 7d40e3ec87
			
		
	
	
		7d40e3ec87
		
			
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			160 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how fallible parameters can prevent their systems
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| //! from running if their acquiry conditions aren't met.
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| //!
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| //! Fallible parameters include:
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| //! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist.
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| //! - [`Single<D, F>`] - There must be exactly one matching entity.
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| //! - [`Option<Single<D, F>>`] - There must be zero or one matching entity.
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| //! - [`Populated<D, F>`] - There must be at least one matching entity.
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| 
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| use bevy::prelude::*;
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| use rand::Rng;
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| 
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| fn main() {
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|     println!();
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|     println!("Press 'A' to add enemy ships and 'R' to remove them.");
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|     println!("Player ship will wait for enemy ships and track one if it exists,");
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|     println!("but will stop tracking if there are more than one.");
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|     println!();
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| 
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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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|         // Systems that fail parameter validation will emit warnings.
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|         // The default policy is to emit a warning once per system.
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|         // This is good for catching unexpected behavior, but can
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|         // lead to spam. You can disable invalid param warnings
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|         // per system using the `.never_param_warn()` method.
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|         .add_systems(
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|             Update,
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|             (
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|                 user_input,
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|                 move_targets.never_param_warn(),
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|                 move_pointer.never_param_warn(),
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|             )
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|                 .chain(),
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|         )
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|         // We will leave this systems with default warning policy.
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|         .add_systems(Update, do_nothing_fail_validation)
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|         .run();
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| }
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| 
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| /// Enemy component stores data for movement in a circle.
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| #[derive(Component, Default)]
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| struct Enemy {
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|     origin: Vec2,
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|     radius: f32,
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|     rotation: f32,
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|     rotation_speed: f32,
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| }
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| 
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| /// Player component stores data for going after enemies.
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| #[derive(Component, Default)]
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| struct Player {
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|     speed: f32,
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|     rotation_speed: f32,
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|     min_follow_radius: f32,
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // Spawn 2D camera.
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|     commands.spawn(Camera2d);
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| 
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|     // Spawn player.
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|     let texture = asset_server.load("textures/simplespace/ship_C.png");
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|     commands.spawn((
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|         Player {
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|             speed: 100.0,
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|             rotation_speed: 2.0,
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|             min_follow_radius: 50.0,
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|         },
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|         Sprite {
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|             image: texture,
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|             color: bevy::color::palettes::tailwind::BLUE_800.into(),
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|             ..Default::default()
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|         },
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|         Transform::from_translation(Vec3::ZERO),
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|     ));
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| }
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| 
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| /// System that reads user input.
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| /// If user presses 'A' we spawn a new random enemy.
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| /// If user presses 'R' we remove a random enemy (if any exist).
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| fn user_input(
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|     mut commands: Commands,
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|     enemies: Query<Entity, With<Enemy>>,
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|     keyboard_input: Res<ButtonInput<KeyCode>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     let mut rng = rand::thread_rng();
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|     if keyboard_input.just_pressed(KeyCode::KeyA) {
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|         let texture = asset_server.load("textures/simplespace/enemy_A.png");
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|         commands.spawn((
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|             Enemy {
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|                 origin: Vec2::new(rng.gen_range(-200.0..200.0), rng.gen_range(-200.0..200.0)),
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|                 radius: rng.gen_range(50.0..150.0),
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|                 rotation: rng.gen_range(0.0..std::f32::consts::TAU),
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|                 rotation_speed: rng.gen_range(0.5..1.5),
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|             },
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|             Sprite {
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|                 image: texture,
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|                 color: bevy::color::palettes::tailwind::RED_800.into(),
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|                 ..default()
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|             },
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|             Transform::from_translation(Vec3::ZERO),
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|         ));
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|     }
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| 
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|     if keyboard_input.just_pressed(KeyCode::KeyR) {
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|         if let Some(entity) = enemies.iter().next() {
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|             commands.entity(entity).despawn();
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|         }
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|     }
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| }
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| 
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| // System that moves the enemies in a circle.
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| // Only runs if there are enemies.
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| fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
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|     for (mut transform, mut target) in &mut *enemies {
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|         target.rotation += target.rotation_speed * time.delta_seconds();
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|         transform.rotation = Quat::from_rotation_z(target.rotation);
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|         let offset = transform.right() * target.radius;
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|         transform.translation = target.origin.extend(0.0) + offset;
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|     }
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| }
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| 
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| /// System that moves the player.
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| /// The player will search for enemies if there are none.
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| /// If there is one, player will track it.
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| /// If there are too many enemies, the player will cease all action (the system will not run).
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| fn move_pointer(
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|     // `Single` ensures the system runs ONLY when exactly one matching entity exists.
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|     mut player: Single<(&mut Transform, &Player)>,
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|     // `Option<Single>` ensures that the system runs ONLY when zero or one matching entity exists.
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|     enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>,
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|     time: Res<Time>,
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| ) {
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|     let (player_transform, player) = &mut *player;
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|     if let Some(enemy_transform) = enemy {
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|         // Enemy found, rotate and move towards it.
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|         let delta = enemy_transform.translation - player_transform.translation;
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|         let distance = delta.length();
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|         let front = delta / distance;
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|         let up = Vec3::Z;
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|         let side = front.cross(up);
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|         player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up));
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|         let max_step = distance - player.min_follow_radius;
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|         if 0.0 < max_step {
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|             let velocity = (player.speed * time.delta_seconds()).min(max_step);
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|             player_transform.translation += front * velocity;
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|         }
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|     } else {
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|         // No enemy found, keep searching.
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|         player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_seconds());
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|     }
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| }
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| 
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| /// This system always fails param validation, because we never
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| /// create an entity with both [`Player`] and [`Enemy`] components.
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| fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {}
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