 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.
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how `Timer`s can be used both as resources and components.
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| 
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| use bevy::{log::info, 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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|         .init_resource::<Countdown>()
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|         .add_startup_system(setup)
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|         .add_system(countdown)
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|         .add_system(print_when_completed)
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|         .run();
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| }
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| 
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| #[derive(Component, Deref, DerefMut)]
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| pub struct PrintOnCompletionTimer(Timer);
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| 
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| pub struct Countdown {
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|     pub percent_trigger: Timer,
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|     pub main_timer: Timer,
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| }
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| 
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| impl Countdown {
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|     pub fn new() -> Self {
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|         Self {
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|             percent_trigger: Timer::from_seconds(4.0, true),
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|             main_timer: Timer::from_seconds(20.0, false),
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|         }
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|     }
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| }
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| 
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| impl Default for Countdown {
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|     fn default() -> Self {
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|         Self::new()
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|     }
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| }
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| 
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| fn setup(mut commands: Commands) {
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|     // Add an entity to the world with a timer
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|     commands
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|         .spawn()
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|         .insert(PrintOnCompletionTimer(Timer::from_seconds(5.0, false)));
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| }
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| 
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| /// This system ticks all the `Timer` components on entities within the scene
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| /// using bevy's `Time` resource to get the delta between each update.
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| fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
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|     for mut timer in query.iter_mut() {
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|         if timer.tick(time.delta()).just_finished() {
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|             info!("Entity timer just finished");
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|         }
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|     }
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| }
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| 
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| /// This system controls ticking the timer within the countdown resource and
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| /// handling its state.
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| fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
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|     countdown.main_timer.tick(time.delta());
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| 
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|     // The API encourages this kind of timer state checking (if you're only checking for one value)
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|     // Additionally, `finished()` would accomplish the same thing as `just_finished` due to the
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|     // timer being repeating, however this makes more sense visually.
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|     if countdown.percent_trigger.tick(time.delta()).just_finished() {
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|         if !countdown.main_timer.finished() {
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|             // Print the percent complete the main timer is.
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|             info!(
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|                 "Timer is {:0.0}% complete!",
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|                 countdown.main_timer.percent() * 100.0
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|             );
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|         } else {
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|             // The timer has finished so we pause the percent output timer
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|             countdown.percent_trigger.pause();
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|             info!("Paused percent trigger timer");
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|         }
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|     }
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| }
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