 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.
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{prelude::*, tasks::prelude::*};
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| use rand::random;
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| 
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| struct Velocity(Vec2);
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| 
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| fn spawn_system(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     let texture_handle = asset_server.load("branding/icon.png");
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|     let material = materials.add(texture_handle.into());
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|     for _ in 0..128 {
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|         commands
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|             .spawn_bundle(SpriteBundle {
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|                 material: material.clone(),
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|                 transform: Transform::from_scale(Vec3::splat(0.1)),
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|                 ..Default::default()
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|             })
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|             .insert(Velocity(
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|                 20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
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|             ));
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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(pool: Res<ComputeTaskPool>, 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 using batches of 32 sprites
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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.par_for_each_mut(&pool, 32, |(mut transform, velocity)| {
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|         transform.translation += velocity.0.extend(0.0);
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|     });
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| }
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| 
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| // Bounce sprites outside the window
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| fn bounce_system(
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|     pool: Res<ComputeTaskPool>,
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|     windows: Res<Windows>,
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|     mut sprites: Query<(&Transform, &mut Velocity)>,
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| ) {
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|     let window = windows.get_primary().expect("No primary window.");
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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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|     sprites
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|         // 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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|         .par_for_each_mut(&pool, 32, |(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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| 
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(spawn_system.system())
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|         .add_system(move_system.system())
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|         .add_system(bounce_system.system())
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|         .run();
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| }
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