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https://github.com/bevyengine/bevy
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c893b99224
This can be your 6 months post-christmas present. # Objective - Make `.system` optional - yeet - It's ugly - Alternative title: `.system` is dead; long live `.system` - **yeet** ## Solution - Use a higher ranked lifetime, and some trait magic. N.B. This PR does not actually remove any `.system`s, except in a couple of examples. Once this is merged we can do that piecemeal across crates, and decide on syntax for labels.
82 lines
2.6 KiB
Rust
82 lines
2.6 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)
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.add_system(animate_translation)
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.add_system(animate_rotation)
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.add_system(animate_scale)
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.run();
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}
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struct AnimateTranslation;
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struct AnimateRotation;
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font,
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font_size: 60.0,
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color: Color::WHITE,
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};
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let text_alignment = TextAlignment {
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vertical: VerticalAlign::Center,
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horizontal: HorizontalAlign::Center,
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};
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// 2d camera
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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// Demonstrate changing translation
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::with_section("translation", text_style.clone(), text_alignment),
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..Default::default()
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})
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.insert(AnimateTranslation);
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// Demonstrate changing rotation
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::with_section("rotation", text_style.clone(), text_alignment),
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..Default::default()
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})
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.insert(AnimateRotation);
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// Demonstrate changing scale
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::with_section("scale", text_style, text_alignment),
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..Default::default()
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})
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.insert(AnimateScale);
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}
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fn animate_translation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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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 - 400.0;
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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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fn animate_rotation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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for mut transform in query.iter_mut() {
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transform.rotation = Quat::from_rotation_z(time.seconds_since_startup().cos() as f32);
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}
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}
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fn animate_scale(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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// rendered quad, resulting in a pixellated look.
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for mut transform in query.iter_mut() {
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transform.translation = Vec3::new(400.0, 0.0, 0.0);
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transform.scale = Vec3::splat((time.seconds_since_startup().sin() as f32 + 1.1) * 2.0);
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}
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}
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