124 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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fn main() {
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    App::build()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup.system())
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        .add_system(rotate.system())
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        .run();
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}
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fn setup(
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    commands: &mut 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(Camera2dBundle::default());
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    let texture = asset_server.load("branding/icon.png");
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    // Spawn a root entity with no parent
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    let parent = commands
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        .spawn(SpriteBundle {
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            transform: Transform::from_scale(Vec3::splat(0.75)),
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            material: materials.add(ColorMaterial {
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                color: Color::WHITE,
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                texture: Some(texture.clone()),
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            }),
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            ..Default::default()
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        })
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        // With that entity as a parent, run a lambda that spawns its children
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        .with_children(|parent| {
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            // parent is a ChildBuilder, which has a similar API to Commands
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            parent.spawn(SpriteBundle {
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                transform: Transform {
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                    translation: Vec3::new(250.0, 0.0, 0.0),
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                    scale: Vec3::splat(0.75),
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                    ..Default::default()
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                },
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                material: materials.add(ColorMaterial {
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                    color: Color::BLUE,
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                    texture: Some(texture.clone()),
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                }),
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                ..Default::default()
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            });
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        })
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        // Store parent entity for next sections
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        .current_entity()
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        .unwrap();
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    // Another way to create a hierarchy is to add a Parent component to an entity,
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    // which would be added automatically to parents with other methods.
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    // Similarly, adding a Parent component will automatically add a Children component to the parent.
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    commands
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        .spawn(SpriteBundle {
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            transform: Transform {
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                translation: Vec3::new(-250.0, 0.0, 0.0),
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                scale: Vec3::splat(0.75),
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                ..Default::default()
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            },
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            material: materials.add(ColorMaterial {
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                color: Color::RED,
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                texture: Some(texture.clone()),
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            }),
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            ..Default::default()
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        })
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        // Using the entity from the previous section as the parent:
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        .with(Parent(parent));
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    // Another way is to use the push_children function to add children after the parent
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    // entity has already been spawned.
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    let child = commands
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        .spawn(SpriteBundle {
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            transform: Transform {
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                translation: Vec3::new(0.0, 250.0, 0.0),
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                scale: Vec3::splat(0.75),
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                ..Default::default()
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            },
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            material: materials.add(ColorMaterial {
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                color: Color::GREEN,
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                texture: Some(texture),
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            }),
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            ..Default::default()
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        })
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        .current_entity()
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        .unwrap();
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    // Pushing takes a slice of children to add:
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    commands.push_children(parent, &[child]);
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}
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// A simple system to rotate the root entity, and rotate all its children separately
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fn rotate(
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    commands: &mut Commands,
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    time: Res<Time>,
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    mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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    mut transform_query: Query<&mut Transform, With<Sprite>>,
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) {
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    let angle = std::f32::consts::PI / 2.0;
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    for (parent, children) in parents_query.iter_mut() {
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        if let Ok(mut transform) = transform_query.get_mut(parent) {
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            transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds()));
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        }
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        // To iterate through the entities children, just treat the Children component as a Vec
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        // Alternatively, you could query entities that have a Parent component
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        for child in children.iter() {
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            if let Ok(mut transform) = transform_query.get_mut(*child) {
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                transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds()));
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            }
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        }
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        // To demonstrate removing children, we'll start to remove the children after a couple of seconds
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        if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
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            let child = children.last().copied().unwrap();
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            commands.despawn(child);
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        }
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        if time.seconds_since_startup() >= 4.0 {
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            // This will remove the entity from its parent's list of children, as well as despawn
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            // any children the entity has.
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            commands.despawn_recursive(parent);
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        }
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    }
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}
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