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		015f2c69ca
		
			
		
	
	
	
	
		
			
			# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			136 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases a 2D top-down camera with smooth player tracking.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding          | Action        |
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| //! |:---------------------|:--------------|
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| //! | `W`                  | Move up       |
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| //! | `S`                  | Move down     |
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| //! | `A`                  | Move left     |
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| //! | `D`                  | Move right    |
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| 
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| use bevy::{core_pipeline::bloom::Bloom, prelude::*};
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| 
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| /// Player movement speed factor.
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| const PLAYER_SPEED: f32 = 100.;
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| 
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| /// How quickly should the camera snap to the desired location.
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| const CAMERA_DECAY_RATE: f32 = 2.;
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| 
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| #[derive(Component)]
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| struct Player;
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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_scene, setup_instructions, setup_camera))
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|         .add_systems(Update, (move_player, update_camera).chain())
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|         .run();
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| }
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| 
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| fn setup_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     // World where we move the player
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|     commands.spawn((
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|         Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
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|         MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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|     ));
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| 
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|     // Player
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|     commands.spawn((
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|         Player,
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|         Mesh2d(meshes.add(Circle::new(25.))),
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|         MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))), // RGB values exceed 1 to achieve a bright color for the bloom effect
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|         Transform::from_xyz(0., 0., 2.),
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn((
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|         Text::new("Move the light with WASD.\nThe camera will smoothly track the light."),
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|         Node {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         },
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|     ));
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| }
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| 
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| fn setup_camera(mut commands: Commands) {
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|     commands.spawn((
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|         Camera2d,
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|         Camera {
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|             hdr: true, // HDR is required for the bloom effect
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|             ..default()
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|         },
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|         Bloom::NATURAL,
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|     ));
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| }
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| 
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| /// Update the camera position by tracking the player.
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| fn update_camera(
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|     mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
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|     player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
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|     time: Res<Time>,
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| ) {
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|     let Ok(mut camera) = camera.get_single_mut() else {
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|         return;
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|     };
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| 
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|     let Ok(player) = player.get_single() else {
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|         return;
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|     };
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| 
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|     let Vec3 { x, y, .. } = player.translation;
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|     let direction = Vec3::new(x, y, camera.translation.z);
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| 
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|     // Applies a smooth effect to camera movement using stable interpolation
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|     // between the camera position and the player position on the x and y axes.
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|     camera
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|         .translation
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|         .smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_secs());
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| }
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| 
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| /// Update the player position with keyboard inputs.
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| /// Note that the approach used here is for demonstration purposes only,
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| /// as the point of this example is to showcase the camera tracking feature.
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| ///
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| /// A more robust solution for player movement can be found in `examples/movement/physics_in_fixed_timestep.rs`.
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| fn move_player(
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|     mut player: Query<&mut Transform, With<Player>>,
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|     time: Res<Time>,
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|     kb_input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     let Ok(mut player) = player.get_single_mut() else {
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|         return;
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|     };
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| 
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|     let mut direction = Vec2::ZERO;
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| 
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|     if kb_input.pressed(KeyCode::KeyW) {
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|         direction.y += 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyS) {
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|         direction.y -= 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyA) {
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|         direction.x -= 1.;
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|     }
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| 
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|     if kb_input.pressed(KeyCode::KeyD) {
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|         direction.x += 1.;
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|     }
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| 
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|     // Progressively update the player's position over time. Normalize the
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|     // direction vector to prevent it from exceeding a magnitude of 1 when
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|     // moving diagonally.
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|     let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_secs();
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|     player.translation += move_delta.extend(0.);
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| }
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