 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			46 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a 2D scene containing a single, moving sprite.
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| 
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| use bevy::prelude::*;
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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_startup_system(setup)
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|         .add_system(sprite_movement)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| enum Direction {
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|     Up,
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|     Down,
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     commands
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|         .spawn_bundle(SpriteBundle {
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|             texture: asset_server.load("branding/icon.png"),
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|             transform: Transform::from_xyz(100., 0., 0.),
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|             ..default()
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|         })
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|         .insert(Direction::Up);
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| }
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| 
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| /// The sprite is animated by changing its translation depending on the time that has passed since
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| /// the last frame.
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| fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) {
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|     for (mut logo, mut transform) in sprite_position.iter_mut() {
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|         match *logo {
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|             Direction::Up => transform.translation.y += 150. * time.delta_seconds(),
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|             Direction::Down => transform.translation.y -= 150. * time.delta_seconds(),
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|         }
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| 
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|         if transform.translation.y > 200. {
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|             *logo = Direction::Down;
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|         } else if transform.translation.y < -200. {
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|             *logo = Direction::Up;
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|         }
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|     }
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| }
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