# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{prelude::*, tasks::prelude::*};
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use rand::random;
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struct Velocity(Vec2);
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fn spawn_system(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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    let texture_handle = asset_server.load("branding/icon.png");
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    let material = materials.add(texture_handle.into());
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    for _ in 0..128 {
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        commands
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            .spawn_bundle(SpriteBundle {
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                material: material.clone(),
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                transform: Transform::from_scale(Vec3::splat(0.1)),
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                ..Default::default()
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            })
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            .insert(Velocity(
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                20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
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            ));
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    }
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}
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// Move sprites according to their velocity
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fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Transform, &Velocity)>) {
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    // Compute the new location of each sprite in parallel on the
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    // ComputeTaskPool using batches of 32 sprites
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    //
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    // This example is only for demonstrative purposes.  Using a
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    // ParallelIterator for an inexpensive operation like addition on only 128
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    // elements will not typically be faster than just using a normal Iterator.
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    // See the ParallelIterator documentation for more information on when
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    // to use or not use ParallelIterator over a normal Iterator.
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    sprites.par_for_each_mut(&pool, 32, |(mut transform, velocity)| {
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        transform.translation += velocity.0.extend(0.0);
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    });
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}
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// Bounce sprites outside the window
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fn bounce_system(
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    pool: Res<ComputeTaskPool>,
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    windows: Res<Windows>,
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    mut sprites: Query<(&Transform, &mut Velocity)>,
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) {
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    let window = windows.get_primary().expect("No primary window.");
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    let width = window.width();
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    let height = window.height();
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    let left = width / -2.0;
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    let right = width / 2.0;
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    let bottom = height / -2.0;
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    let top = height / 2.0;
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    sprites
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        // Batch size of 32 is chosen to limit the overhead of
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        // ParallelIterator, since negating a vector is very inexpensive.
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        .par_for_each_mut(&pool, 32, |(transform, mut v)| {
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            if !(left < transform.translation.x
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                && transform.translation.x < right
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                && bottom < transform.translation.y
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                && transform.translation.y < top)
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            {
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                // For simplicity, just reverse the velocity; don't use realistic bounces
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                v.0 = -v.0;
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            }
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        });
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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(spawn_system)
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        .add_system(move_system)
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        .add_system(bounce_system)
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        .run();
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}
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