84 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{prelude::*, tasks::prelude::*};
 | 
						|
use rand::random;
 | 
						|
 | 
						|
struct Velocity(Vec2);
 | 
						|
 | 
						|
fn spawn_system(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut materials: ResMut<Assets<ColorMaterial>>,
 | 
						|
) {
 | 
						|
    commands.spawn(Camera2dComponents::default());
 | 
						|
    let texture_handle = asset_server.load("branding/icon.png");
 | 
						|
    let material = materials.add(texture_handle.into());
 | 
						|
    for _ in 0..128 {
 | 
						|
        commands
 | 
						|
            .spawn(SpriteComponents {
 | 
						|
                material: material.clone(),
 | 
						|
                transform: Transform::from_scale(Vec3::splat(0.1)),
 | 
						|
                ..Default::default()
 | 
						|
            })
 | 
						|
            .with(Velocity(
 | 
						|
                20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
 | 
						|
            ));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Move sprites according to their velocity
 | 
						|
fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Transform, &Velocity)>) {
 | 
						|
    // Compute the new location of each sprite in parallel on the
 | 
						|
    // ComputeTaskPool using batches of 32 sprties
 | 
						|
    //
 | 
						|
    // This example is only for demonstrative purposes.  Using a
 | 
						|
    // ParallelIterator for an inexpensive operation like addition on only 128
 | 
						|
    // elements will not typically be faster than just using a normal Iterator.
 | 
						|
    // See the ParallelIterator documentation for more information on when
 | 
						|
    // to use or not use ParallelIterator over a normal Iterator.
 | 
						|
    sprites
 | 
						|
        .iter()
 | 
						|
        .par_iter(32)
 | 
						|
        .for_each(&pool, |(mut transform, velocity)| {
 | 
						|
            transform.translation += velocity.0.extend(0.0);
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
// Bounce sprties outside the window
 | 
						|
fn bounce_system(
 | 
						|
    pool: Res<ComputeTaskPool>,
 | 
						|
    windows: Res<Windows>,
 | 
						|
    mut sprites: Query<(&Transform, &mut Velocity)>,
 | 
						|
) {
 | 
						|
    let window = windows.get_primary().expect("No primary window");
 | 
						|
    let width = window.width();
 | 
						|
    let height = window.height();
 | 
						|
    let left = width as f32 / -2.0;
 | 
						|
    let right = width as f32 / 2.0;
 | 
						|
    let bottom = height as f32 / -2.0;
 | 
						|
    let top = height as f32 / 2.0;
 | 
						|
    sprites
 | 
						|
        .iter()
 | 
						|
        // Batch size of 32 is chosen to limit the overhead of
 | 
						|
        // ParallelIterator, since negating a vector is very inexpensive.
 | 
						|
        .par_iter(32)
 | 
						|
        // Filter out sprites that don't need to be bounced
 | 
						|
        .filter(|(transform, _)| {
 | 
						|
            !(left < transform.translation.x()
 | 
						|
                && transform.translation.x() < right
 | 
						|
                && bottom < transform.translation.y()
 | 
						|
                && transform.translation.y() < top)
 | 
						|
        })
 | 
						|
        // For simplicity, just reverse the velocity; don't use realistic bounces
 | 
						|
        .for_each(&pool, |(_, mut v)| {
 | 
						|
            v.0 = -v.0;
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::build()
 | 
						|
        .add_default_plugins()
 | 
						|
        .add_startup_system(spawn_system.system())
 | 
						|
        .add_system(move_system.system())
 | 
						|
        .add_system(bounce_system.system())
 | 
						|
        .run();
 | 
						|
}
 |