bevy/examples/2d/move_sprite.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

46 lines
1.3 KiB
Rust

//! Renders a 2D scene containing a single, moving sprite.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(sprite_movement)
.run();
}
#[derive(Component)]
enum Direction {
Up,
Down,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands
.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
transform: Transform::from_xyz(100., 0., 0.),
..default()
})
.insert(Direction::Up);
}
/// The sprite is animated by changing its translation depending on the time that has passed since
/// the last frame.
fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) {
for (mut logo, mut transform) in sprite_position.iter_mut() {
match *logo {
Direction::Up => transform.translation.y += 150. * time.delta_seconds(),
Direction::Down => transform.translation.y -= 150. * time.delta_seconds(),
}
if transform.translation.y > 200. {
*logo = Direction::Down;
} else if transform.translation.y < -200. {
*logo = Direction::Up;
}
}
}