bevy/examples/2d/sprite_flipping.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
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.
2021-03-23 00:23:40 +00:00

28 lines
768 B
Rust

use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture_handle = asset_server.load("branding/icon.png");
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
material: materials.add(texture_handle.into()),
sprite: Sprite {
// Flip the logo to the left
flip_x: true,
// And don't flip it upside-down ( the default )
flip_y: false,
..Default::default()
},
..Default::default()
});
}