mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
71 lines
2.1 KiB
Rust
71 lines
2.1 KiB
Rust
//! Illustrates how to move an object along an axis.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
// Define a struct to keep some information about our entity.
|
|
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
|
|
#[derive(Component)]
|
|
struct Movable {
|
|
spawn: Vec3,
|
|
max_distance: f32,
|
|
speed: f32,
|
|
}
|
|
|
|
// Implement a utility function for easier Movable struct creation.
|
|
impl Movable {
|
|
fn new(spawn: Vec3) -> Self {
|
|
Movable {
|
|
spawn,
|
|
max_distance: 5.0,
|
|
speed: 2.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, move_cube)
|
|
.run();
|
|
}
|
|
|
|
// Startup system to setup the scene and spawn all relevant entities.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Add a cube to visualize translation.
|
|
let entity_spawn = Vec3::ZERO;
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(Color::WHITE)),
|
|
Transform::from_translation(entity_spawn),
|
|
Movable::new(entity_spawn),
|
|
));
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
|
|
));
|
|
|
|
// Add a light source for better 3d visibility.
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
// This system will move all Movable entities with a Transform
|
|
fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
|
|
for (mut transform, mut cube) in &mut cubes {
|
|
// Check if the entity moved too far from its spawn, if so invert the moving direction.
|
|
if (cube.spawn - transform.translation).length() > cube.max_distance {
|
|
cube.speed *= -1.0;
|
|
}
|
|
let direction = transform.local_x();
|
|
transform.translation += direction * cube.speed * timer.delta_secs();
|
|
}
|
|
}
|