 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			122 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Creates a hierarchy of parents and children entities.
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| 
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| use bevy::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_startup_system(setup)
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|         .add_system(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_bundle(OrthographicCameraBundle::new_2d());
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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_bundle(SpriteBundle {
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|             transform: Transform::from_scale(Vec3::splat(0.75)),
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|             texture: texture.clone(),
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|             ..default()
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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_bundle(SpriteBundle {
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|                 transform: Transform {
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|                     translation: Vec3::new(250.0, 0.0, 0.0),
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|                     scale: Vec3::splat(0.75),
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|                     ..default()
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|                 },
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|                 texture: texture.clone(),
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|                 sprite: Sprite {
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|                     color: Color::BLUE,
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|                     ..default()
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|                 },
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|                 ..default()
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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 to create a hierarchy is to add a Parent component to an entity,
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|     // which would be added automatically to parents with other methods.
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|     // Similarly, adding a Parent component will automatically add a Children component to the
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|     // parent.
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|     commands
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|         .spawn_bundle(SpriteBundle {
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|             transform: Transform {
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|                 translation: Vec3::new(-250.0, 0.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..default()
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|             },
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|             texture: texture.clone(),
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|             sprite: Sprite {
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|                 color: Color::RED,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         // Using the entity from the previous section as the parent:
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|         .insert(Parent(parent));
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| 
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|     // Another way is to use the push_children 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_bundle(SpriteBundle {
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|             transform: Transform {
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|                 translation: Vec3::new(0.0, 250.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..default()
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|             },
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|             texture,
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|             sprite: Sprite {
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|                 color: Color::GREEN,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .id();
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| 
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|     // Pushing takes a slice of children to add:
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|     commands.entity(parent).push_children(&[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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|     let angle = std::f32::consts::PI / 2.0;
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|     for (parent, children) in parents_query.iter_mut() {
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|         if let Ok(mut transform) = transform_query.get_mut(parent) {
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|             transform.rotate(Quat::from_rotation_z(-angle * 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.iter() {
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|             if let Ok(mut transform) = transform_query.get_mut(*child) {
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|                 transform.rotate(Quat::from_rotation_z(angle * 2.0 * 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 start to remove the children after a couple of
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|         // seconds
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|         if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
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|             let child = children.last().copied().unwrap();
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|             commands.entity(child).despawn_recursive();
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|         }
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| 
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|         if time.seconds_since_startup() >= 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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