127 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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|         .add_system(rotate.system())
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn(Camera2dComponents::default());
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|     let texture = asset_server.load("branding/icon.png");
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| 
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|     // Spawn a root entity with no parent
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|     let parent = commands
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|         .spawn(SpriteComponents {
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|             transform: Transform::from_scale(Vec3::splat(0.75)),
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|             material: materials.add(ColorMaterial {
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|                 color: Color::WHITE,
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|                 texture: Some(texture.clone()),
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|             }),
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|             ..Default::default()
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|         })
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|         // With that entity as a parent, run a lambda that spawns its children
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|         .with_children(|parent| {
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|             // parent is a ChildBuilder, which has a similar API to Commands
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|             parent.spawn(SpriteComponents {
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|                 transform: Transform {
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|                     translation: Vec3::new(250.0, 0.0, 0.0),
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|                     scale: Vec3::splat(0.75),
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|                     ..Default::default()
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|                 },
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|                 material: materials.add(ColorMaterial {
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|                     color: Color::BLUE,
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|                     texture: Some(texture.clone()),
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|                 }),
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|                 ..Default::default()
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|             });
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|         })
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|         // Store parent entity for next sections
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|         .current_entity()
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|         .unwrap();
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| 
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|     // Another way to create a hierarchy is to add a Parent component to an entity,
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|     // which would be added automatically to parents with other methods.
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|     // Similarly, adding a Parent component will automatically add a Children component to the parent.
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|     commands
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|         .spawn(SpriteComponents {
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|             transform: Transform {
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|                 translation: Vec3::new(-250.0, 0.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..Default::default()
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|             },
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|             material: materials.add(ColorMaterial {
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|                 color: Color::RED,
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|                 texture: Some(texture.clone()),
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|             }),
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|             ..Default::default()
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|         })
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|         // Using the entity from the previous section as the parent:
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|         .with(Parent(parent));
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| 
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|     // Another way is to use the push_children function to add children after the parent
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|     // entity has already been spawned.
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|     let child = commands
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|         .spawn(SpriteComponents {
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|             transform: Transform {
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|                 translation: Vec3::new(0.0, 250.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..Default::default()
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|             },
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|             material: materials.add(ColorMaterial {
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|                 color: Color::GREEN,
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|                 texture: Some(texture),
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|             }),
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|             ..Default::default()
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|         })
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|         .current_entity()
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|         .unwrap();
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| 
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|     // Pushing takes a slice of children to add:
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|     commands.push_children(parent, &[child]);
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| }
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| 
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| // A simple system to rotate the root entity, and rotate all its children separately
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| fn rotate(
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|     mut commands: Commands,
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|     time: Res<Time>,
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|     mut parents_query: Query<(Entity, &mut Children, &Sprite)>,
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|     mut transform_query: Query<With<Sprite, &mut Transform>>,
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| ) {
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|     let angle = std::f32::consts::PI / 2.0;
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|     for (parent, mut children, _) in parents_query.iter_mut() {
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|         if let Ok(mut transform) = transform_query.get_mut(parent) {
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|             transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds));
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|         }
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| 
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|         // To iterate through the entities children, just treat the Children component as a Vec
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|         // Alternatively, you could query entities that have a Parent component
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|         for child in children.iter() {
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|             if let Ok(mut transform) = transform_query.get_mut(*child) {
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|                 transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds));
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|             }
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|         }
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| 
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|         // To demonstrate removing children, we'll start to remove the children after a couple of seconds
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|         if time.seconds_since_startup >= 2.0 && children.len() == 3 {
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|             // Using .despawn() on an entity does not remove it from its parent's list of children!
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|             // It must be done manually if using .despawn()
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|             // NOTE: This is a bug. Eventually Bevy will update the children list automatically
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|             let child = children.pop().unwrap();
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|             commands.despawn(child);
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|         }
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| 
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|         if time.seconds_since_startup >= 4.0 {
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|             // This will remove the entity from its parent's list of children, as well as despawn
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|             // any children the entity has.
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|             commands.despawn_recursive(parent);
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|         }
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|     }
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| }
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