# 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.
		
			
				
	
	
		
			204 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
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use bevy::{
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    color::palettes::css::*,
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    math::ops,
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    prelude::*,
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    sprite::Anchor,
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    text::{FontSmoothing, LineBreak, TextBounds},
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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, setup)
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        .add_systems(
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            Update,
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            (animate_translation, animate_rotation, animate_scale),
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        )
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        .run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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    let text_style = TextStyle {
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        font: font.clone(),
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        font_size: 50.0,
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        ..default()
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    };
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    let text_justification = JustifyText::Center;
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    // 2d camera
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    commands.spawn(Camera2d);
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    // Demonstrate changing translation
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("translation", text_style.clone())
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                .with_justify(text_justification),
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            ..default()
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        },
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        AnimateTranslation,
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    ));
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    // Demonstrate changing rotation
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("rotation", text_style.clone())
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                .with_justify(text_justification),
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            ..default()
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        },
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        AnimateRotation,
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    ));
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    // Demonstrate changing scale
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("scale", text_style).with_justify(text_justification),
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            transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
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            ..default()
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        },
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        AnimateScale,
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    ));
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    // Demonstrate text wrapping
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    let slightly_smaller_text_style = TextStyle {
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        font,
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        font_size: 35.0,
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        ..default()
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    };
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    let box_size = Vec2::new(300.0, 200.0);
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    let box_position = Vec2::new(0.0, -250.0);
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    commands
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        .spawn(SpriteBundle {
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            sprite: Sprite {
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                color: Color::srgb(0.25, 0.25, 0.75),
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                custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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                ..default()
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            },
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            transform: Transform::from_translation(box_position.extend(0.0)),
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            ..default()
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        })
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        .with_children(|builder| {
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            builder.spawn(Text2dBundle {
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                text: Text {
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                    sections: vec![TextSection::new(
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                        "this text wraps in the box\n(Unicode linebreaks)",
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                        slightly_smaller_text_style.clone(),
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                    )],
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                    justify: JustifyText::Left,
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                    linebreak: LineBreak::WordBoundary,
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                    ..default()
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                },
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                // Wrap text in the rectangle
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                text_2d_bounds: TextBounds::from(box_size),
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                // ensure the text is drawn on top of the box
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                transform: Transform::from_translation(Vec3::Z),
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                ..default()
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            });
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        });
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    let other_box_size = Vec2::new(300.0, 200.0);
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    let other_box_position = Vec2::new(320.0, -250.0);
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    commands
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        .spawn(SpriteBundle {
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            sprite: Sprite {
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                color: Color::srgb(0.20, 0.3, 0.70),
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                custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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                ..default()
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            },
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            transform: Transform::from_translation(other_box_position.extend(0.0)),
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            ..default()
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        })
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        .with_children(|builder| {
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            builder.spawn(Text2dBundle {
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                text: Text {
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                    sections: vec![TextSection::new(
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                        "this text wraps in the box\n(AnyCharacter linebreaks)",
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                        slightly_smaller_text_style.clone(),
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                    )],
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                    justify: JustifyText::Left,
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                    linebreak: LineBreak::AnyCharacter,
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                    ..default()
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                },
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                // Wrap text in the rectangle
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                text_2d_bounds: TextBounds::from(other_box_size),
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                // ensure the text is drawn on top of the box
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                transform: Transform::from_translation(Vec3::Z),
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                ..default()
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            });
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        });
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    // Demonstrate font smoothing off
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    commands.spawn(Text2dBundle {
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        text: Text::from_section("FontSmoothing::None", slightly_smaller_text_style.clone())
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            .with_font_smoothing(FontSmoothing::None),
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        transform: Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
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        ..default()
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    });
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    for (text_anchor, color) in [
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        (Anchor::TopLeft, Color::Srgba(RED)),
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        (Anchor::TopRight, Color::Srgba(LIME)),
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        (Anchor::BottomRight, Color::Srgba(BLUE)),
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        (Anchor::BottomLeft, Color::Srgba(YELLOW)),
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    ] {
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        commands.spawn(Text2dBundle {
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            text: Text {
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                sections: vec![TextSection::new(
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                    format!(" Anchor::{text_anchor:?} "),
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                    TextStyle {
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                        color,
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                        ..slightly_smaller_text_style.clone()
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                    },
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                )],
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                ..Default::default()
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            },
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            transform: Transform::from_translation(250. * Vec3::Y),
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            text_anchor,
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            ..default()
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        });
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    }
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}
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fn animate_translation(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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    for mut transform in &mut query {
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        transform.translation.x = 100.0 * ops::sin(time.elapsed_seconds()) - 400.0;
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        transform.translation.y = 100.0 * ops::cos(time.elapsed_seconds());
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    }
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}
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fn animate_rotation(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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    for mut transform in &mut query {
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        transform.rotation = Quat::from_rotation_z(ops::cos(time.elapsed_seconds()));
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    }
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}
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fn animate_scale(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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    // Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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    // rendered quad, resulting in a pixellated look.
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    for mut transform in &mut query {
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        let scale = (ops::sin(time.elapsed_seconds()) + 1.1) * 2.0;
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        transform.scale.x = scale;
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        transform.scale.y = scale;
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    }
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}
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