 1d5388eded
			
		
	
	
		1d5388eded
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			55 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render simple primitive shapes with a single color.
 | |
| 
 | |
| use bevy::{
 | |
|     prelude::*,
 | |
|     sprite::{MaterialMesh2dBundle, Mesh2dHandle},
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| const X_EXTENT: f32 = 600.;
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<ColorMaterial>>,
 | |
| ) {
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
| 
 | |
|     let shapes = [
 | |
|         Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
 | |
|         Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
 | |
|         Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
 | |
|         Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
 | |
|         Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
 | |
|         Mesh2dHandle(meshes.add(Triangle2d::new(
 | |
|             Vec2::Y * 50.0,
 | |
|             Vec2::new(-50.0, -50.0),
 | |
|             Vec2::new(50.0, -50.0),
 | |
|         ))),
 | |
|     ];
 | |
|     let num_shapes = shapes.len();
 | |
| 
 | |
|     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()
 | |
|         });
 | |
|     }
 | |
| }
 |