
# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
40 lines
1.0 KiB
Rust
40 lines
1.0 KiB
Rust
//! Demonstrates how to use transparency in 2D.
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//! Shows 3 bevy logos on top of each other, each with a different amount of transparency.
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use bevy::prelude::*;
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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)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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let sprite_handle = asset_server.load("branding/icon.png");
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commands.spawn((
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Sprite::from_image(sprite_handle.clone()),
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Transform::from_xyz(-100.0, 0.0, 0.0),
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));
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commands.spawn((
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Sprite {
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image: sprite_handle.clone(),
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// Alpha channel of the color controls transparency.
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color: Color::srgba(0.0, 0.0, 1.0, 0.7),
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..default()
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},
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Transform::from_xyz(0.0, 0.0, 0.1),
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));
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commands.spawn((
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Sprite {
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image: sprite_handle,
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color: Color::srgba(0.0, 1.0, 0.0, 0.3),
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..default()
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},
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Transform::from_xyz(100.0, 0.0, 0.2),
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));
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}
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