# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			77 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates parallel queries with `ParallelIterator`.
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use bevy::{ecs::batching::BatchingStrategy, prelude::*};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(Component, Deref)]
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struct Velocity(Vec2);
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    let texture = asset_server.load("branding/icon.png");
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    // We're seeding the PRNG here to make this example deterministic for testing purposes.
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    // This isn't strictly required in practical use unless you need your app to be deterministic.
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    let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
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    for _ in 0..128 {
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        commands.spawn((
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            Sprite::from_image(texture.clone()),
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            Transform::from_scale(Vec3::splat(0.1)),
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            Velocity(20.0 * Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<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(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
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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
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        .par_iter_mut()
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        .for_each(|(mut transform, velocity)| {
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            transform.translation += velocity.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(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
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    let window = windows.single();
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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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    // The default batch size can also be overridden.
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    // In this case a 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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    sprites
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        .par_iter_mut()
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        .batching_strategy(BatchingStrategy::fixed(32))
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        .for_each(|(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_systems(Startup, spawn_system)
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        .add_systems(Update, (move_system, bounce_system))
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        .run();
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}
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