 33dff0d3f7
			
		
	
	
		33dff0d3f7
		
			
		
	
	
	
	
		
			
			# Objective This PR addresses the 2D part of #12658. I plan to separate the examples and make one PR per camera example. ## Solution Added a new top-down example composed of: - [x] Player keyboard movements - [x] UI for keyboard instructions - [x] Colors and bloom effect to see the movement of the player - [x] Camera smooth movement towards the player (lerp) ## Testing ```bash cargo run --features="wayland,bevy/dynamic_linking" --example 2d_top_down_camera ``` https://github.com/bevyengine/bevy/assets/10638479/95db0587-e5e0-4f55-be11-97444b795793
		
			
				
	
	
		
			150 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases a 2D top-down camera with smooth player tracking.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding          | Action        |
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| //! |:---------------------|:--------------|
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| //! | `Z`(azerty), `W`(US) | Move forward  |
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| //! | `S`                  | Move backward |
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| //! | `Q`(azerty), `A`(US) | Move left     |
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| //! | `D`                  | Move right    |
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| 
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| use bevy::core_pipeline::bloom::BloomSettings;
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| use bevy::math::vec3;
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| use bevy::prelude::*;
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| use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
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| 
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| /// Player movement speed factor.
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| const PLAYER_SPEED: f32 = 100.;
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| 
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| /// Camera lerp factor.
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| const CAM_LERP_FACTOR: f32 = 2.;
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| 
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| #[derive(Component)]
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| struct Player;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
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|         .add_systems(Update, (move_player, update_camera).chain())
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|         .run();
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| }
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| 
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| fn setup_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     // World where we move the player
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: Mesh2dHandle(meshes.add(Rectangle::new(1000., 700.))),
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|         material: materials.add(Color::srgb(0.2, 0.2, 0.3)),
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|         ..default()
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|     });
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| 
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|     // Player
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|     commands.spawn((
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|         Player,
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|         MaterialMesh2dBundle {
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|             mesh: meshes.add(Circle::new(25.)).into(),
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|             material: materials.add(Color::srgb(6.25, 9.4, 9.1)), // RGB values exceed 1 to achieve a bright color for the bloom effect
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|             transform: Transform {
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|                 translation: vec3(0., 0., 2.),
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Move the light with ZQSD or WASD.\nThe camera will smoothly track the light.",
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|             TextStyle::default(),
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| fn setup_camera(mut commands: Commands) {
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|     commands.spawn((
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|         Camera2dBundle {
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|             camera: Camera {
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|                 hdr: true, // HDR is required for the bloom effect
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         BloomSettings::NATURAL,
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|     ));
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| }
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| 
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| /// Update the camera position by tracking the player.
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| fn update_camera(
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|     mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
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|     player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
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|     time: Res<Time>,
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| ) {
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|     let Ok(mut camera) = camera.get_single_mut() else {
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|         return;
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|     };
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| 
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|     let Ok(player) = player.get_single() else {
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|         return;
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|     };
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| 
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|     let Vec3 { x, y, .. } = player.translation;
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|     let direction = Vec3::new(x, y, camera.translation.z);
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| 
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|     // Applies a smooth effect to camera movement using interpolation between
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|     // the camera position and the player position on the x and y axes.
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|     // Here we use the in-game time, to get the elapsed time (in seconds)
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|     // since the previous update. This avoids jittery movement when tracking
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|     // the player.
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|     camera.translation = camera
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|         .translation
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|         .lerp(direction, time.delta_seconds() * CAM_LERP_FACTOR);
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| }
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| 
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| /// Update the player position with keyboard inputs.
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| fn move_player(
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|     mut player: Query<&mut Transform, With<Player>>,
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|     time: Res<Time>,
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|     kb_input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     let Ok(mut player) = player.get_single_mut() else {
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|         return;
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|     };
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| 
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|     let mut direction = Vec2::ZERO;
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| 
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|     if kb_input.pressed(KeyCode::KeyW) {
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|         direction.y += 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyS) {
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|         direction.y -= 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyA) {
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|         direction.x -= 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyD) {
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|         direction.x += 1.;
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|     }
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| 
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|     // Progressively update the player's position over time. Normalize the
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|     // direction vector to prevent it from exceeding a magnitude of 1 when
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|     // moving diagonally.
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|     let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_seconds();
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|     player.translation += move_delta.extend(0.);
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| }
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