 1ff4b98755
			
		
	
	
		1ff4b98755
		
			
		
	
	
	
	
		
			
			# Objective - fix clippy lints early to make sure CI doesn't break when they get promoted to stable - have a noise-free `clippy` experience for nightly users ## Solution - `cargo clippy --fix` - replace `filter_map(|x| x.ok())` with `map_while(|x| x.ok())` to fix potential infinite loop in case of IO error
		
			
				
	
	
		
			148 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a lot of animated sprites to allow performance testing.
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| //!
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| //! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
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| //! It also moves the camera over them to see how well frustum culling works.
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| 
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| use std::time::Duration;
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| 
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| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::Quat,
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|     prelude::*,
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|     render::camera::Camera,
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|     window::PresentMode,
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| };
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| 
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| use rand::Rng;
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| 
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| const CAMERA_SPEED: f32 = 1000.0;
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| 
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| fn main() {
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|     App::new()
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|         // Since this is also used as a benchmark, we want it to display performance data.
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_plugin(FrameTimeDiagnosticsPlugin)
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 present_mode: PresentMode::AutoNoVsync,
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 animate_sprite,
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|                 print_sprite_count,
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|                 move_camera.after(print_sprite_count),
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|             ),
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|         )
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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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|     assets: Res<AssetServer>,
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|     mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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| ) {
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|     warn!(include_str!("warning_string.txt"));
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| 
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|     let mut rng = rand::thread_rng();
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| 
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|     let tile_size = Vec2::splat(64.0);
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|     let map_size = Vec2::splat(320.0);
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| 
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|     let half_x = (map_size.x / 2.0) as i32;
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|     let half_y = (map_size.y / 2.0) as i32;
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| 
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|     let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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|     let texture_atlas =
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|         TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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| 
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|     // Spawns the camera
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| 
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     // Builds and spawns the sprites
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|     for y in -half_y..half_y {
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|         for x in -half_x..half_x {
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|             let position = Vec2::new(x as f32, y as f32);
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|             let translation = (position * tile_size).extend(rng.gen::<f32>());
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|             let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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|             let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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|             let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
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|             timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
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| 
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|             commands.spawn((
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|                 SpriteSheetBundle {
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|                     texture_atlas: texture_atlas_handle.clone(),
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|                     transform: Transform {
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|                         translation,
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|                         rotation,
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|                         scale,
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|                     },
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|                     sprite: TextureAtlasSprite {
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|                         custom_size: Some(tile_size),
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|                         ..default()
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|                     },
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|                     ..default()
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|                 },
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|                 AnimationTimer(timer),
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|             ));
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|         }
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|     }
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| }
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| 
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| // System for rotating and translating the camera
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| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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|     let mut camera_transform = camera_query.single_mut();
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|     camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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|     *camera_transform = *camera_transform
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|         * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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| }
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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct AnimationTimer(Timer);
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| 
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| fn animate_sprite(
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|     time: Res<Time>,
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|     texture_atlases: Res<Assets<TextureAtlas>>,
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|     mut query: Query<(
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|         &mut AnimationTimer,
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|         &mut TextureAtlasSprite,
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|         &Handle<TextureAtlas>,
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|     )>,
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| ) {
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|     for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
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|         timer.tick(time.delta());
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|         if timer.just_finished() {
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|             let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
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|             sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
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|         }
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|     }
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| }
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| 
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| #[derive(Deref, DerefMut)]
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| struct PrintingTimer(Timer);
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| 
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| impl Default for PrintingTimer {
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|     fn default() -> Self {
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|         Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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|     }
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| }
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| 
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| // System for printing the number of sprites on every tick of the timer
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| fn print_sprite_count(
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|     time: Res<Time>,
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|     mut timer: Local<PrintingTimer>,
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|     sprites: Query<&TextureAtlasSprite>,
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| ) {
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|     timer.tick(time.delta());
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| 
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|     if timer.just_finished() {
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|         info!("Sprites: {}", sprites.iter().count(),);
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|     }
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| }
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