 81b53d15d4
			
		
	
	
		81b53d15d4
		
	
	
	
	
		
			
			Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
		
			
				
	
	
		
			29 lines
		
	
	
		
			768 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			29 lines
		
	
	
		
			768 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::build()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup.system())
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut materials: ResMut<Assets<ColorMaterial>>,
 | |
| ) {
 | |
|     let texture_handle = asset_server.load("branding/icon.png");
 | |
|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
 | |
|     commands.spawn_bundle(SpriteBundle {
 | |
|         material: materials.add(texture_handle.into()),
 | |
|         sprite: Sprite {
 | |
|             // Flip the logo to the left
 | |
|             flip_x: true,
 | |
|             // And don't flip it upside-down ( the default )
 | |
|             flip_y: false,
 | |
|             ..Default::default()
 | |
|         },
 | |
|         ..Default::default()
 | |
|     });
 | |
| }
 |