bevy/examples/time/virtual_time.rs
VitalyR eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .spawn((
-                        ButtonBundle {
-                            style: Style {
-                                width: Val::Px(w),
-                                height: Val::Px(h),
-                                // horizontally center child text
-                                justify_content: JustifyContent::Center,
-                                // vertically center child text
-                                align_items: AlignItems::Center,
-                                margin: UiRect::all(Val::Px(20.0)),
-                                ..default()
-                            },
-                            image: image.clone().into(),
+                        Button,
+                        Style {
+                            width: Val::Px(w),
+                            height: Val::Px(h),
+                            // horizontally center child text
+                            justify_content: JustifyContent::Center,
+                            // vertically center child text
+                            align_items: AlignItems::Center,
+                            margin: UiRect::all(Val::Px(20.0)),
                             ..default()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00

207 lines
6.6 KiB
Rust

//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
//! and speed up a game.
use std::time::Duration;
use bevy::{
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
time::common_conditions::on_real_timer,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_virtual_time_sprites,
move_real_time_sprites,
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
(update_virtual_time_info_text, update_real_time_info_text)
// update the texts on a timer to make them more readable
// `on_timer` run condition uses `Virtual` time meaning it's scaled
// and would result in the UI updating at different intervals based
// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
.run_if(on_real_timer(Duration::from_millis(250))),
),
)
.run();
}
/// `Real` time related marker
#[derive(Component)]
struct RealTime;
/// `Virtual` time related marker
#[derive(Component)]
struct VirtualTime;
/// Setup the example
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
// of the other sprite which moves based on `Real` (unscaled) time
time.set_relative_speed(2.);
commands.spawn(Camera2d);
let virtual_color = GOLD.into();
let sprite_scale = Vec2::splat(0.5).extend(1.);
let texture_handle = asset_server.load("branding/icon.png");
// the sprite moving based on real time
commands.spawn((
Sprite::from_image(texture_handle.clone()),
Transform::from_scale(sprite_scale),
RealTime,
));
// the sprite moving based on virtual time
commands.spawn((
Sprite {
image: texture_handle,
color: virtual_color,
..Default::default()
},
Transform {
scale: sprite_scale,
translation: Vec3::new(0., -160., 0.),
..default()
},
VirtualTime,
));
// info UI
let font_size = 33.;
commands
.spawn((
Node::default(),
Style {
display: Display::Flex,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.),
position_type: PositionType::Absolute,
top: Val::Px(0.),
padding: UiRect::all(Val::Px(20.0)),
..default()
},
))
.with_children(|builder| {
// real time info
builder.spawn((
Text::default(),
TextFont {
font_size,
..default()
},
RealTime,
));
// keybindings
builder.spawn((
Text::new("CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down"),
TextFont {
font_size,
..default()
},
TextColor(Color::srgb(0.85, 0.85, 0.85)),
TextLayout::new_with_justify(JustifyText::Center),
));
// virtual time info
builder.spawn((
Text::default(),
TextFont {
font_size,
..default()
},
TextColor(virtual_color),
TextLayout::new_with_justify(JustifyText::Right),
VirtualTime,
));
});
}
/// Move sprites using `Real` (unscaled) time
fn move_real_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
// `Real` time which is not scaled or paused
time: Res<Time<Real>>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Real` second
// when the time is scaled the speed is going to change
// and the sprite will stay still the time is paused
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
/// Move sprites using `Virtual` (scaled) time
fn move_virtual_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
// the default `Time` is either `Time<Virtual>` in regular systems
// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
// `Time::elapsed()` will return the appropriate values either way
time: Res<Time>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Virtual` second
// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
// to move at a different pace and the sprite will stay still when time is
// `Time<Virtual>::is_paused()`
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
fn get_sprite_translation_x(elapsed: f32) -> f32 {
ops::sin(elapsed) * 500.
}
/// Update the speed of `Time<Virtual>.` by `DELTA`
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
let time_speed = (time.relative_speed() + DELTA as f32)
.round()
.clamp(0.25, 5.);
// set the speed of the virtual time to speed it up or slow it down
time.set_relative_speed(time_speed);
}
/// pause or resume `Relative` time
fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
if time.is_paused() {
time.unpause();
} else {
time.pause();
}
}
/// Update the `Real` time info text
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
for mut text in &mut query {
**text = format!(
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
time.elapsed_secs(),
time.delta_secs(),
);
}
}
/// Update the `Virtual` time info text
fn update_virtual_time_info_text(
time: Res<Time<Virtual>>,
mut query: Query<&mut Text, With<VirtualTime>>,
) {
for mut text in &mut query {
**text = format!(
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
time.elapsed_secs(),
time.delta_secs(),
time.relative_speed()
);
}
}