**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			136 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			3.9 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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//! | `W`                  | Move up       |
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//! | `S`                  | Move down     |
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//! | `A`                  | Move left     |
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//! | `D`                  | Move right    |
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use bevy::{core_pipeline::bloom::Bloom, prelude::*};
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/// Player movement speed factor.
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const PLAYER_SPEED: f32 = 100.;
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/// How quickly should the camera snap to the desired location.
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const CAMERA_DECAY_RATE: f32 = 2.;
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#[derive(Component)]
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struct Player;
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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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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((
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        Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
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        MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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    ));
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    // Player
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    commands.spawn((
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        Player,
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        Mesh2d(meshes.add(Circle::new(25.))),
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        MeshMaterial2d(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::from_xyz(0., 0., 2.),
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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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        Text::new("Move the light with WASD.\nThe camera will smoothly track the light."),
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        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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fn setup_camera(mut commands: Commands) {
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    commands.spawn((
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        Camera2d,
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        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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        Bloom::NATURAL,
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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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    let Ok(player) = player.get_single() else {
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        return;
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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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    // Applies a smooth effect to camera movement using stable interpolation
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    // between the camera position and the player position on the x and y axes.
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    camera
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        .translation
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        .smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_seconds());
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}
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/// Update the player position with keyboard inputs.
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/// Note that the approach used here is for demonstration purposes only,
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/// as the point of this example is to showcase the camera tracking feature.
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///
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/// A more robust solution for player movement can be found in `examples/movement/physics_in_fixed_timestep.rs`.
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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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    let mut direction = Vec2::ZERO;
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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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    if kb_input.pressed(KeyCode::KeyS) {
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        direction.y -= 1.;
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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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    if kb_input.pressed(KeyCode::KeyD) {
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        direction.x += 1.;
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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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