bevy/examples/2d/sprite_tile.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

50 lines
1.3 KiB
Rust

//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate)
.run();
}
#[derive(Resource)]
struct AnimationState {
min: f32,
max: f32,
current: f32,
speed: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.insert_resource(AnimationState {
min: 128.0,
max: 512.0,
current: 128.0,
speed: 50.0,
});
commands.spawn((
SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
},
ImageScaleMode::Tiled {
tile_x: true,
tile_y: true,
stretch_value: 0.5, // The image will tile every 128px
},
));
}
fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
if state.current >= state.max || state.current <= state.min {
state.speed = -state.speed;
};
state.current += state.speed * time.delta_seconds();
for mut sprite in &mut sprites {
sprite.custom_size = Some(Vec2::splat(state.current));
}
}