..default()
})
.id();
// Add child to the parent.
commands.entity(parent).add_child(child);
}
// A simple system to rotate the root entity, and rotate all its children separately
fn rotate(
mut commands: Commands,
time: Res<Time>,
mut parents_query: Query<(Entity, &Children), With<Sprite>>,
mut transform_query: Query<&mut Transform, With<Sprite>>,
) {
for (parent, children) in &mut parents_query {
if let Ok(mut transform) = transform_query.get_mut(parent) {
transform.rotate_z(-PI / 2. * time.delta_seconds());
}
// To iterate through the entities children, just treat the Children component as a Vec
// Alternatively, you could query entities that have a Parent component
for child in children {
if let Ok(mut transform) = transform_query.get_mut(*child) {
transform.rotate_z(PI * time.delta_seconds());
}
}
// To demonstrate removing children, we'll remove a child after a couple of seconds.
if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
let child = children.last().unwrap();
commands.entity(*child).despawn_recursive();
}
if time.elapsed_seconds() >= 4.0 {
// This will remove the entity from its parent's list of children, as well as despawn
// any children the entity has.
commands.entity(parent).despawn_recursive();
}
}
}