# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Creates a hierarchy of parents and children entities.
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use std::f32::consts::*;
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(rotate)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2dBundle::default());
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    let texture = asset_server.load("branding/icon.png");
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    // Spawn a root entity with no parent
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    let parent = commands
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        .spawn(SpriteBundle {
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            transform: Transform::from_scale(Vec3::splat(0.75)),
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            texture: texture.clone(),
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            ..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(SpriteBundle {
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                transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
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                texture: texture.clone(),
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                sprite: Sprite {
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                    color: Color::BLUE,
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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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        // Store parent entity for next sections
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        .id();
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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(SpriteBundle {
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            transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
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            texture,
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            sprite: Sprite {
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                color: Color::GREEN,
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                ..default()
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            },
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            ..default()
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        })
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        .id();
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    // Add child to the parent.
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    commands.entity(parent).add_child(child);
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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, &Children), With<Sprite>>,
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    mut transform_query: Query<&mut Transform, With<Sprite>>,
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) {
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    for (parent, children) in &mut parents_query {
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        if let Ok(mut transform) = transform_query.get_mut(parent) {
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            transform.rotate_z(-PI / 2. * time.delta_seconds());
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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 {
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            if let Ok(mut transform) = transform_query.get_mut(*child) {
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                transform.rotate_z(PI * time.delta_seconds());
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            }
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        }
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        // To demonstrate removing children, we'll remove a child after a couple of seconds.
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        if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
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            let child = children.last().unwrap();
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            commands.entity(*child).despawn_recursive();
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        }
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        if time.elapsed_seconds() >= 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.entity(parent).despawn_recursive();
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        }
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    }
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}
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