mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
25bfa80e60
# 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.
50 lines
1.3 KiB
Rust
50 lines
1.3 KiB
Rust
//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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#[derive(Resource)]
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struct AnimationState {
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min: f32,
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max: f32,
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current: f32,
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speed: f32,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.insert_resource(AnimationState {
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min: 128.0,
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max: 512.0,
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current: 128.0,
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speed: 50.0,
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});
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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},
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ImageScaleMode::Tiled {
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tile_x: true,
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tile_y: true,
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stretch_value: 0.5, // The image will tile every 128px
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},
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));
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}
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fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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if state.current >= state.max || state.current <= state.min {
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state.speed = -state.speed;
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};
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state.current += state.speed * time.delta_seconds();
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for mut sprite in &mut sprites {
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sprite.custom_size = Some(Vec2::splat(state.current));
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}
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}
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