# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a 2D scene containing a single, moving sprite.
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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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        .add_systems(Update, sprite_movement)
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        .run();
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}
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#[derive(Component)]
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enum Direction {
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    Up,
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    Down,
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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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    commands.spawn((
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        SpriteBundle {
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            texture: asset_server.load("branding/icon.png"),
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            transform: Transform::from_xyz(100., 0., 0.),
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            ..default()
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        },
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        Direction::Up,
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    ));
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}
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/// The sprite is animated by changing its translation depending on the time that has passed since
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/// the last frame.
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fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) {
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    for (mut logo, mut transform) in &mut sprite_position {
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        match *logo {
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            Direction::Up => transform.translation.y += 150. * time.delta_seconds(),
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            Direction::Down => transform.translation.y -= 150. * time.delta_seconds(),
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        }
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        if transform.translation.y > 200. {
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            *logo = Direction::Down;
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        } else if transform.translation.y < -200. {
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            *logo = Direction::Up;
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        }
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    }
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}
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