 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.
		
			
				
	
	
		
			90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Creates a hierarchy of parents and children entities.
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::{color::palettes::css::*, prelude::*};
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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(Update, rotate)
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|         .run();
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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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|     commands.spawn(Camera2d);
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|     let texture = asset_server.load("branding/icon.png");
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| 
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|     // Spawn a root entity with no parent
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|     let parent = commands
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|         .spawn((
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|             Sprite::from_image(texture.clone()),
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|             Transform::from_scale(Vec3::splat(0.75)),
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|         ))
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|         // With that entity as a parent, run a lambda that spawns its children
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|         .with_children(|parent| {
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|             // parent is a ChildBuilder, which has a similar API to Commands
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|             parent.spawn((
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|                 Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
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|                 Sprite {
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|                     image: texture.clone(),
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|                     color: BLUE.into(),
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|                     ..default()
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|                 },
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|             ));
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|         })
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|         // Store parent entity for next sections
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|         .id();
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| 
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|     // Another way is to use the add_child function to add children after the parent
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|     // entity has already been spawned.
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|     let child = commands
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|         .spawn((
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|             Sprite {
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|                 image: texture,
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|                 color: LIME.into(),
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|                 ..default()
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|             },
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|             Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
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|         ))
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|         .id();
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| 
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|     // Add child to the parent.
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|     commands.entity(parent).add_child(child);
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| }
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| 
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| // A simple system to rotate the root entity, and rotate all its children separately
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| fn rotate(
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|     mut commands: Commands,
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|     time: Res<Time>,
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|     mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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|     mut transform_query: Query<&mut Transform, With<Sprite>>,
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| ) {
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|     for (parent, children) in &mut parents_query {
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|         if let Ok(mut transform) = transform_query.get_mut(parent) {
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|             transform.rotate_z(-PI / 2. * time.delta_seconds());
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|         }
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| 
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|         // To iterate through the entities children, just treat the Children component as a Vec
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|         // Alternatively, you could query entities that have a Parent component
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|         for child in children {
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|             if let Ok(mut transform) = transform_query.get_mut(*child) {
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|                 transform.rotate_z(PI * time.delta_seconds());
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|             }
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|         }
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| 
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|         // To demonstrate removing children, we'll remove a child after a couple of seconds.
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|         if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
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|             let child = children.last().unwrap();
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|             commands.entity(*child).despawn_recursive();
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|         }
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| 
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|         if time.elapsed_seconds() >= 4.0 {
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|             // This will remove the entity from its parent's list of children, as well as despawn
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|             // any children the entity has.
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|             commands.entity(parent).despawn_recursive();
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|         }
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|     }
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| }
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