Un-hardcode positions and colors in 2d_shapes example (#11867)
				
					
				
			# Objective We recently got some neat new 2d shapes and the shapes are no longer centered on the screen. The hardcoded positions and colors are a pain to deal with when a new shape is added. ## Solution Delete a bunch of code and position shapes evenly. Assign colors evenly too. ## Before <img width="1280" alt="Screenshot 2024-02-14 at 3 17 40 PM" src="https://github.com/bevyengine/bevy/assets/200550/cc9fd9a8-4019-4907-a50e-621cb656c20a"> ## After <img width="1280" alt="Screenshot 2024-02-14 at 3 17 24 PM" src="https://github.com/bevyengine/bevy/assets/200550/033a3f91-d3bc-4ec8-af59-42a221f8b8e7"> --------- Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
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				| @ -1,6 +1,9 @@ | |||||||
| //! Shows how to render simple primitive shapes with a single color.
 | //! Shows how to render simple primitive shapes with a single color.
 | ||||||
| 
 | 
 | ||||||
| use bevy::{prelude::*, sprite::MaterialMesh2dBundle}; | use bevy::{ | ||||||
|  |     prelude::*, | ||||||
|  |     sprite::{MaterialMesh2dBundle, Mesh2dHandle}, | ||||||
|  | }; | ||||||
| 
 | 
 | ||||||
| fn main() { | fn main() { | ||||||
|     App::new() |     App::new() | ||||||
| @ -9,6 +12,8 @@ fn main() { | |||||||
|         .run(); |         .run(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | const X_EXTENT: f32 = 600.; | ||||||
|  | 
 | ||||||
| fn setup( | fn setup( | ||||||
|     mut commands: Commands, |     mut commands: Commands, | ||||||
|     mut meshes: ResMut<Assets<Mesh>>, |     mut meshes: ResMut<Assets<Mesh>>, | ||||||
| @ -16,57 +21,34 @@ fn setup( | |||||||
| ) { | ) { | ||||||
|     commands.spawn(Camera2dBundle::default()); |     commands.spawn(Camera2dBundle::default()); | ||||||
| 
 | 
 | ||||||
|     // Circle
 |     let shapes = [ | ||||||
|     commands.spawn(MaterialMesh2dBundle { |         Mesh2dHandle(meshes.add(Circle { radius: 50.0 })), | ||||||
|         mesh: meshes.add(Circle { radius: 50.0 }).into(), |         Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))), | ||||||
|         material: materials.add(Color::VIOLET), |         Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))), | ||||||
|         transform: Transform::from_translation(Vec3::new(-275.0, 0.0, 0.0)), |         Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))), | ||||||
|         ..default() |         Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))), | ||||||
|     }); |         Mesh2dHandle(meshes.add(Triangle2d::new( | ||||||
| 
 |  | ||||||
|     // Ellipse
 |  | ||||||
|     commands.spawn(MaterialMesh2dBundle { |  | ||||||
|         mesh: meshes.add(Ellipse::new(25.0, 50.0)).into(), |  | ||||||
|         material: materials.add(Color::TURQUOISE), |  | ||||||
|         transform: Transform::from_translation(Vec3::new(-150.0, 0.0, 0.0)), |  | ||||||
|         ..default() |  | ||||||
|     }); |  | ||||||
| 
 |  | ||||||
|     // Capsule
 |  | ||||||
|     commands.spawn(MaterialMesh2dBundle { |  | ||||||
|         mesh: meshes.add(Capsule2d::new(25.0, 50.0)).into(), |  | ||||||
|         material: materials.add(Color::LIME_GREEN), |  | ||||||
|         transform: Transform::from_translation(Vec3::new(-50.0, 0.0, 0.0)), |  | ||||||
|         ..default() |  | ||||||
|     }); |  | ||||||
| 
 |  | ||||||
|     // Rectangle
 |  | ||||||
|     commands.spawn(MaterialMesh2dBundle { |  | ||||||
|         mesh: meshes.add(Rectangle::new(50.0, 100.0)).into(), |  | ||||||
|         material: materials.add(Color::YELLOW), |  | ||||||
|         transform: Transform::from_translation(Vec3::new(50.0, 0.0, 0.0)), |  | ||||||
|         ..default() |  | ||||||
|     }); |  | ||||||
| 
 |  | ||||||
|     // Hexagon
 |  | ||||||
|     commands.spawn(MaterialMesh2dBundle { |  | ||||||
|         mesh: meshes.add(RegularPolygon::new(50.0, 6)).into(), |  | ||||||
|         material: materials.add(Color::ORANGE), |  | ||||||
|         transform: Transform::from_translation(Vec3::new(175.0, 0.0, 0.0)), |  | ||||||
|         ..default() |  | ||||||
|     }); |  | ||||||
| 
 |  | ||||||
|     // Triangle
 |  | ||||||
|     commands.spawn(MaterialMesh2dBundle { |  | ||||||
|         mesh: meshes |  | ||||||
|             .add(Triangle2d::new( |  | ||||||
|             Vec2::Y * 50.0, |             Vec2::Y * 50.0, | ||||||
|             Vec2::new(-50.0, -50.0), |             Vec2::new(-50.0, -50.0), | ||||||
|             Vec2::new(50.0, -50.0), |             Vec2::new(50.0, -50.0), | ||||||
|             )) |         ))), | ||||||
|             .into(), |     ]; | ||||||
|         material: materials.add(Color::ORANGE_RED), |     let num_shapes = shapes.len(); | ||||||
|         transform: Transform::from_translation(Vec3::new(300.0, 0.0, 0.0)), | 
 | ||||||
|  |     for (i, shape) in shapes.into_iter().enumerate() { | ||||||
|  |         // Distribute colors evenly across the rainbow.
 | ||||||
|  |         let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7); | ||||||
|  | 
 | ||||||
|  |         commands.spawn(MaterialMesh2dBundle { | ||||||
|  |             mesh: shape, | ||||||
|  |             material: materials.add(color), | ||||||
|  |             transform: Transform::from_xyz( | ||||||
|  |                 // Distribute shapes from -X_EXTENT to +X_EXTENT.
 | ||||||
|  |                 -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT, | ||||||
|  |                 0.0, | ||||||
|  |                 0.0, | ||||||
|  |             ), | ||||||
|             ..default() |             ..default() | ||||||
|         }); |         }); | ||||||
|     } |     } | ||||||
|  | } | ||||||
|  | |||||||
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