
# 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.
74 lines
2.3 KiB
Rust
74 lines
2.3 KiB
Rust
//! Illustrates how to move an object along an axis.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
// Define a struct to keep some information about our entity.
|
|
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
|
|
#[derive(Component)]
|
|
struct Movable {
|
|
spawn: Vec3,
|
|
max_distance: f32,
|
|
speed: f32,
|
|
}
|
|
|
|
// Implement a utility function for easier Movable struct creation.
|
|
impl Movable {
|
|
fn new(spawn: Vec3) -> Self {
|
|
Movable {
|
|
spawn,
|
|
max_distance: 5.0,
|
|
speed: 2.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(move_cube)
|
|
.run();
|
|
}
|
|
|
|
// Startup system to setup the scene and spawn all relevant entities.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Add a cube to visualize translation.
|
|
let entity_spawn = Vec3::ZERO;
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::WHITE.into()),
|
|
transform: Transform::from_translation(entity_spawn),
|
|
..Default::default()
|
|
})
|
|
.insert(Movable::new(entity_spawn));
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
|
|
// Add a light source for better 3d visibility.
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::ONE * 3.0),
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
// This system will move all Movable entities with a Transform
|
|
fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
|
|
for (mut transform, mut cube) in cubes.iter_mut() {
|
|
// Check if the entity moved too far from its spawn, if so invert the moving direction.
|
|
if (cube.spawn - transform.translation).length() > cube.max_distance {
|
|
cube.speed *= -1.0;
|
|
}
|
|
let direction = transform.local_x();
|
|
transform.translation += direction * cube.speed * timer.delta_seconds();
|
|
}
|
|
}
|