mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
123 lines
4.4 KiB
Rust
123 lines
4.4 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.system())
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.add_system(rotate.system())
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.run();
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}
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fn setup(
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commands: &mut Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2dBundle::default());
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let texture = asset_server.load("branding/icon.png");
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// Spawn a root entity with no parent
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let parent = commands
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.spawn(SpriteBundle {
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transform: Transform::from_scale(Vec3::splat(0.75)),
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material: materials.add(ColorMaterial {
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color: Color::WHITE,
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texture: Some(texture.clone()),
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}),
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..Default::default()
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})
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// With that entity as a parent, run a lambda that spawns its children
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.with_children(|parent| {
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// parent is a ChildBuilder, which has a similar API to Commands
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parent.spawn(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(250.0, 0.0, 0.0),
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scale: Vec3::splat(0.75),
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..Default::default()
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},
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material: materials.add(ColorMaterial {
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color: Color::BLUE,
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texture: Some(texture.clone()),
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}),
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..Default::default()
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});
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})
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// Store parent entity for next sections
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.current_entity()
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.unwrap();
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// Another way to create a hierarchy is to add a Parent component to an entity,
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// which would be added automatically to parents with other methods.
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// Similarly, adding a Parent component will automatically add a Children component to the parent.
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commands
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.spawn(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(-250.0, 0.0, 0.0),
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scale: Vec3::splat(0.75),
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..Default::default()
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},
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material: materials.add(ColorMaterial {
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color: Color::RED,
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texture: Some(texture.clone()),
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}),
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..Default::default()
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})
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// Using the entity from the previous section as the parent:
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.with(Parent(parent));
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// Another way is to use the push_children function to add children after the parent
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// entity has already been spawned.
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let child = commands
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.spawn(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, 250.0, 0.0),
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scale: Vec3::splat(0.75),
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..Default::default()
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},
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material: materials.add(ColorMaterial {
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color: Color::GREEN,
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texture: Some(texture),
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}),
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..Default::default()
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})
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.current_entity()
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.unwrap();
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// Pushing takes a slice of children to add:
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commands.push_children(parent, &[child]);
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}
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// A simple system to rotate the root entity, and rotate all its children separately
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fn rotate(
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commands: &mut Commands,
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time: Res<Time>,
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mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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mut transform_query: Query<&mut Transform, With<Sprite>>,
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) {
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let angle = std::f32::consts::PI / 2.0;
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for (parent, children) in parents_query.iter_mut() {
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if let Ok(mut transform) = transform_query.get_mut(parent) {
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transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds()));
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}
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// To iterate through the entities children, just treat the Children component as a Vec
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// Alternatively, you could query entities that have a Parent component
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for child in children.iter() {
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if let Ok(mut transform) = transform_query.get_mut(*child) {
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transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds()));
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}
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}
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// To demonstrate removing children, we'll start to remove the children after a couple of seconds
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if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
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let child = children.last().copied().unwrap();
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commands.despawn(child);
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}
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if time.seconds_since_startup() >= 4.0 {
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// This will remove the entity from its parent's list of children, as well as despawn
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// any children the entity has.
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commands.despawn_recursive(parent);
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}
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}
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}
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