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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
118 lines
3.5 KiB
Rust
118 lines
3.5 KiB
Rust
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{
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audio::{AudioPlugin, SpatialScale},
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color::palettes::css::*,
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prelude::*,
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};
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
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/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
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/// audio.
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const AUDIO_SCALE: f32 = 1. / 100.0;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(AudioPlugin {
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default_spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, update_emitters)
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.add_systems(Update, update_listener)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Space between the two ears
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let gap = 400.0;
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// sound emitter
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commands.spawn((
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Mesh2d(meshes.add(Circle::new(15.0))),
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MeshMaterial2d(materials.add(Color::from(BLUE))),
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Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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Emitter::default(),
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AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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PlaybackSettings::LOOP.with_spatial(true),
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));
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let listener = SpatialListener::new(gap);
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commands
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.spawn((SpatialBundle::default(), listener.clone()))
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.with_children(|parent| {
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// left ear
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parent.spawn((
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Sprite::from_color(RED, Vec2::splat(20.0)),
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Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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));
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// right ear
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parent.spawn((
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Sprite::from_color(LIME, Vec2::splat(20.0)),
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Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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));
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});
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// example instructions
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commands.spawn((
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Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
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Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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// camera
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commands.spawn(Camera2d);
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}
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#[derive(Component, Default)]
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struct Emitter {
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stopped: bool,
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}
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fn update_emitters(
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time: Res<Time>,
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mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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if keyboard.just_pressed(KeyCode::Space) {
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emitter.stopped = !emitter.stopped;
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}
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if !emitter.stopped {
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emitter_transform.translation.x = ops::sin(time.elapsed_seconds()) * 500.0;
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}
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}
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}
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fn update_listener(
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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let mut transform = listeners.single_mut();
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let speed = 200.;
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if keyboard.pressed(KeyCode::ArrowRight) {
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transform.translation.x += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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transform.translation.x -= speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowUp) {
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transform.translation.y += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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transform.translation.y -= speed * time.delta_seconds();
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}
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}
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