bevy/examples/2d/transparency_2d.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

41 lines
1.2 KiB
Rust

//! Demonstrates how to use transparency in 2D.
//! Shows 3 bevy logos on top of each other, each with a different amount of transparency.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let sprite_handle = asset_server.load("branding/icon.png");
commands.spawn(SpriteBundle {
texture: sprite_handle.clone(),
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
// Alpha channel of the color controls transparency.
color: LegacyColor::rgba(0.0, 0.0, 1.0, 0.7),
..default()
},
texture: sprite_handle.clone(),
transform: Transform::from_xyz(100.0, 0.0, 0.0),
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::rgba(0.0, 1.0, 0.0, 0.3),
..default()
},
texture: sprite_handle,
transform: Transform::from_xyz(200.0, 0.0, 0.0),
..default()
});
}